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研究生: 邱鈴媛
Ling-yuan Chiu
論文名稱: 動作開展產品設計-以燈具為例
Lighting Design Based on Rich Movements
指導教授: 梁容輝
Rung-huei Liang
口試委員: 唐玄輝
Hsien-hui Tang
董芳武
Fang-wu Tung
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: 2013
畢業學年度: 101
語文別: 中文
論文頁數: 164
中文關鍵詞: 動覺美學動作分析體現互動互動設計產品設計
外文關鍵詞: Kinaesthetic Interaction
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  • 以往的產品著重視覺感官的刺激,美感指的是視覺的第一印象。研究者認為,美的體驗可由動作帶入,喚起以往的身體記憶,開啟與產品較高的互動層級,觸發了環境脈絡下使用者的經驗與想像。動覺美學的文化性、體現度在使用者心理價值中,占有一席之地。
    因此,以動作開展產品設計為本研究主要探究的目標,首先透過文獻探討使用者如何因為動作的帶入加深直覺性的操作,以及動作如何影響使用者心理的情感定位。接著分析現有互動燈具的動作表情,並透過「燈具脈絡探尋」了解大眾對於現有燈具的認知,「動作探索工作坊」廣泛地蒐集現有的動作,成為動作開啟的設計資源。並以設計實例 “Twins”與 “Zenta”詮釋動作帶入燈具設計的特性,在參與式設計中,在重要環節加入參與者的體驗與回饋,使研究者重新定義與聚焦設計過程,深化與確立設計目標。
    不同體驗的操作方式影響著使用者對於形體的詮釋,透過設計物的模糊性與留白,在參與者的心中留下不同的體驗、操作方式與價值定位。在開燈的當下提供使用者另一種經驗,心理感受影響著開啟燈具的過程,除了功能性、愉悅性外,燈具因為動作的開啟在參與者心中有更高層級的價值與意義。


    Abstract
    Over the last few years, there are more and more interaction designs that have been widely discussed in HCI community. However, most research focuses on the functionality or usability, but fewer on the construction of meaning in interaction. To probe the behavior of using lamp, we performed a series of activities, including culture probe (Gaver et al. 1999), exploration of movement (Ross et al. 2010), participatory design, and interview (Light 2006). The findings were iteratively used to frame and reframe the design space of our concept and to inform our prototyping of interactive lamps. We present an appropriate design, ‘Twins’, which not only enriches lived experience through a lamp with composite functions in four different shape placement (Figure 1.) but also explore a new possibility of lamp design to change perspective of HCI in an ambiguous way (Zimmerman et al. 2007).
    Another intention is to unfold an alternative form of social computing in terms of everyday practice, a pair of lamps, which provide interesting aspects ranging from embodiment to personal meaning and social meaning. While turning the pair lamps to the same shape placement, a user and his/her friends could see indicatory LED’s lighting up, and feel connected coincidentally in different spaces. After participants lived with Twins for a whole day, we conducted in-depth interviews to describe the phenomenon with a dialogical approach to meaning-making in detail through deploying our design artifacts in the life world (Figure 2.). We argue that our design itself is not a physical form used to light up only, but rather a perceptual medium to warm up the communication of users and their friends. In particular, our research emphasizes on how this everyday practice provides us a new kind of user experience. We would expect that our design could be an exemplary of embodied interaction. Further, this research should contribute understanding of embodied interaction to the HCI community.
    Reference
    1. Gaver, B., T. Dunne, et al. (1999). "Design: Cultural probes." interactions 6(1): 21-29.
    2. Light, A. (2006). "Adding method to meaning: a technique for exploring peoples' experience with technology." Behaviour & Information Technology 25(2): 175-187.
    3. Ross, P. R. and S. Wensveen (2010). Designing Behavior in Interaction: Using Aesthetic Experience as a Mechanism for Design.
    4. Zimmerman, J., J. Forlizzi, et al. (2007). Research through design as a method for interaction design research in HCI. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. San Jose, California, USA, ACM: 493-502.

    1. 緒論 17 1.1. 研究背景與動機 17 1.2. 研究目的 20 1.3. 研究範圍與限制 21 1.4. 研究架構與流程 22 2. 文獻探討 24 2.1. 動作定義 24 2.1.1. 拉邦動作分析 24 2.1.2. 動覺美學(Kinaesthetic) 26 2.1.3. 動覺互動(Kinaesthetic Interaction) 26 2.2. 動作解析 28 2.2.1. 豐富性 28 2.2.2. 連結性 28 2.2.3. 直覺性 30 2.2.4. 體現度 30 2.2. 環境脈絡 33 2.2.1. 空間方位 33 2.2.2. 臺前效應 33 2.2.3. 象徵物 34 2.2.4. 環境脈絡錯置 35 2.2.5. 潛意識動作 36 2.4. 動作意識 36 2.4.1. 動作感受 37 2.4.2. 心理影響 38 3. 燈具範例探討與分析 40 3.1. 燈具種類 40 3.2. 動作豐富度探討 41 3.3. 設計範例分析 42 3.2.1. Tech Tap 43 3.2.2. Hono 43 3.2.3. Daylight Comes Sideways 44 3.2.4. Candle Light 46 3.2.5. Embrace 46 3.2.6. JellyFish 47 3.2.7. Pump Light 48 3.2.8. 設計範例分析整理 48 3.2.9. 小結 50 4. 研究方法 51 4.1. 研究流程與架構 53 5. 「燈具脈絡探尋」 56 5.1 「燈具脈絡探尋」研究工具 56 5.2 「燈具脈絡探尋」分析 57 5.1.1 燈具情境脈絡整理 61 5.1.2 特殊啟動方式 62 5.3 「燈具脈絡探尋」結論 65 6. 「動作探索工作坊」 66 6.1 「動作探索工作坊」研究工具 66 6.2 「動作探索工作坊」分析 71 6.2.1 動作型態分類 72 6.2.2 形體探討 74 6.2.3 動作認知(族群)分析 77 6.2.4 相對詞各別分析 79 6.3 「動作探索工作坊」結論 90 6.4 「燈具脈絡探尋」與「動作探索工作坊」討論 92 7. 設計實作 94 7.1 Twins 94 7.1.1 初步概念發展 95 7.1.2 第二次概念模型發展 104 7.1.3 設計定案成果 108 7.1.4 互動體驗 110 7.1.5 討論 136 7.2 Zenta 141 7.2.1 初步概念發展 141 7.2.2 設計定案成果 145 7.2.3 互動體驗 150 7.2.4 討論 154 7.3 設計討論 156 7.4 從研究學習到的知識 (Lesson learned) 157 8. 結論與建議 158 8.1 結論 157 8.2 未來發展與建議 159 參考文獻 160  

    英文文獻
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