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研究生: 陳彥豪
Yen-hao Chen
論文名稱: 牌卡結合數位科技做為腦力激盪工具之研究-以物聯網產品為例
IoT Deck: A Digital Card-based Ideation Game To Inspire Internet Of Things Design
指導教授: 梁容輝
Rung-huei Liang
口試委員: 陳建雄
Chien-hsiung Chen
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: 2011
畢業學年度: 99
語文別: 中文
論文頁數: 72
中文關鍵詞: 物聯網腦力激盪卡片遊戲擴增實境
外文關鍵詞: Internet of Things, Brainstorming, Card game, Augmented Reality
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  • 我們正處於科技快速發展的時代,如今,許多前人對未來景況的預測一一成真,網路改變了我們的生活,並且越來越無所不在。透過各種通訊技術,如藍芽、RFID、Wifi、3G、WiMax等,我們可以想像未來的生活中處處充滿了晶片,可見的與不可見的,充滿我們的周遭。當所有物件都連上網路,與其他人或者物件溝通時,在設計未來的產品時所需要考慮的就不只有使用者與產品之間的互動方式,還需要考慮到物件如何能透過網路與其他近端或遠端的物件互動。另一方面,目前所被廣泛使用來發想創新產品的方法就是腦力激盪,藉由提供各種新奇或怪異的想法讓討論能夠突破框架。近年來,遊戲或卡片被許多研究套用在腦力激盪程序當中,被認為能夠促進團隊的溝通與討論,並且遊戲裡的目標有助於讓設計小組有個共同聚焦的方向,使討論內容不會過於發散。本論文結合實體物件與數位化特性,設計出一套用於腦力激盪流程的套牌,內容以設計物聯網產品為目標,利用牌卡上面的提示幫助使用者思考當產品可以透過網路跟外界互動時,如何設計產品的功能與互動方式,讓使用者對於未來的互動方式有進一步了解。透過實驗觀察發現利用數位桌的方式一方面幫助討論團隊有一個協同合作的平台,每個使用者都能就自己挑選的圖片與其他人討論,暫存區的功能更方便讓使用這選出有興趣的圖片並且快速產生以及改變它們的意象看板;另一方面,數位桌提供另一種發想的方式,受測組在使用數位桌時偏向單靠圖片做發想,與一般使用卡片時以文字提示為主的發想方向不同,圖片提供較抽象、模糊的意象與外觀上的更多提示,同時更大的圖片也提供更多刺激。數位桌除了在互動上較一般牌卡更好,其數位特性讓改變圖片數量、內容上都非常容易,也很容易將討論過程中製作的意象看板存檔與分享。


    As the technology grows rapidly, exploring the Internet has become an common activity in our daily lives. We can expect a future image of every daily object connecting itself to the Internet. By the development of RFID, Wireless and Mobile network technology, designers can start to consider how Internet of things (IoT) can support our lives in various scenarios. Our aim is to design an idea generation technique which creates special IoT ideas that could be utilized within the industry. The IoT deck was created to convey 20 aspects of a framework of Internet of Things to designers. The normal cards are physical cards, while the digital cards apply Augmented Reality technique with the digital table. In the case studies we have found that two techniques offering different types of inspiration, and the digital technique had expanded the interaction within the design groups.

    第一章-緒論 1.1背景 1.2動機 1.3目的 1.4範圍與限制 第二章-文獻探討 2.1腦力激盪 2.2嚴肅遊戲 2.3物聯網 2.4遍佈運算 2.5實體互動 2.6需求層次理論 第三章-研究方法 3.1研究流程與架構 3.2物聯網牌卡設計 3.3數位桌設計 3.4研究對象與器材 3.5實驗設計 第四章-實驗結果與結論 4.1研究觀察 4.2實驗分析 4.3結論與建議 參考文獻 附錄

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