理解冰淇淋有趣的味觉体验设计

Yan Wang, Zhuying Li, Robert S. Jarvis, A. Russo, R. A. Khot, F. Mueller
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引用次数: 20

摘要

越来越多的趋势是探索数字游戏和饮食的融合,以支持与食物的有趣关系。我们注意到,尽管交互式声音在数字游戏设计中很流行,但在这一趋势中却只受到了有限的关注。为了帮助理解“有趣的味觉体验”,我们设计和研究了一种新型的电容感应冰淇淋筒,“iScream!”在一项有32名参与者参与的研究中,在吃冰淇淋时,锥体播放四种不同的声音(咆哮、嘎吱嘎吱、咯咯笑和打嗝的声音,以探索幻想促进、食物一致性、拟人化和身体反应)。结果是两个主题,每个主题源自6个发现,它们详细说明了玩家如何探索不同的听觉互动可能性与他们的进食行为,而声音反过来又改变了这些进食行为。基于这些发现,我们为设计师提出了四种设计策略,旨在创造有趣的味觉体验,最终促进与食物之间更有趣的关系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Towards Understanding the Design of Playful Gustosonic Experiences with Ice Cream
There is an increasing trend that explores the convergence of digital play and eating to support a playful relationship with food. We note that interactive sound, although prevalent in digital game design, has only received limited attention in this trend. To contribute to an understanding of "playful gustosonic experiences", we present a design and study of a novel capacitive-sensing ice cream cone, "iScream!". In a study with 32 participants, the cone played four different sounds (a roaring, crunchy, giggling, and burping sound in order to explore fantasy facilitation, food congruency, anthropomorphism and bodily response) when eating ice cream. The results are two themes derived from six findings each, which detail how players explored the different auditory interaction possibilities with their eating actions while the sounds in turn modified those eating actions. Based on these findings, we present four design tactics for designers aiming to create playful gustosonic experiences to ultimately facilitate a more playful relationship with food.
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