簡易檢索 / 詳目顯示

研究生: 鄭宇婷
Yu-Ting Cheng
論文名稱: Relax like the dead on the street- Reconstituting speculative wearable design
Relax like the dead on the street- Reconstituting speculative wearable design
指導教授: 陳玲鈴
Lin-Lin Chen
梁容輝
Rung-Huei Liang
口試委員: 曾鈺涓
Yu-Chuan Tseng
學位類別: 碩士
Master
系所名稱: 設計學院 - 設計系
Department of Design
論文出版年: 2016
畢業學年度: 104
語文別: 英文
論文頁數: 115
中文關鍵詞: 推測設計穿戴式互動設計
外文關鍵詞: wearable, intervention
相關次數: 點閱:222下載:23
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 近年來科技微小化與成本大量下降,引起一陣穿戴式裝置潮流,不管是功能導向或時尚導向為主的穿戴式設計,最終探索如何讓人在心理或物質上得到舒適。同時,穿戴設計研究開始提出以「穿戴式裝置作為探索人與人互動關係之工具」,因此本研究對於「穿戴舒適感」進行一種穿戴式推測設計,製作出一個探索互動關係的道具:「穿戴告別式」,透過研究作設計的方法,實際進行科幻互動以及預期人誌學,在「穿戴者-觀察者-穿戴物」的架構下,邀請大眾與舞台表演者(舞蹈老師與舞台劇導演)進行走街解放行動與訪談,透過三個階段的解放行動,進而與參與者達到對於穿戴未來或是自身的反思,以及延伸出對於穿戴式互動的見解,探索何謂穿戴式的可能性。


    Recent years have seen increased attention being given to wearable interaction in literature. Either function- driven or fashion-driven styles were widely discussed in wearable devices design. The aim of these discussions attempts to allow wearers to feel comfortable physically. However, it was not completely explored (Nugroho, 2013). Some studies stated wearables as a relationship tool allowing us to better understand the interaction between people (Charlesworth, 2007). Drawing on the speculative wearable design, we intend to craft the most comfortable wearables both in physic and psychology. By operationalizing design fiction with anticipatory ethnography (Lindley, Sharma and Potts, 2015), we call for the Wearable R.I.P. emancipation to in-stu participants to relax like the dead on the street. Findings of the emancipation showed that participants’ meaning-making and reframing process by expert extended our understanding on wearable interaction. To conclude, this study may be of importance in explaining the meaning making from R.I.P. interaction, as well better understanding wearable interaction through speculative wearable design.

    List of figures 8 List of analysis 11 Abstract 13 Preface 14 Chapter 1 Wearable 1.1 What are wearables? 21 1.2 Why do we need to wear? 22 1.3 Why do we care to wear beautifully? 22 1.4 Are wearables merely about the function or fashion? 23 1.5 What could we gain more from wearables? 23 1.6 Why do we wear Wearables? 25 1.7 The pathway of exploring the most comfortable wearables 26 Chapter 2 Speculation 2.1 What is the speculative design? 29 2.2 Subverting our understandings of the world: Micro United Kingdom 30 2.3 Designing a ludification by speculative wearables 32 2.4 Performative speculation: Indivicracy – tale of a future government 32 2.5 Summary 35 Chapter 3 Design fiction: Wearable r.i.p. 3.1 The speculation crafted by Wearable R.I.P. 37 3.2 The material used in Wearable R.I.P. 38 3.3 Critique of Wearable R.I.P. 44 Chapter 4 Emancipating people by Wearable R.I.P. 4.1 Emancipating people by Wearable R.I.P. 47 4.2 Method 47 Chapter 5 Public intervention: will you dare to face the death? 5.1 Strategies of 2-hour public intervention 55 5.2 Public intervention 57 5.3 Findings 60 5.4 Summary 67 Chapter 6 Emancipating us from fiction to the reality 6.1 Introduction of stage director 69 6.2 Interviews 69 6.3 Findings 70 6.4 Summary 70 Chapter 7 Public performances: does death really bring peace? 7.1 Strategies of 20-mins public performance 73 7.2 Part 1 - Public performance: Spectators role 76 7.3 Part 1 - Findings 78 7.4 Part 2 - Public performance: Wearers role 81 7.5 Part 2 - Findings 88 7.6 Summary 89 Chapter 8 Insights for wearable interaction 8.1 Wearer(s) = user(s)+object(s) 91 8.2 Relation between wearer(s), wearables & spectator(s) 92 8.3 The three forms in wearable interaction 93 8.4 Summary 95 Chapter 9 Contagious power: We all need wearable r.i.p. 9.1 Fluidity of R.I.P. action 97 9.2 Wearing as a dialogic participatory 97 9.3 Emancipating public awareness 98 9.4 Enrich our perspectives through wearing 106 9.5 Summary: we all need Wearable R.I.P. 107 Chapter 10 conclusion 109 Bibliography 112

