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研究生:歐世勛
研究生(外文):Shih-Hsun Ou
論文名稱:互動美感運用於人際溝通產品之設計研究
論文名稱(外文):Applying Aesthetics of Interaction to Interpersonal Communication Product Design
指導教授:鄧怡莘鄧怡莘引用關係
指導教授(外文):Yi-Shin Deng
學位類別:碩士
校院名稱:國立交通大學
系所名稱:應用藝術所
學門:藝術學門
學類:應用藝術學類
論文種類:學術論文
論文出版年:2003
畢業學年度:91
語文別:中文
論文頁數:83
中文關鍵詞:互動美感互動設計資訊科技產品設計人際溝通
外文關鍵詞:Aesthetics of InteractionInteraction DesignInformation technologyProduct DesignInterpersonal Communication
相關次數:
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  • 下載下載:341
  • 收藏至我的研究室書目清單書目收藏:13
資訊科技的蓬勃發展,讓人們的生活中充滿各式各樣的資訊科技產品。這些產品因為資訊科技的涉入,具有傳統機械或電子產品所沒有的高度互動性,互動設計成為此類產品設計中重要的一環。但是目前談論互動設計的議題大多著重於使用性上的問題,關乎於人們心情、感受的美感經驗卻鮮少提及。不過,由近年來的一些設計趨勢與作品可以看到,人性與情感的因素在產品設計中漸受重視,這當中的因素除了是設計師對人與產品關係的高度體悟外,也因資訊科技的進步而開拓更多互動的可能性。因此,互動設計從「容易使用」、「舒適」…等使用性的考量,延展至更深層的「美感經驗」向度,稱為「互動美感」。
「互動美感」在設計研究的領域裡是一個頗新的名詞,目前相關的研究理論並不多,對設計師來說,也沒有具體可依循的設計原則與規範。互動的美感究竟從何而來,具有什麼特性,與傳統的美感描述有何不同,還有如何運用於產品的互動設計,這些都是本設計研究所想要探討的。
在互動領域中,本研究選擇「人際溝通互動」為研究創作主題,有兩個主要原因。一是希望由人際互動中探索人與人在溝通互動時所產生的美感因素,延續至人與產品的互動設計上。另外,資訊科技雖為人際溝通帶來許多便利性,卻也常造成人際間的疏離感,希望能透過本研究能讓人際互動因為資訊科技的協助而更具美感。
本設計研究主要分為「概念探討與設計原則的提出」的研究部分,還有「運用於人際溝通產品設計」的設計創作部分。
在研究部分,先經由文獻探討將相關領域的知識作廣泛且深入的了解,包括,什麼是互動、人機互動、人際互動等互動概念;什麼是「美」、審美的心理要素及其經驗過程、審美意識的類別等美學領域的探討,了解人如何獲得美感;還有一些互動美感的相關研究理論的整理。之後,融合這些理論,由其中的脈絡整理出互動美感的定義並提出一些初步的設計原則,在經由一小型設計研習會與設計案例的分析來加以修正,最後提互動美感的「五個層次」與「三要素」,還有可運用的設計原則。
在設計部份,運用前面提出的設計原則,經由「生活經驗的互動美感分析」、「考量實體互動與自然因素的互動設計」,再將成型的概念具體化。最後,發展出四件作品,其中三件製成實體產品原形,並於交通大學藝文空間展出。
Due to the advancement of Information technology (IT), various IT products become pervasive in people’s life nowadays. IT products possess high-degree of interactivity that the traditional mechanical or electronic products are lacking; therefore, the key in designing IT products is “Interaction Design”. However, most of the discussions about interaction design at present overemphasize the usability issue, and neglect design issues like users’ feeling, mood, and aesthetic experience. Fortunately, some recent design projects starts to take these factors into consideration, and several attempts to advocate satisfying users’ needs beyond the usability level are made. In this study, our focus is on the users’ aesthetic needs or experience in human-product-interaction, or “Aesthetics of Interaction” in short.
