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研究生: 洪偉肯
Wei-Ken Hung
論文名稱: 創新策略:矛盾語意及跨領域合作
Innovation Strategies:Contradictory Semantics and Cross-Disciplinary Collaboration
指導教授: 陳玲鈴
Lin-Lin Chen
口試委員: 陳建雄
Chien-Hsiung Chen
李傳房
Chang-Franw Lee
宋同正
Tung-Jung Sung
陳國祥
Kuoh-Siang Chen
林榮泰
Rung-Tai Lin
學位類別: 博士
Doctor
系所名稱: 設計學院 - 設計系
Department of Design
論文出版年: 2012
畢業學年度: 101
語文別: 中文
論文頁數: 123
中文關鍵詞: 產品概念設計產品語意產品美學矛盾前瞻科技協同創新跨領域合作
外文關鍵詞: Collaborative Innovation, Emerging Technologies, Contradiction, Product Aesthetics, Product Semantics, Product Concept Design, Interdisciplinary Collaboration
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  • 本論文將從微觀的產品矛盾語意,以及巨觀的跨領域合作兩個角度,來探索設計的創新策略。在矛盾語意部分,本研究以88張無扶手椅為案例,分別以「雙極量測法」、「雙變數量測法」與「四宮格量測法」等三種方式來量測產品語意,以探討讓產品既美又新奇的語意操作策略。結果發現,新奇度與美感偏好呈現倒U曲線相關,中等程度的新奇度可以達到最高的美感偏好,且影響新奇性的因素中,現代感影響最大,其次為複雜度、最低是感性度。此外,具有「矛盾語意(如既典型又獨特)」及「語意模糊(如不典型也不獨特)」的椅子,在雙極量測法中有很高的標準差。且矛盾語意與美感偏好有線性正相關,語意模糊與美感偏好則有線性負相關,兩者皆可視為影響美感偏好的變數。
    在跨領域合作部分,本研究以國科會「前瞻概念設計計畫(ideastorming)」,以及工研院所推動的「設計為科技加值專案(Dechnology)」為例進行個案研究,來探討設計與科技之間的合作模式。結果在ideastorming(設計主導)專案中發現包括「設計導向」、「科技導向」、「共同概念發展」三種協同合作模式,且三種模式都能夠產生創新的概念產品,而設計與科技雙方對於可應用技術的認知、概念發展時程與核心技術轉換的彈性並不相同。此外,在Dechnology(科技主導)專案中,本研究發現技術的「易理解性」、「是否有限定應用」、「成熟度」三者,可用於區隔三種設計的途徑(設計競賽、設計師協同合作、委外設計公司)。進一步納入三種應用的產品類型(獨立產品、軟體導向產品、整合性系統產品),本研究提出一個技術找設計的九種配合矩陣,並探討了不同途徑的優缺點以及適合的科技,可讓設計與科技在合作前,能夠有合理的預期。


    This dissertation aims to explore design’s innovative strategies from two perspectives— product‘s contradictory semantics and cross-disciplinary collaboration. From the micro perspective of product semantics, this study selected 88 unarmed chairs as example, and used three methods—“bipolar”, “bivariate”, and “four-quadrant” — to measure contradiction in product semantics and to explore strategies for designing novel and beautiful products. The results found that the relationship between novelty and aesthetic is an inverted-U function, where the most preferred chairs are those with a moderate level of novelty. For the semantic factors influencing novelty, trendiness has the greatest influence, followed by complexity, and finally by emotion. Furthermore, for the chairs with contradictory (e.g. both typical and unique) and vague (e.g. neither typical nor unique) meanings, the distributions of bipolar ratings have higher standard deviations. In addition, semantic contradiction is positively correlated with aesthetic preferences, while semantic vagueness is negatively correlated with aesthetic preferences. Both of them can be regarded as predictor variables for aesthetic preference.
    From the macro perspective of cross-disciplinary collaboration, this study used the ideastorming project funded by NSC (National Science Council) and the Dechnology (Design+Technology) project run by ITRI (Industrial Technology Research Institute) as examples to investigate the patterns of collaboration between design and technology. Three models for collaborative innovation are identified in the ideastorming (design oriented) project— “design-driven”, “technology driven”, and “joint concept development”—each of which could lead to innovative concept products. It was found that design and engineering teams differ in their perception of applicable technologies, development schedules, and flexibility to switch technologies. For the Dechnology (technology oriented) project, this study found that, three factors—"comprehensibility", "application restrictions", and "maturity" of a technology—can be used to match a technology to one of the three design approaches (design competitions, collaboration with designers, and outsource to design consultancies). Finally, combining three design approaches and three categories of product (stand-alone product, software-oriented product, and integrated system), this study arrived at a matrix of nine product-design approach combinations. We then explain how to choose among different design approaches according to their advantages, disadvantages and features of suitable technologies, such that the better cooperation between design and technology can be achieved through reasonable expectations of targets as well as limitations.