    Auger, J. (2013). Speculative design: crafting the speculation. Digital Creativity, 24(1), 11-35.
    Bardzell, J. and Bardzell, S. (2015). Humanist HCI. Moran and Claypool publishers.
    Bardzell, J. and Bardzell, S. (2013). What is “critical” about critical design? In the proceedings of CHI. Paris, France.
    Bardzell, S., Bardzell, J., Forlizzi, J., Zimmerman, J. and Antanitis, J., (2012). Critical design and critical theory: the challenge of designing for provocation. In the proceedings of DIS. Newcastle, UK.
    ÇİÇEK, M. (2015). Wearable technologies and its future applications. Internationall journal of electrical, electronics and data communicateon, 3(4), 2320-2084.
    Charlesworth, J. (2007). Wearables as ‘‘relationship tools’’. AI & Soc, 22, 63-84
    Dalsgaard, P. and Hansen, L. K. (2008). Performing perception: staging aesthetics of interaction. International Journal of Human-Computer Interaction, 15, 3 (November 2008), 33 pages.
    Dunna, L. E. (2004). The design of wearable technology: addressing the human-device interface through functional apparel design. Cornell University.
    Dourish, P. (2001). Where the action is: the founfations of embodied interaction. MIT press.
    Fritsch, J., Breinbjerg, M., Morten, B. and Ditte, A. (2013). Ekkomaten—exploring the echo as a design fiction concept. Digital Creativity, 24(1), 60-74
    Gonzatto, R. F., van Amstel, F. M. C., Merkle, L. E. and Hartmann, T. (2013). The Ideology of the Future in Design Fictions. Digital Creativity, 24(1), 36-45
    Goffman, E. (1959). The presentation of self in everyday life. New York: Doubleday.
    Hobye, M. and Löwgren, J. (2011). Touching a stranger: designing for engaging experience in embodied interaction. International Journal of Design, 5, 3, 31-48.
    Khan, S. and Marzec, E. (2014). Wearables. Deloitte University Press. UK, p.54
    Koskinen, I., Zimmerman, J., Binder, T., Redstorm, J. and Wensveen, S., (2011). Design research through practice: from the lab, field and showroom. Morgan Kaufmann, Boston.
    Kortuem, G., Segall, Z. and Bauer, M. (1998). Contextaware, adaptive wearable computers as remotre interfaces to ‘intelligent’ envoirnments. In the proceedings of the 16th internationall symposium on wearable computers, Newcastle, United Kingdom, 2012.
    Lange, de M., Raessens, J., Mul, de J., Frissen, V. and Lammes, S. (2015). Playful identities: the ludification of digital media cultures. Amsterdam University Press, Amsterdam.
    Lindley, J., Sharma, D. and Potts, R. (2015). Operationalizing design fiction with anticipatory ethnography. In Proceedings of the Ethnographic Praxis in Industry Conference, Sao Paulo, Brazil.
    Lindley, J., Sharma, D. and Potts, R. (2014). Anticipatory ethnography: design fiction as an input to design ethnography. In Proceedings of the Ethnographic Praxis in Industry Conference, New York, USA.
    Fuad-Luke, A. (2009). Design activism: beautiful strangeness for a sustainable world. CSIRO.
    Maeng, S., Lee, K. (2009). How to connect the present to the future of design. In Proceedings of the international association of societies of design research.
    Malpass, M. (2013). Between wit and reason: defining associative, speculative, and critical design in practice. Design and Culture 5, 3: 333-356. London, UK: Bloomsbury
    Maze, R. and Redstrom, J. (2007). Difficult forms: critical practice of design and research. In Proceedings of the IASDR Conference on Design Research. Kowloon, Hong Kong.
    Markussen, T. (2013). The disruptive aesthetics of design activism: enacting design between art and polities. DesignIssues. 29,1 (December 12), 38-50.
    Markussen, T. and Knutz, E. (2013). The poetics of design fiction. In Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces, 231. ACM.
    MASS MoMa. (2004). The Interventionists, North Asams: MASS MoCa.
    Nugroho, J. (2013). A conceptual framework for design wearable technology. Ph.D Dissertation. University of Technology Sydney, Sydney.
    Profita, H. P. (2011). Social acceptability of wearable technology use in public: an exploration of the societal perceptions of a gesture-based mobile textile interface. Georgia institute of technology.
    PSFK Labs, iQ By intel. (2014) The Future of Wearable Tech.
    Rose, D. (2014). Enchanted Objects. New York: Scribner.
    Redström, J. (2006). Towards user design? On the shift from object to user as the subject of design. Design Studies, 27(2), 123-139.
    Scollon, R. and Scollon, S. W. (2003). Discourses in place: language in the material world. USA and Canada: Routledge.
    Seymour, S. (2010). Functional Aesthetics. Austria: Springer-Verlag.
    Smyth, M. and Helgason, I. (2013). Tangible possibilities—envisioning interactions in public space. Digital Creativity, 24(1), 75-87.
    Spence, J., Frohlich, D. M., and Andrews, S. (2013). Performative experience design. In the Proceedings of the CHI 2013 Extended Abstracts on Human Factors in Computer Systems, 2049-2058.
    Turkle, S. (2011). Alone Together: Why we expect more from technology and less from each other. New York: Basic Book.
    Vallgårda, A., Winther, M., Mrch, N., & Vizer, E. E. (2015). Temporal form in interaction design. International Journal of Design, 9(3), 1-15.
    Vallgårda, A. (2014). Giving form to computational things: developing a practice of interaction design. Personal Ubiquitous Computing, 18(3) 2014, pp. 577-592.
    Xu, Q., Yi, X. and Pan, Y. (2015). A structured interaction model of wearable system. In Proceedings of the HCI Korea (HCIK ‘15), 71-75.

