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研究生: 莊偉銘
Wei-Ming Chung
論文名稱: 探索形塑技術未來的設計工具
Exploring Designerly Tools for Shaping Technology Futures
指導教授: 梁容輝
Rung-Huei Liang
口試委員: 梁容輝
Rung-Huei Liang
唐玄輝
Hsien-Hui Tang
余能豪
Neng-Hao (Jones) Yu
蔡文傑
Wenn-Chieh Tsai
游創文
Chuang-Wen You
學位類別: 博士
Doctor
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: 英文
論文頁數: 129
中文關鍵詞: 中介知識知識建構子設計工具創造力輔助人機互動
外文關鍵詞: intermediate-level knowledge, knowledge constructs, designerly tools, creativity support, human-computer interaction
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  • 近年人機互動(human–computer interaction)學群已開始朝向探究設計知識可能是什麼。承載互動設計的中介知識(intermediate-level knowledge)的設計工具(designerly tools),如實體牌卡,已被廣泛使用在創造技術想像上。然而,過去在創造力輔助研究中,鮮少探究中介知識可能的形式以及扮演的角色。基此,本研究並非提供唯一解答,而是分別透過圖像、聲音、和實體道具來探索中介知識的可能形式,以及這些設計物開展什麼樣的設計機會。本研究透過(做)設計進行論述型研究(an account of research-through-design)。以三個互動設計研究,Interaction Tarot、Once Upon a Future、以及Speculative Kits,作為設計個案,分別主張三種知識建構子(knowledge constructs):原型式建構子(archetypal constructs)、聲音式建構子(auditory constructs)、以及實體建構子(tangible constructs)。研究成果探討將理論化的跨領域知識體現於設計工具的取逕、設計工具如何支持跨領域團隊拓展與探索豐富的設計空間、以及,設計工具又是如何持續推動跨領域團隊想像未來的人機互動。透過討論與反思,本研究更進一步論述知識建構子對創造力活動和HCI社群的貢獻。


    Constructing knowledge for technology imagination with designerly tools is attracting increasing interest. Designerly tools are means to bridge theoretical knowledge and design practice. However, most human–computer interaction (HCI) research still uses conventional designerly tools for creativity support. Few studies have examined alternate approaches and forms of theoretical knowledge of a designerly tool. Little could be ascertained about how knowledge works. To fill the gap, my thesis work builds upon Löwgren’s (2013) intermediate-level knowledge (ILK) and attempts to explore, design, and articulate knowledge constructs. In this thesis, I define knowledge constructs as hybrids of a designerly tool and the intermediary knowledge embodied in it. Intermediary knowledge could be a set of domain-specific concepts or technological imaginations inspired by the concepts, in a target knowledge domain. I discuss three designerly tools—Interaction Tarot, Once Upon a Future, and Speculative Kits—as research artifacts with which to inquire into archetypal constructs, auditory constructs, and tangible constructs in the three studies. Through three proposed dimensions—concept exploration, concept construction, and concept recap—I further address how knowledge constructs support design explorations, concept generation, and knowledge reconstructions. My results show that knowledge constructs serve as knowledge containers, bridge theoretical knowledge and creative practice in HCI, and act as prompters of new intermediary concept generation. This thesis aims to broaden the understanding within HCI research of ILK in creativity support.

    CHAPTER 1. INTRODUCTION 1 1.1 Constructing knowledge with designerly tools 2 1.1.1 What are knowledge constructs? 3 1.1.2 Research method and questions 5 1.2 Structure of the Article 7 CHAPTER 2. LITERATURE REVIEW 10 2.1 Constructing knowledge for creativity with designerly tools 10 2.1.1 Conventional designerly tools and approaches for creativity support 10 2.1.2 Making card-based design is constructing knowledge 11 2.1.3 Prompting experiential imaginations by staging experiential engagements 14 2.1.4 Bodily understanding as a way of anchoring imagination 14 2.2 Design knowledge in HCI 15 2.2.1 Knowledge is embodied in design artifacts 15 2.2.2 Intermediate-level knowledge and other forms of ILK 16 2.2.3 Comparison of knowledge constructs and other ILK 18 CHAPTER 3. ARCHETYPAL CONSTRUCTS AND INTERACTION TAROT 21 3.1 Making cards is constructing knowledge 21 3.2 Research purpose and research questions 22 3.3 Explorations of a general-purpose framework 23 3.3.1 Grounding process for developing a framework 24 3.3.2 Archetypal grounding for developing a framework 25 3.4 Developing Interaction Tarot 32 3.5 Archetypal constructs 35 3.6 Research design 36 3.6.1 Pilot study 36 3.6.2 Cross-disciplinary interaction design workshop 38 3.6.3 Expert review with experienced facilitators 41 3.7 Understandings of how archetypal constructs work 43 3.7.1 Concept exploration of archetypal constructs 43 3.7.2 Concept construction of archetypal constructs 46 3.7.3 Concept recap of archetypal constructs 48 3.8 Conclusions and new challenges 51 CHAPTER 4. AUDITORY CONSTRUCTS AND ONCE UPON A FUTURE 55 4.1 Prompting experiential imaginations by staging auditory engagements 56 4.2 Recapping audio fictions assists in the generation of fictional reality 58 4.3 Auditory constructs 59 4.4 Research design 60 4.5 Understandings of how auditory constructs work 62 4.5.1 Concept exploration of auditory constructs 62 4.5.2 Concept construction of auditory constructs 63 4.5.3 Concept recap of auditory constructs 64 4.6 Conclusions and new challenges 66 CHAPTER 5. TANGIBLE CONSTRUCTS AND SPECULATIVE KITS 70 5.1 Bodily understanding as a way for embodying knowledge 71 5.2 Making knowledge accessible for imagining futures 73 5.2.1 The Fictional Catalog (Tsai et. al., 2020) 75 5.2.2 The Fictional Props (Tsai et. al., 2020) 77 5.3 Tangible constructs 78 5.4 Research design: technology imagination with Speculative Kits 79 5.5 Understandings of how tangible constructs work 80 5.5.1 Concept exploration of tangible constructs 81 5.5.2 Concept construction of tangible constructs 83 5.5.3 Concept recap of tangible constructs 87 5.6 Conclusions 88 CHAPTER 6. DISCUSSION AND REFLECTIONS 93 CHAPTER 7. CONCLUSION 106 REFERENCES 108 CURRICULUM VITAE 114 APPENDIX A 115

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