“Aesthetics of Interaction” is a relatively new issue of design research, and there is few discussion or design principles about this. What is “Aesthetics of Interaction”? How do people experience it? How does it differentiate itself from arts appreciation? These subjects will be discussed in this thesis.
We chose “Interpersonal Communication” as the theme of this design project. There are two main reasons. First, we wanted find the aesthetics factors of interaction in interpersonal communication, and extend them to human-Product interaction design. Though IT brings us much convenient, it often make people feel strange instead. By means of this Study we want to make the Interpersonal Communication more aesthetics.
In this Study there are two phases — Research & Design projects.
In the first phase, we discussed the conception of Interaction, aesthetics, and the researches of Aesthetics of Interaction at present. Then we proposed the meaning and the design principle of Aesthetics of Interaction used to interaction design.
In the second phase, we used the design principle to develop four ideas and make three ideas into prototypes. These prototypes were exhibited in NCTU arts gallery.
摘要.......................................................................................i
誌謝...............................................................................iii
論文目次...............................................................................iv
圖表目錄...............................................................................viii
第一章 緒論
1.1研究背景與研究動機................................................... 1
1.2研究目的................................................................ 3
1.3研究範圍與限制........................................................ 3
1.4論文架構................................................................ 4
第二章 文獻探討
2.1互動概論................................................................ 5
2.1.1人機互動........................................................ 5
2.1.2人際互動....................................................... 10
2.1.3互動設計....................................................... 12
2.2美感..................................................................... 13
2.2.1何謂美感經驗.................................................. 13
2.2.2心理要素及其經驗過程....................................... 14
2.2.3審美意識之類型............................................... 16
2.3互動美感................................................................ 18
2.3.1不同於藝術鑑賞的美感..................................... 18
2.3.2超越使用性................................................... 19
2.3.3挑戰產品設計現況........................................... 20
2.3.4互動美感的五個條件........................................ 23
第三章 互動美感概念與設計原則探討
3.0概論..................................................................... 25
3.1互動美感的五個層次................................................... 26
3.2互動美感三要素........................................................ 29
3.2.1共鳴 — 生活經驗的運用....................................... 30
3.2.2參與 — 實體互動............................................... 32
3.2.3自然 — 自我經驗創造......................................... 33
3.3人際溝通之生活經驗分析............................................. 34
3.3.1傳達交流........................................................ 34
3.3.2分享.............................................................. 35
3.3.3合作.............................................................. 35
3.4實例分析................................................................. 36
3.4.1 Philips Concept — LIME ........................................ 36
3.4.2 Philips Concept — NEBULA.................................... 40
3.5設計習作研討會........................................................ 42
3.5.1研討會內容規劃................................................ 42
3.5.2學員參與過程與結果........................................... 43
3.5.3小結.............................................................. 44
3.6結論...................................................................... 45
第四章 設計創作
4.0概論..................................................................... 46
4.1情感溝通─Gift......................................................... 47
4.1.1互動美感分析.................................................. 47
4.1.2互動設計....................................................... 49
4.1.3具體化設計.................................................... 52
4.1.3a 互動機構設計......................................... 52
4.1.3b 產品外觀設計......................................... 52
4.1.4產品展示與使用情境說明.................................... 54
4.2分享─Imprint.......................................................... 56
