研究生: |
黃建達 Chien-ta Huang |
---|---|
論文名稱: |
「意趣」表現在實體產品之體現互動:以可塑性揚聲器為例 Intended Expression for Tangible Products: The Moldable Speaker of Embodied Interaction |
指導教授: |
梁容輝
Rung-Huei Liang |
口試委員: |
張登文
Teng-Wen Chang 唐玄輝 Hsien-Hui Tang |
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: | 2011 |
畢業學年度: | 99 |
語文別: | 中文 |
論文頁數: | 64 |
中文關鍵詞: | 可塑性介面 、實體產品 、意趣表現 、體現互動 |
外文關鍵詞: | Moldable Interface, Tangible Product, Intended Expression, Embodied Interaction |
相關次數: | 點閱:212 下載:5 |
分享至: |
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
本論文之研究主題為「意趣表現在實體產品之體現互動:以可塑性揚聲器為例」,所謂「意趣」乃為個人生活目的、需求與情感的體現方式,首先實驗利用可塑性(moldable)介面順應(adapted)人類意向性的從事活動,並比較傳統介面之間的體現差異;同時調查不同形狀介面對物品現身度(expression)的影響,看待主體特徵的利用範圍如何創造與外界的對應(coupling)關係。根據逐一「材質」與「形狀」介面的試驗,導引最終原型化結果,提升實體產品之體現。
本文實驗佐證:第一、可塑性介面(moldable interface)對體現互動有直接幫助;其介面適應能力使物件深植外在物質與社會網絡影響,有效成為環境的一部份;第二、導引主體形式特徵對物品現身度有實質提升;透過不同形狀差異比較,瞭解促成環境互動的利用元素,提供今後變形材料(deformable material)在介面設計上的考量;第三、實體產品之體現互動反映人類日常生活意趣(需求、目的與情感);跟隨人類活動脈絡影響,以致產品(介面)形式意義現身在真實世界中,成為體現互動(embodied interaction)及遍佈運算(ubiquitous computing)之實務設計指標。
有關意趣式表現在實體產品介面上,本文建議四項設計要點:第一、可捏塑素材的適應性與表現性能力,對促成環境互動有實質助益;第二、提升環境互動包含構畫形狀介面的主要特徵;第三、主體特徵建議以分支替代單一;開放替代封閉,反差替代正規;第四、針對揚聲器產品一例,功能配對包含開口處、大面積塊狀凹凸面或隆起狀開口處為發聲介面。這些設計元素也邀請不同設計者延續不同實務應用,探索更趨向複雜之產品設計。
The study is about “Intended Expression on Tangible Products – The Moldable Speaker of Embodied Interaction”. Regarding to ”intention”, it focuses on the way of embodiment that sues for personal life, goal, and emotion. This paper looks in detail at moldable interfaces. For example, we use expressive materials as a physical presence for people’s embodiment of intended-expression. We will also investigate the design of various shapes, seeing how prominent features can be used in a form that affords users the opportunity to involve the interfaces in their everyday lives.
This research prove: that the moldable interface which involves in physical and social things becoming the part of environment is helpful to the embodied interaction; that extracting the shape of design promotes the evidence of objects availed being example of designing for deformable materials; that tangible products of embodied interaction is following the “flow” letting interface to be expressed the status of human activity. All that is practice for embodied interaction and ubiquitous computing.
We also suggest: that the moldable interface is valuable by its adjustment and expression for improving interaction within a surrounding context; that good moldable interface is draw of prominent features; that the form of design is composed of multiple elements rather than single one, opened rather than closed, and diversity rather than union; and that the coupling of function has three modes to activate device regarding the moldable speaker. The element of design invited other designers to explore diversely the potential application towards more complex products.
Taking these ideas into consideration, this paper will concentrate on Organic User Interfaces (OUIs) as manifestations of physical objects. Being suited to the concept of OUIs, the Moldable Speaker has become a new vision for a tangible product, except for flexible displays.
