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研究生: 王培懿
Pei-Yi Wang
論文名稱: 議題探究之可體驗推測設計—以虛擬實境之降溫座椅創作為例
Issued-Probe for Empirical Speculative Design—Taking VR Calm Down Chair as an Example
指導教授: 林銘煌
Ming-Huang Lin
口試委員: 梁容輝
Rung-Huei Liang
許峻誠
Chun-Cheng Hsu
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: 2023
畢業學年度: 111
語文別: 中文
論文頁數: 122
中文關鍵詞: 文化探針推測設計虛擬實境
外文關鍵詞: Cultural Probe, Speculative Design, Virtual Reality
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推測設計被譽為引領社會、政治、倫理,與文化等邁向革新的媒介,透過虛構世界觀的建立與人造物的設計,激起人們討論、反思,乃至於以行動改變。然而無法產生共鳴是現有推測設計作品的普遍存在的問題。因此,本研究以可體驗的推測設計為初衷,建構具推測意涵的文化探針法,一方面循序漸進地搜集人們對於主題的觀點,一方面不斷開展虛構世界多元的可能性。本研究過程中運用兩次不同的文化探針法蒐集體驗者的質性經驗進行關鍵詞彙摘要後,以VR推測設計作為成果呈現。具體研究流程為:文化探針的解構與再定位、設計具推測意涵的文化探針、探針結果的簡易編碼與意義創造、AI輔助文字具象化,最後,統整上述的洞察進行VR互動體驗的創作並根據體驗訪談內容探討成果。本研究對於設計研究的貢獻有二:(1)以文化探針作為推測設計創作之脈絡、(2)透過沉浸式感官體驗的創作激發觀者對推測設計作品的共鳴。


Speculative Design has been considered the media of leading society, politics, ethics, and culture toward innovation. Through the construction of a fictional world and artifacts, it is expected to provoke discussion and reflections around people. However, most speculative designs or artworks don’t work, it’s hard for people to comprehend or relate to. Hence, this study aims to construct speculative-oriented probes to create empirical speculation, not only collecting the perspectives of people about the topic but also keeps developing the multiple possibilities of the fictional world. This study conducts two cultural probes for collecting empirical “glimpses” from participants and makes those probe returns to the final present, VR speculative design, by analyzing the information in a non-systematic way. The process went from the “redefinition of the Cultural Probe”, “speculative-oriented probe design”, and “encoding and construction of probe returns”, to “AI-lead words to images”. Last but not least, this study integrates all the research insights into a VR interactive design and discusses the results through the participants’ interviews. This study makes two contributions to design research: (1) Develop a unique method and context of creating speculative design with Cultural Probe. (2) Resonate with viewers and make more connections of speculative design by the sensory immersive interactive design.

摘要 .......................................................................................................................... i Abstract ................................................................................................................. ii 目錄 ........................................................................................................................ iv 圖目錄 .................................................................................................................. vii 表目錄 ..................................................................................................................... x 第一章、緒論 ......................................................................................................... 1 1.1 研究背景與動機 .......................................................................................... 1 1.2 研究問題 ...................................................................................................... 4 1.3 研究目的 ...................................................................................................... 4 1.4 研究架構 ...................................................................................................... 4 第二章、文獻探討 ................................................................................................. 7 2.1 推測設計 ...................................................................................................... 7 2.1.1 可能世界理論 ......................................................................................... 10 2.1.2 推測、設幻、批判 ................................................................................. 12 2.1.3 可能世界的主宰 ..................................................................................... 19 2.1.3 非現實美學 ............................................................................................. 20 2.2 虛擬實境 .................................................................................................... 21 2.2.1 虛擬實境於設計的應用 .......................................................................... 22 2.2.2 互動式沈浸體驗:新媒體藝術 .............................................................. 23 2.2.4 人機互動第三派典之後 .......................................................................... 26 2.2.4 小結 .......................................................................................................... 28 2.3 文化探針 .................................................................................................... 29 第三章、研究方法 ............................................................................................... 33 3.1 建構型設計研究與文化探針法 ................................................................. 33 3.2 文化探針 .................................................................................................... 34 3.3 處境方法與思想實驗 ................................................................................ 35 3.4 訪談法:半結構訪談 ................................................................................ 36 第四章、研究過程 ............................................................................................... 37 4.1.1 推測探針1:主題式探針 ....................................................................... 38 4.1.2 研究動機與探針設計 .............................................................................. 39 4.1.3 訪綱 ......................................................................................................... 44 4.1.4 處境推測實作與初步結果整理 ............................................................. 45 4.1.5 文本推測實作與初步結果整理 ............................................................. 46 4.1.6 小結 ......................................................................................................... 48 4.2.1 議題式探究 ............................................................................................. 50 4.2.2 設計動機與議題 ..................................................................................... 51 4.2.3 議題式探針設計與參與者 ..................................................................... 51 4.2.4 探針現場:任務內容規劃&DISCORD伺服器架設 .............................. 52 4.2.5 探針成果 ................................................................................................. 57 4.2.6 討論與發展 .............................................................................................. 61 4.3 AI生成藝術 ................................................................................................ 63 4.4 討論與重整 ................................................................................................. 72 第五章、設計創作 ............................................................................................... 74 5.1 創作內容概述 ............................................................................................ 74 5.2 議題探究結果詮釋到推測設計概念 ......................................................... 75 5.2.1 人造物設計(三張座椅、偵測貼片) ................................................. 76 5.2.2 體驗流程規劃(影片、貼片、VR、實體座椅) ................................ 83 5.3 VR技術整合 .............................................................................................. 86 5.4 體驗實測與參與者回饋 ............................................................................. 95 第六章、結論與討論 ......................................................................................... 101 6.1.1 文化探針作為推測設計研究創作方法之成果評估 ............................ 101 6.1.2 互動設計成果評估 ................................................................................ 103 6.2 可體驗推測設計的未來 ........................................................................... 104 參考文獻 ............................................................................................................. 106 附錄 ..................................................................................................................... 113

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