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研究生: 張琬婷
Wan-ting Chang
論文名稱: 情感傳達形象化之互動設計-染色體
Interaction Design of Visualizing the Emotion Communication - Chromosome
指導教授: 彭雲宏
Yeng-horng Perng
口試委員: 紀佳芬
Chia-fen Chi
陳珍誠
Chen-cheng Chen
學位類別: 碩士
Master
系所名稱: 設計學院 - 建築系
Department of Architecture
論文出版年: 2009
畢業學年度: 98
語文別: 中文
論文頁數: 60
中文關鍵詞: 互動設計可觸知介面隱喻人際距離地方感慢科技
外文關鍵詞: Interaction Design, Tangible User Interfaces, Metaphor, Proxemics, Sense of Place, Slow Technology
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  • 如果情感是有形的,那麼人們即可輕易地窺視彼此的情感,但,情感卻是無形的。本研究將以人為本,朝著將情感傳達形象化的方向發展。起先,以互動編舞學(Choreography of Interaction)之設計方法研究人與人、人與環境之間,在接觸過程中的情感傳遞方式,再進而將行為語義賦予產品設計,目的在於讓人們可看見情感正在傳輸、正在接收、正在融合的過程,此意象即為「染色體」的設計。
    本研究應用可觸知介面(TUIs,Tangible User Interfaces)以及遍佈運算(UC,Ubiquitous Computing)的概念,以隨身的手環飾品作為將情感形象化之介面,並將緩慢科技(Slow Technology)之設計元素納入其中,以回憶的方式讓人們對於社交與地方有所反思。


    If emotions had forms, people could easily see through others’ feelings. However, emotions are formless in actuality. This research bases on the essence of people and develops in a way of visualizing the emotion communication. First of all, with the utilization of Choreography of Interaction, the research explores the approaches used to convey emotions between people to people and people to the surroundings when meeting each other. Then the researcher transforms behavioral meanings into a product with an aim to enable people to witness the process of conveying, receiving, and interacting of emotions, which integrally comes to the realization of the design “Chromosome”.
    This research employs the concept of Tangible User Interfaces (TUIs) and Ubiquitous Computing (UC) and utilizes a bracelet to act as a platform to visualize the emotion communication, and the element of Slow Technology is included so as to enable people to reflect on social reactions and places in a nostalgic way.

    摘要 I Abstract II 誌謝 III 目錄 IV 圖表索引 VI 第一章 緒論 1 1.1 研究背景與動機 1 1.2 研究目的 2 1.3 研究範圍與限制 2 第二章 文獻探討 3 2.1 隱喻 3 2.2 可觸知位元 4 2.2.1 可觸知介面的分類 5 2.3 不確定性 10 2.4 慢科技與遍佈運算 11 2.5 溝通與人際距離 15 2.6 地方感 16 2.7 相關研究 18 第三章 研究方法 23 3.1 研究設計 24 3.1.1 研究主題 24 3.1.2 互動行為觀察 25 3.1.3 互動行為分析 33 3.1.4 設計思考 35 3.1.5 實做設計 38 3.1.6 實做結果 40 第四章 結論與建議 46 參考文獻 47

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