    論文摘要 ABSTRACT 誌謝 目錄 圖目錄 表目錄 第一章 緒論 1.1研究動機與目的 1.2研究架構 1.3研究範圍與限制 第二章 新奇性與三個基本產品語意操作向度對於美感偏好的影響 2.1 前言 2.2 文獻探討 2.2.1 典型性/新奇性與美感偏好 2.2.2 為何過去典型性/新奇性與美感關係的研究呈現不同的結果 2.2.3 新奇性的意義 2.3 研究方法 2.3.1 產品的典型 2.3.2 刺激物 2.3.3 受測者 2.3.4 實驗方法 2.3.5 實驗程序 2.4 實驗結果 2.4.1 新奇性對於美感偏好的影響 2.4.2 椅子的設計特徵 2.4.3 現代感、感性度、複雜度三者對於新奇度的影響 2.4.4 現代感、感性度、複雜度三者對於美感偏好的影響 2.5 討論與結論 第三章 產品矛盾語意的量測與矛盾設計手法 3.1 前言 3.2 文獻探討 3.2.1 矛盾語意之定義與相關研究 3.2.2 以語意差異法的標準差篩選矛盾語意的設計 3.2.3矛盾語意的量測方式探討 3.3 研究方法 3.3.1 刺激物 3.3.2 受測者 3.3.3 實驗進行方式 3.4 實驗結果與討論 3.4.1 新奇性向度的實驗結果與討論 3.4.2 複雜度向度的實驗結果與討論 3.4.3 感性度向度的實驗結果與討論 3.4.4 現代感向度的實驗結果與討論 3.4.5不同背景受測者的矛盾語意的認知模式案例比較 3.4.6 造成語意差異法標準差極大的原因 3.5 結論與建議 第四章 產品矛盾語意與美感偏好的關係 4.1 前言 4.2 文獻探討 4.2.1矛盾語意的量測方式 4.3 研究方法 4.3.1 刺激物 4.3.2 受測者 4.3.3 實驗進行方式 4.4 實驗結果與討論 4.4.1「矛盾語意」及「語意模糊」對於美感偏好的影響 4.4.2 雙變數典型性與獨特性與美感偏好的關係 4.4.3 雙變數與四宮格百分比之間的關係 4.4.4 不同四宮格中椅子的特徵 4.5 結論與建議 第五章 設計找科技的合作模式與限制:以ideastorming專案為例 5.1 前言 5.2國科會前瞻概念設計計畫(Ideastorming)的規劃與演進 5.2.1 計劃目標、主題與參與團隊 5.2.2 計畫的專案管理方式 5.3文獻研究 5.3.1 設計對於科技的貢獻 5.3.2 設計與工程師/科學家的思考模式差異 5.4 案例研究 5.4.1 設計團隊A 5.4.2 設計團隊B 5.4.3 設計團隊C 5.4.4 設計團隊D 5.4.5 設計團隊E 5.5 科技技術應用類型 5.6 設計與科技的合作模式 5.6.1 設計導向的概念發展 5.6.2 科技導向的概念發展 5.6.3 設計與科技共同概念發展 5.7 設計與科技合作時的認知差異與障礙 5.7.1 技術的認知差異 5.7.2 概念發展時程與轉換的彈性不同 5.8 結論與建議 第六章 從快的設計到慢的設計: 以ideastorming的「察覺&反思」專案為例 6.1 前言 6.2 文獻探討 6.2.1將大問題拆解為可處理的設計問題 6.2.2 如何運用產品設計解決問題 6.2.3 「快的設計」與「慢的設計」 6.2.4「慢的設計」的特徵 6.3 「察覺&反思(Awareness & Reflection)」專案 6.4 慢設計的察覺反思設計模式 6.4.1 將看不見的資訊視覺化,以提醒使用者 6.4.2 運用個人的「習慣」,在不知不覺的情況下累積形成改變 6.4.3 讓「不得不」的行為,變的更輕鬆、有趣 6.4.4 運用群眾的力量,以分享、刺激及鼓勵 6.5 將模式轉化為具價值的設計 6.5.1 表層功能與深層效應的適當連結與表達 6.6 結論 第七章 科技找設計的途徑與限制:以Dechnology專案為例 7.1 Dechnology專案簡介 7.1.1 非營利研發法人與企業的差異 7.1.2 專利科技技術的本質 7.2 文獻探討 7.2.1 創新的歷程:對應不同技術成熟度的三種設計途徑 7.2.2 設計競賽的特點與限制 7.2.3 設計師協同合作的特點與限制 7.2.4 委外設計公司的特點與限制 7.3 研究限制 7.4 研究目標 7.5 研究方法 7.6 研究結果與分析 7.6.1 IP的ID次方設計競賽之分析 7.6.2 參賽學生之訪談結果 7.6.3 參賽作品所採用之技術分類結果 7.6.4 設計師協同合作專案之分析 7.6.5 設計師技術發表之簡報分析 7.6.6 協同合作專案-設計師之訪談結果 7.6.7 協同合作專案-法人之訪談結果 7.6.8 具委外設計公司經驗的法人訪談結果 7.7 討論 7.7.1 「技術易理解性」對於設計競賽及其他兩個途徑的影響 7.7.2 「法人是否有限定應用」對於協同合作及其他兩個途徑的影響 7.7.3 「技術成熟度」對於委外設計公司及其他兩個途徑的影響 7.7.4 如何提高科技技術易理解性 7.7.5 如何適當規劃程序以推動協同合作專案 7.7.6 技術找設計的九種配合矩陣 7.8 結論與建議 第八章 結論與建議 8.1 矛盾語意的創新策略 8.2 跨領域合作的創新策略 參考文獻

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