翁註重(2003)。為什麼要做界面設計—兼談設計的範型轉移。收錄於方裕民所著人與物的對話—互動介面設計理論與實務(頁17-32)。台北市:田園城市。
畢恆達(1993)物的意義-一個交互論的觀點。國立台灣大學建築與城鄉研究學報,7,97-110。
蔣勳(2006)。美的覺醒:蔣勳和你談眼、耳、鼻、舌、身。台北市:遠流。
蔣勳(2008)。身體美學:讓你的身心永遠從容自得。台北市:遠流。
Brandt, E. (2001). Event-driven product development: Collaboration and learning. Unpublished doctoral dissertation, Technical University of Denmark, Lyngby, Denmark.
Burdek, B. E. (1994/ 1996). 工業設計:產品造型的歷史、理論及實務,初版(胡佑宗譯)。台北市:亞太圖書。
Djajadiningrat, J.P., Overbeeke, C.J., & Wensveen, S.A.G. (2002). But how, Donald, tell us how? On the creation of meaning in interaction design through feedforward and feedback. In N. Macdonald (Eds.), DIS2002 (pp.285-291). London: The ACM Press.
Djajadiningrat, J.P., Wensveen, S.A.G., Frens, J., & Overbeeke, C.J. (2004). Tangible products: Redressing the balance between appearance and action. Pers Ubiquit Comput, 8, 294-309.
Djajadiningrat, J.P., Matthews, B., & Stienstra, M. (2007). Easy doesn’t do it: skill and expression in tangible aesthetics. Pers Ubiquit Comput, 11, 657-676.
Dourish, P. (2001). Where the action is: The foundations of embodied interaction. Cambridge, London: The MIT Press.
Farnell B. (1999). Moving bodies, acting selves. Annual Review of Anthropology, 341-373.
Fernaeus, Y., Tholander, J., & Jonsson, M. (2008). Towards a new set of ideals: Consequences of the practice turn in tangible interaction. TEI’08, 223-230.
Frens, J. (2006), A rich user interface for a digital camera. Pers Ubiquit Comput, 10, 177-180.
Fukasawa, N. (2007). Naoto fukasawa. London: Phaidon Press.
Fukasawa, N., & Morrison, J. (2008). Super normal sensations of the ordinary. Germany, Baden: Lars Muller Publishers.
Gibson, J.J. (1979). The ecological approach to visual perception. Boston: Houghton Mifflin.
Goto, T., Sasaki, M., & Fukasawa, N. (2004/ 2008). 不為設計而設計,就是最好的設計-生態學的設計論(黃友玫譯)。台北市:漫遊者文化出版。
Herkenrath, G., Karrer, T., & Borchers, J. (2008). TWEND: Twisting and bending as new interaction gesture in mobile devices. CHI ’08, 3819-3824.
Holman, D., & Vertegaal, R. (2008). Organic user interfaces: Designing computers in any way, shape, or form, Communications of the ACM, 51(6), 26-30,
Holman, D., Vertegaal, R., Altosaar, M., Troje, N., & Johns, D. (2005). PaperWindows: Interaction techniques for digital paper. CHI ’05, 591-599.
Hummels, C.C.M. and Helm, van der A. (2004). ISH and the search for resonant tangible interaction. Pers Ubiquit Comput, 8 (5), 385-388.
Ingold, T. (2001) Beyond art and technology: The anthropology of skill. In H.B. Schiffer (Ed.), Anthropological Perspectives on Technology (pp. 17-33). Albuquerque: University of New Mexico Press
Ishii, H., & Ullmer, B. (1997). Tangible bits: Towards seamless interfaces between people, bits and atoms. CHI ’97, 234-241.
Ishii, H., Wisneski, C., & Orbanes, J. (1999). PingPongPlus: Design of an athletic-tangible interface for computer-supported cooperative play. CHI ’99, 15-20.
Ishii, H., Ratti, C., Piper, B., Wang, Y., Biderman, A. and Ben-Joseph, E. (2004). Continuous tangible interfaces: Bringing clay and sand into digital design. BT Technology Journal, 22(4), 286-299.
Iwata, H., Yano, H., Nakaizumi, F., & Kawamura. R. (2001). Project FEELEX: Adding haptic surface to graphics. CHI ’01, 12-17.
Krippendorff, K. (1995). On the essential contexts of artifacts or on the proposition that design is making sense (of things). In V. Margolin and R. Buchanan (Eds.), The idea of design: A design issues (pp.156-184). Cambridge, London: The MIT Press.