4.2.1互動美感分析.................................................. 56
4.2.2互動設計....................................................... 57
4.2.3具體化設計..................................................... 59
4.2.4產品展示與使用情境說明.................................... 60
4.3 Feeling hot -Motorola未來奇機設計作品.......................... 62
4.3.1互動美感分析.................................................. 62
4.3.2互動設計....................................................... 63
4.3.3具體化設計..................................................... 64
4.3.4產品展示與使用情境說明.................................... 64
4.4 Kida─光寶創新設計競賽作品........................................ 66
4.4.1互動美感分析.................................................. 66
4.4.2互動設計....................................................... 67
4.4.3具體化設計.................................................... 68
4.4.4產品展示與使用情境說明.................................... 70
第五章 展出規劃設計
5.1展場規劃................................................................ 71
5.2展覽表板設計........................................................... 73
5.3作品展覽................................................................. 74
5.4展覽文宣設計........................................................... 76
5.4.1 展覽海報......................................................... 76
5.4.2 明信片與邀請函................................................. 77
第六章 結論
6.1研究心得................................................................ 78
6.2研究檢討與創作評估.................................................. 78
6.3研究貢獻................................................................ 80
6.4後續研究建議........................................................... 81
參考文獻............................................................................... 82
中文部分
尤煌傑、潘小雪,1990,《美學》,國立空中大學。
Nancy Etcoff 著,張惠美譯,1999,《美之為物》,時報文化。
Michael Argyle 著,苗延威、張君玫 譯,1998,《社會互動》,巨流圖書。
藤守堯,李澤厚 主編,1987,《審美心理描述》,漢京文化事業有限公司。
葉朗 主編,1993,《現代美學體系》,書林出版有限公司。
Henry Gletiman 著,洪蘭譯,1997,《心理學》,遠流出版事業股份有限公司
英文部分
Kees Overbeeke, Tom Djajadiningrat, Caroline Hummels, & Stephan Wensveen, 2000, “BEAUTY IN USABILITY: FORGET ABOUT EASE OF USE!”, Department of Industrial Design, Delft University of Technology.
Roberto Bolullo, 2001, “Interaction design: More than interface”, available at http://bolullo.com/roberto/topics.htm, Downloaded on 2002.8
Keiichi Sato, Youn-kyung Lim, ” Physical Interaction and Multi-Aspect Representation for Information Intensive Environments” Institute of Design, Illinois Institute of Technology.
Yili Liu, 2002, “Engineering Aesthetics and Aesthetic Ergonomics:Theoretical Foundations and A Dual-Process Research Methodology”, Department of Industrial and Operations Engineering, University of Michigan.
J.P. Djajadiningrat, C.J. Overbeeke, S.A.G. Wensveen, 2000, “Augmenting Fun and Beauty: A Pamphlet”, Department of Industrial Design, Delft University of Technology.
Caroline Hummels, Tom Djajadiningrat, Kees Overbeeke, 2001, “Knowing, doing and feeling : communicating with your digital products”, Delft University of Technology Industrial Design Engineering, ID-Studiolab.
Caroline Hummels, 2000, “Gestural design tools: prototypes! experiments and scenarios”, Caroline Hummels.
Elizabeth B.-N. Sanders, 2000, ”Beyond User-Centered Design”, SonicRim
Liz Sanders, 2000, ”Postdesign: Beyond User-Centered Design”, SonicRim
PHILIPS, 2001, ” smart connections- an interrogation to capture the meaning from ambient intelligence to ambient culture”, Koninklijke Philips Electronics NV
Konrad Tollmar, Joakim Persson , 2002, ”Understanding Remote Presence”, Interactive Institute, Smart Things and Environments Studio
Konrad Tollmar, Stefan Junestrand, Olle Torgny, 2001, “Virtually Living Together- A Design Framework for New Communication Media”, Interactive Institute, Smart Things and Environments Studio
LARS HALLNAS, JOHAN REDSTROM, 2002, “From Use to Presence: On the Expressions and Aesthetics of Everyday Computational Things”, Interactive Institute, PLAY Research Studio.
網頁部分
Interaction Design Institute Ivrea, http://www.interaction-ivrea.it/, Downloaded on 2002.10
Interactive Institute, The Smart Studio, http://smart.interactiveinstitute.se/smart/index_en.html, Downloaded on 2002.11
Philips Design research projects, smart connections, AN INTERROGATION TO CAPTURE THE MEANING FROM AMBIENT INTELLIGENCE TO AMBIENT CULTURE, http://www.design.philips.com/smartconnections/, Downloaded on 2002.11
Philips Design research projects, MiMe, Multiple Intimate Media Environments, http://www.design.philips.com/MIME/index.html, Downloaded on 2003.3
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