    Paragraph from Internet
    Brousell, L. (2015). Wearables Evolving to Combine Fashion and Function. Retrieved from CIO, Serving Chief Information Officers. Website: http:// www.cio.com/article/2886328/wearable-technology/wearables-evolving-to- combine-fashion-and-function.html
    Carter, S. B. (2012). 6 reasons you should spend more time alone. Retrieved from Psychology today. Website: https://www.psychologytoday.com/blog/high-octane-women/201201/6-reasons-you-should-spend-more-time-alone
    Core 77. (2015). Wearable R.I.P.: relax like the dead in the middle of city mayhem. Retrieved from Core 77. Website: http://www.core77.com/projects/44128/Wearable-RIP-Relax-Like-the-Dead-in-the-Middle-of-City-Mayhem
    Dunne, A., Raby, F. (2012). The United Micro Kingdom. Retrieved from UmK. Website: http://www.unitedmicrokingdoms.org/
    Greenfield, R. (2014). The Softer-And More Wearable-Future Of Wearables. Retrieved from Fast Company. Website: http://www.fastcompany.com/3038355/most-creative-people/the-softer-and-more-wearable-future-of- wearables
    Kessler, S. (2014). Why Technology Isn’t Truly Wearable. Retrieved from Fast Company. Website: http://www.fastcodesign.com/3035797/why-technology- isnt-truly-wearable
    Kriesler, H. (2014). So What is Fashion-Tech? Retrieved from Tech Is the New Black. Website: http://techisthenewblack.com/so-what-is-fashion-tech/
    Lehrer, J. (2011). We, Robots. Book Review - Alone Together - By Sherry Turkle -. Retrieved from TIMES. Website: http://www.nytimes.com/2011/01/23/ books/review/Lehrer-t.html?pagewanted=all&_r=0
    Porter, P. (2015). Indivicracy. Website: http://indivicracy.org
    SA Rogers. (2015). Wearable RIP: coffin hood helps you relax among city chaos. webUrbanist. Retrieved December 30, 2015 from http://weburbanist.com/2015/12/30/wearable-rip-coffin-hood-helps-you-relax-among-city-chaos/
    Third Wave Fashion. (2013). What is Fashion Tech? | Third Wave Fashion. Retrieved from Third Wave Fashion. Website: http://thirdwavefashion.com/ 2013/01/what-is-fashion-tech/
    Vaze, R. (2014). Wearable Technology Report. Retrieved from SlideShare. Website: http://www.slideshare.net/RohiniVaze/wearable-technology-report
    唐玄輝 (2014)駕穿戴式科技的反思駕Retrieved from Design Information & Thinking Lab. Website: http://www.ditldesign.com/news/2014/6/9/wearable- devices
    Vandrico Inc. (2015). Kickstarter’s Top Ten Designer Dreams: Five Are Wearables. Retrieved from Vandrico Inc. Website: http://vandrico.com/blog/ kickstarter%25E2%2580%2599s-top-ten-designer-dreams-five-are-wearables

    Wearable Devices
    Apple iWatch. (2014). Website: http://www.apple.com/watch/
    BB. Suit 2.0. (2014). Website: http://www.want.nl/by-borre-bb-suit-0-2-wearable-clean-air/
    Google glass. (2013). Website: https://www.google.com/glass/start/
    Shine misfit. (2013). Website: http://misfit.com/products/shine?locale=en
    Sensoree’s GER Mood Sweater. (2014). Website: http://sensoree.com/artifacts/ger-mood-sweater/

    QR CODE