Norman, D. (1998/ 2007) 設計日常生活:如何選擇安全好用的日常生活用品 (卓耀宗譯)。台北市:遠流。
Norman, D. (2004/ 2005) 情感設計:我們為何喜歡(討厭)日常用品(翁鵲嵐、張志傑、鄭玉屏譯)。台北市:遠流。
Overbeeke, C.J., Djajadiningrat, J.P., & Hummels, C. (2003). Let’s make things engaging. Funology: From Usability to Enjoyment, 7-17.
Sokolowski, R. (2000/ 2004) 現象學十四講 (李維倫譯)。台北市:心靈工坊。
Patten, J., Ishii, H., Hines, J., & Pangaro, G. (2001). Sensetable: A wireless object tracking platform for tangible user interfaces. CHI ’01, 253-260.
Petrelli, D., Whittaker, S., & Brockmeier, J. (2008). AutoTopography: what can physical mementos tell us about digital memories? CHI ’08, 53-62.
Poupyrev, I., Nashida, T., Okabe, M. (2007). Actuation and tangible user interfaces: The vaucanson duck, robots, and shape displays. TEI'07, 205-212.
Rekimoto, J. (2008). Organic Interaction Technologies: From Stone to Skin. Communications of the ACM, 51(6), 38-44.
Saffer, D. (2007). Designing for interaction: Creating smart application and clever devices. Berkeley, CA: New Riders.
Schwesig, C., Poupyrev, I., & Mori, E. (2004). Gummi: A Bendable Computer. CHI ’04, 263-270.
Smith, G. C. (1995). The hand that rocks the cradle. ID Magazine, May/ June, 60-65.
Stappers, P.J. & Sanders, E. B.-N. (2003). Generative tools for context mapping: tuning the tools. In McDonagh, D, Hekkert, P, Erp, J van & Gyi, D (Ed.), Design and emotion: The experience of everyday things (pp. 77-81). London: Taylor & Francis.
Suchman, L. (1987). Plans and situated Actions. Cambridge: Cambridge University Press.
Underkoffler, J., & Ishii, H. (1999). Urp: a luminous-tangible workbench for urban planning and design. CHI ’99, 15-20.
Vertegaal, R., Poupyrev, I., & Editors, G. (2008). Organic user interfaces. Communications of the ACM, 51(6), 26-30.
Vogt, F., Chen, T., Hoskinson, R., & Fels, S. (2004). A malleable surface touch interface. In Technical Sketch. Sketches and Applications at ACM SIGGRAPH.
Weiser, M. (1991). The computer for the 21st century. Scientific American, 265(3), 94-104.
Wensveen, S.A.G., Djajadiningrat, J.P., & Overbeeke, C.J. (2004). Interaction frogger: A design framework to couple action and function through feedback and feedforward. DIS2004, 177-184.
Wensveen, S.A.G., Overbeeke, C.J., & Djajadiningrat, J.P. (2004). Freedom of fun, freedom of interaction. Interactions, 11(5), 59-61.
網路資料:
王秀芳(民98年2月20日)紙喇叭帶著走,動人樂章處處飄。工研院電子報。民99年6月30日,取自:http://edm.itri.org.tw/enews/epaper/9802/b01.htm
Hornecker, E. (2009). Encyclopedia entry on tangible interaction. Retrieved 13 September 2010 from Interaction-Design.org: http://www.interaction-design.org/encyclopedia/tangible_interaction.html
ilamp-last version by System Design Studio. (2009). Barcelona, Spain: System Design Studio. Retrieved August 10, 2011, from the World Wide Web: http://www.apa.org/journals/webref.html
Lowgren, J. (2008). Encyclopedia entry on interaction design. Retrieved 13 September 2010 from Interaction-Design.org: http://www.interaction-design.org/encyclopedia/interaction_design.html
Moldable Mouse. (2008, January 30). Make: technology on your time. Retrieved October 16, 2010, from the World Wide Web: http://blog.makezine.com/archive/2008/01/moldable_mouse.html?CMP=OTC-0D6B48984890
未發表演講稿:
Overbeeke, C.J. (2007), the aesthetics of the impossible (Inaugural lecture). The Netherlands: Technology University Eindhoven