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研究生: 汪暐宸
Wei-Chen Wang
論文名稱: 空間設計摩擦力:以數位人誌學工具探討深度傳訊體驗
Designing Friction in Space: Exploring the In-depth Messaging Experience with Digital Ethnographic Tools
指導教授: 梁容輝
Rung-Huei Liang
口試委員: 陳建雄
Chien-Hsiung Chen
余能豪
Neng-Hao Yu
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: 2021
畢業學年度: 109
語文別: 中文
論文頁數: 99
中文關鍵詞: 緩慢科技數位人誌學工具設計摩擦力地方感
外文關鍵詞: Slow technology, Digital ethnographic tools, Design friction, Sense of place
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在數位訊息的發展和演進脈絡下,訊息不再受到空間與時間上物理上的阻礙,隨著運算物的進步,便攜的個人裝置有效的將訊息即時傳遞。而在互動設計的領域中,研究者提出緩慢科技的概念,運算物的設計的方向,應由追求高效而快速轉向反思與精神上的休息,運算物與人之間的關係,不再只是人與工具的關係,運算物應被設計參與在人群的生活中,引導使用者進入反思與深度的經驗。在緩慢科技的設計脈絡中,時間摩擦力被廣泛被使用,將設計物加入時間的要素,衍伸出許多引發人們沈浸在緩慢經驗的設計物。在此項研究中,其延續緩慢科技的設計概念,試圖在數位訊息中實現引導使用者反思的深度體驗,除了探究時間在訊息互動中的影響,更提出將空間設計摩擦力置入於數位訊息互動的可能性。經由透過設計做研究,將緩慢訊息部署在場域之中,並觀察其中的現象,本實驗過程也提出使用數位工具進行人誌學研究,以數位的形式紀錄下受測者參與的數據,透過對數位資料意義的解讀,探詢具空間設計摩擦力的深度傳訊體驗。


In the trend of digital messaging applications, the message delivery process becomes fast and instant. It’s no longer hindered by space and time. Portable personal devices effectively deliver messages in real time. Therefore, in the field of interactive design, researchers present slow technology, with design agenda for technology aimed at reflection and moments of mental rest rather than efficiency in performance. In the design context of slow technology, time friction is widely used in design artifacts. In this study, we continue the design concept of Slow Technology, trying to develop an in-depth experience of the digital message. In addition to exploring the influence of time friction on message interaction, we propose the possibility of adding spatial design friction into message interaction. The message system was built and deployed with the method of research through design. We also created a chat machine as an ethnographic tool to collect data from this research. After obtaining interactive digital data, a deeper significance of messaging can be comprehended.

第一章|緒論 01 1.1 研究背景 01 1.2 研究動機 02 1.3 研究目的 03 1.4 研究架構 06 第二章|文獻探討 07 2.1 緩慢科技 Slow Technology 07 2.2 緩慢遊戲 Slow Game 10 2.3 緩慢原則 11 2.4 地方感 13 第三章|研究方法 14 3.1 現象學研究 14 3.2 透過設計做研究 14 3.3 設計研究實踐 16 3.4 數位人誌學工具 17 第四章|緩慢訊息探針 19 4.1 時間摩擦力探針 19 4.2 時間與空間摩擦力前測 22 4.3 探針小結 28 第五章|設計 30 5.1 設計 : Mettle 30 5.2 設計 : Chatbot 51 第六章|實驗過程 54 6.1 實驗任務 54 6.2 Chatbot 實驗工具 57 第七章|實驗結果 58 7.1 受測者背景 59 7.2 訊息還原 60 7.3 數據與訪談資料 77 7.4 現象詮釋 78 7.4 小結 80 第八章|討論與建議 85 8.1 空間 - 設計摩擦力 85 8.2 訊息阻力 - 避免過載的訊息 86 8.3 Chatbot - 人誌學工具 86 第九章|結論 88

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