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研究生: 葉銘杰
Ming-chieh Yeh
論文名稱: 性感產品之設計創作
The Creation of Sexy Product Design
指導教授: 鄭金典
Jin-dean Cheng
口試委員: 林銘煌
Ming-huang Lin
范振能
Jeng-neng Fan
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: 2014
畢業學年度: 102
語文別: 中文
論文頁數: 90
中文關鍵詞: 性感感官刺激性興奮產品設計
外文關鍵詞: Sexy, Sensual Stimulus, Sexual Arousal, Product Design
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當今全球經濟發展趨勢中,美學經濟的崛起代表著消費者已經不再只滿足於提供實用性的商品,創造情感價值是產品開發者一個新的重要目標,必須尋找、創造與滿足消費者內心的渴望。本創作探索人類心中眾多的欲望,發覺性感的人或事物給予人類的吸引力與愉悅感非常強烈。然而許多現有的設計以性感為主題,卻強調人體的裸露或是性徵的暴露,使我們時常將性、色情與性感混為一談,單純的性或較負面觀感的色情等概念畢竟不是以傳達吸引力、愉悅感為目的,無法準確闡述性感的概念。又因為性感一詞主要在形容人與人之間以性慾為基礎的感覺,在口語上雖然被使用於形容其他事物,但要應用於設計概念時,便缺乏對轉化後之性感的清楚定義。
本創作之目的在以設計取代人成為性感一詞的形容對象。首先,比較性感與經常被混淆之概念之間的關聯性與差異性;而後,蒐集符合轉化後之性感定義的各領域案例,分析產生因素與刺激類別;最後,應用性感特徵進行設計創作。本創作以系列作品來表現性感應用於產品設計的手法,透過不同作品提供不一樣的性感刺激與體驗,更能夠呈現性感產品設計的可能性與強烈的吸引力。三系列作品分別是:以豐滿感覺為主題並應用相關特徵的壁燈系列—「豐滿The Chubby」;以線條感為主題並應用相關特徵的立燈設計—「皮與骨 The Skin & Bone」;最後是以曖昧為主題並應用相關特徵的花瓶系列—「曖昧 The Ambiguous」,以此三系列作品來作為性感產品設計的初探,並期許後續能尋找出更多具有強烈吸引力的性感因素與特徵,透過設計師的轉化,使產品提供使用者更豐富、愉悅與興奮的感官享受與體驗,並且提供各個設計領域更多的靈感來源。


As one of the trends in today's global economy, the rise of the aesthetic economy represents that consumers are no longer content with practical products. Creating emotional value is an important new goal for all the product developers. To achieve the goal, we must find, create and satisfy consumers’ desire in hearts. After exploring many kinds of desire, thesis finds that a sexy person or thing expresses very strong attraction and pleasure. However, many design concepts state sexy but through human nudity or sexuality. This circumstance let us confuse sexy with sex, erotica and pornography. After all, sex and pornography are not equal to sexy. Because conveying the concept of attraction and pleasure is not their purpose, they can not accurately describe sexy concept. On the other hand, sexy is a word primarily describing a feeling between people based on sexual desire. Although sometimes it will be used for other things, but to be applied to the design concept, the definition after converted is not accurate.
The purpose of thesis is to replace human by design for being described with the word sexy. First, compare then find the association and difference between sexy and those concepts which are often confused with it. Then collect the cases meeting the converted definition of sexy, classify factors and stimulus. Finally, apply sexy features for creating design. Thesis expresses the technique of sexy product design through serial products. Three series of works are following below: the feeling of fullness and application related features for wall lamps series - "The Chubby"; theme with contours and application related features for floor lamp design - "The Skin & Bone"; finally is ambiguous as the theme and apply the relevant characteristics for the vase series - "The Ambiguous". Regarding this three series as first explore of sexy product design, hope to discover more sexy factors and features which can help designers to provide users with more plentiful, exciting and pleasure sensual experiment. Also, provide more sources of inspiration for every kind of design.

論文摘要 1 Abstract 2 目錄 4 圖表索引 8 第一章 緒論 1 1.1 創作背景與動機 1 1.2 創作目的 3 1.3 創作流程 4 第二章 文獻探討 6 2.1 性感 6 2.1.1 性感與性 7 2.1.2 性感與色情、情色 8 2.1.3 性感與美、吸引力 9 2.2 性感的生成與傳遞 12 2.2.1 生成因素 13 2.2.2 刺激 13 2.2.3 性興奮 14 2.3 性感轉化形容於設計 14 2.3.1 生成因素的轉化 15 2.3.2 運作模式的轉化 16 2.3.3 定義重新解釋 17 第三章 案例探討與解析 19 3.1 相關案例探討與解析 20 3.1.1 Barbapoef 20 3.1.2 Carre blanc 21 3.1.3 Concrete Shot 4, Ball + Cone 22 3.1.4 Divisumma 18 23 3.1.5 Egg Vase 24 3.1.6 Flow Sink 25 3.1.7 Gradient Lamp 26 3.1.8 Mate Craft 27 3.1.9 Mono Zeug 28 3.1.10 Paysages 29 3.1.11 Plain Air 30 3.1.12 Shivering-bowls 31 3.1.13 Soft Light 32 3.1.14 Substance 33 3.1.15 Table production unit 34 3.1.16 Tableware as Sensorial Stimuli 35 3.1.17 Teen 36 3.1.18 Untitled 37 3.1.19 Untitled 38 3.1.20 「梅酒 紅菊水」、「洋梨のお酒 Le菊水」之包裝設計 39 3.2 小結 40 第四章 設計實作 43 4.1 初期概念發展 43 4.2 豐滿 The Chubby 48 4.2.1 草圖發展 48 4.2.2 草模發展 49 4.2.3 成品製作 51 4.2.4 設計成果 55 4.3 皮與骨 The Skin & Bone 58 4.3.1 草圖發展 58 4.3.2 草模發展 60 4.3.3 成品製作 64 4.3.4 設計成果 68 4.4 曖昧 The Ambiguous 72 4.4.1 初步概念發展 72 4.4.2 第二次概念發展 74 4.4.3 成品製作 75 4.4.4 設計成果 79 第五章 結論與建議 83 5.1 結論 83 5.2 後續創作建議 84 參考文獻 85 附錄 – 全數案例 86

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