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研究生: 張書翔
Shu-Hsiang Chang
論文名稱: 開展知覺交錯模型探索實踐中浮現的物件能動性
Exploring object agency in practice by expanding perceptual crossing model
指導教授: 梁容輝
Rung-Huei Liang
口試委員: 梁容輝
Rung-Huei Liang
蔡文傑
Wenn-Chieh Tsai
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: 2020
畢業學年度: 108
語文別: 中文
論文頁數: 60
中文關鍵詞: 知覺交錯物件能動性透過設計做研究
外文關鍵詞: Perceptual Crossing, Object Agency, Research through Design
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隨著物聯網技術發展成熟,物件逐漸被賦予複雜的運算功能,有別以往將其視作為使用的工具,物件開始展現出能動性,甚至擁有了主體性。過往,在人機互動領域中,設計師在設計物件能動性時,習慣透過擬人的隱喻方法,賦予物件相對應的個性,但這與使用者實際所感受到的能動性是否相同呢?為了探索設計師如何設計物件能動性以及使用者如何感受物件所展現的能動性,同時比較兩者間的差異,本研究透過開展知覺交錯模型得到16種互動模式,並對這16種互動模式加以分析,從中發現6種主要的表現形態,為了對這6種表現形態有更深入的研究,透過設計作研究的方法,我們設計了一個研究原型:互動面紙盒,它擁有自主供給面紙與旋轉的功能,隨後在實驗中,我們比較了5種由上階段得到的表現形態所組成的互動模式,並從中獲得體驗中的實徵資料, 透過此實驗,本研究對物件能動性的特性有了更加深刻的理解,並展示了不同互動模式應用於互動面紙盒上的差異。


With the growing maturity of technology within Internet of Things (IoT), objects are gradually given complex processing features. Different from the past that objects were regarded as tools, they begin to show more agency and even have their subjectivity. Previous works within HCI, designers are used to designing object agency by applying anthropomorphic metaphor that enables objects to have corresponding personality. However, is object agency designed by designers the same as perceived by users? This thesis explores how designers design object agency and how people perceive object agency in practice, and meanwhile, compares the difference between the two. In this research, we got sixteen types of interaction models by expanding the perceptual crossing model. After analyzing these interaction models, we found six main performative types. To further investigate these performative types, we designed the Tissue Box: a research prototype that feeds tissue paper and rotates autonomously. In this experiment, we compared five interaction models composed of six performative types found at the previous stage and gain the empirical data. The experiment gave insights into the characteristic of object agency and showed how difference the interaction models are applied to the Tissue Box.

第一章、緒論 1.1研究背景 1.2研究動機 1.3研究目的 1.4研究架構 第二章、文獻探討 2.1知覺交錯 2.1.1知覺交錯的互動原型 2.1.2知覺交錯於日常物件的應用 2.2物件的能動性 2.2.1能動性的分類 2.2.2能動性的隱喻(metaphor) 2.2.3在場(in-the-moment)與反思(reflective)能動性 第三章、研究方法 3.1透過設計做研究(research through design) 3.2設計研究實踐(Design Research through Practice) 3.3質性研究(qualitative research) 第四章、知覺交錯模型的開展與分類 4.1十六種可能模型 4.2模型的分類 第五章、互動面紙盒設計 5.1居家空間的探索 5.2設計物:互動面紙盒(tissue box) 5.3硬體的功能與選擇 5.3.1感測器的選擇 5.3.2面紙輸出的方式 第六章、探索互動面紙的能動性 6.1前期探索 6.2第一階段實驗 6.2.1活動介紹 6.2.2 第一階段模式介紹 6.2.3第一階段實驗結果 6.2.4第一階段實驗訪談與反思 6.3第二階段實驗 6.3.1活動介紹 6.3.2第二階段模式介紹 6.3.3第二階段實驗結果 第七章、討論與建議 7.1能動性的感受差異 7.2能動性的操演性(Performativity) 7.3互動的頻率與留白 第八章、結論 參考文獻

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中文文獻
1.陳伯璋(2000)。質性研究方法的理論基礎。載於中正大學教育研究所(主編),質性的研究方法,25-49。高雄:麗文文化。
2.張書翔、梁容輝(2018)。物件人誌學於居家空間的初探。2018明志科技大學技術與教學國際研討會「未來。設計力」。

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