跳到主要內容

臺灣博碩士論文加值系統

(44.201.97.0) 您好!臺灣時間:2024/04/19 14:11
字體大小: 字級放大   字級縮小   預設字形  
回查詢結果 :::

詳目顯示

: 
twitterline
研究生:張銘倫
研究生(外文):Ming-Luen Chang
論文名稱:以客戶情感反應為基礎之設計創意衍生系統探討-以手機造型設計為例
論文名稱(外文):Novel Generative Design System Based on Customers’ Affective Values -an Example of Product form of Mobile Phone
指導教授:李知炫李知炫引用關係張悟非張悟非引用關係
指導教授(外文):Ji-Hyun LeeWuefay Chang
學位類別:碩士
校院名稱:國立雲林科技大學
系所名稱:設計運算研究所碩士班
學門:設計學門
學類:綜合設計學類
論文種類:學術論文
論文出版年:2008
畢業學年度:96
語文別:英文
論文頁數:94
中文關鍵詞:設計衍生情感設計互動式創意衍生創意發展
外文關鍵詞:Interactive Creativity GenerationAffective DesignCreativity EvolutionDesign Generation
相關次數:
  • 被引用被引用:2
  • 點閱點閱:628
  • 評分評分:
  • 下載下載:195
  • 收藏至我的研究室書目清單書目收藏:4
近年來,設計策略的口號已漸漸的由機能先決(形隨機能)轉變為情感先決(形隨情感)。換句話說,如何將顧客的情感反應納入設計創意工作中考量以變成是大多數公司所努力的方向。針對當下快速的設計生活週期 (Design Life Cycle),如何立即地將顧客對於產品的情感反應提供給設計師,使設計師可以藉由顧客所反應的情感因素而進行產品創意之工作是本研究主要探討的重點。針對此重點,本研究主要試圖建構一整合性的運算輔助設計平台,用以整合顧客對於產品形態的情感反應與設計方案衍生機制用於概念設計階段的創意刺激。在此研究中我們以語意差異分析(Semantic Differential)法為基礎建立一情感評估系統(Affection Judgment System),以及其情感量測與分析引擎(Affection Measurement and Analysis Engine)。透過演化式運算系統(Evolutionary Computation System)為主的運算化創意衍生機制(Computational Creativity Generation Approach),透過”評估-分享-聚集 (Evaluation-Share-Collection)”的過程整合層級式互動基因演算法(Hierarchical Interactive Genetic Algorithm)與集體智能(Collective Intelligence)的概念實現其設計衍生過程中的創意刺激。
Currently, the slogan for design strategy shifted from functionality-prerequisite (form follows function) to affection-prerequisite (form follows affection) that emphasizes the customers’ affective responses. The creation and collection of creativity ideas and useful knowledge for product developments are strongly influenced by the creative processes of an organization or firm. For the current rapidly design life cycle, the major problems are was how can provide the customers’ affective response to designer immediately; and how designers can got idea based on such factors of customers’ affective responses in speedy.

The main purpose of this research is to investigate the integration work on the approaches of creative generation process and affective response to the connection mechanism among designer and customer through computational method for design supporting. The practicality of the proposed methodology involved a creative generation approach based on the Creativity Evolutionary System (CES), and integrating the Hierarchical Interactive Genetic Algorithm (HIGA) and Collective Intelligence (CI) concept into the Evaluation-Share-Collective (ESC) approach for the Interactive Creativity Generation (ICG) System. The product form design of mobile phone as an example for the implementation of this research.
摘 要 i
Abstract ii
誌 謝 iii
Acknowledgements iv
Table of Contents v
List of Tables vii
List of Figures viii
Chapter 1 Introduction 1
1.1 Motivation 3
1.2 Objective 5
1.3 Flowchart of This Research 7
1.4 Research Restriction and Scope 8
Chapter 2 Background Review 10
2.1 Customers’ Affective Response on the Product Design 10
2.1.1 Affective responses characteristics on product form 10
2.1.2 The measurement of customers’ affective response 11
2.1.3 Summary and related researches 15
2.2 Creative Generation on Design Process 17
2.2.1 Definition of creativity in design process 17
2.2.2 Idea generation via collective intelligence 19
2.3 Evolutionary Approach for Creative Generation 21
2.3.1 Evolutionary computation approach and creativity process 22
2.3.2 Creative evolutionary system (CES) 25
2.3.3 Genetic algorithm (GA) 27
2.3.4 Interactive genetic algorithm (IGA) 30
2.3.5 Related researches of CES 33
2.4 Summary 34
Chapter 3 Methodology 35
3.1 Data Collection for the Samples of Mobile Phone 36
3.2 The Components and Hierarchical Structure of Mobile Phone 37
3.3 Extracting Affective Evaluation of Customers’ Responses Using SD Method 38
3.4 Establishing the Analysis Engine for the Evaluation Data from Customers 40
3.5 Computational Model for Creative Generation 40
3.6 Hierarchical Interactive Genetic Algorithm (HIGA) as the Generative Algorithm 42
3.6.1 Genetic representation and initialization 45
3.6.2 Genetic operations 46
3.7 ESC Approach for the Collective Intelligence 48
3.7.1 Evaluation approach 50
3.7.2 Hybrid fitness assignment strategy 51
3.7.3 Confidence mechanism for the preference design solution 53
3.7.4 Collective mechanism for idea sharing 54
3.8 Modeling of Interactive Collective Generation (ICG) System 55
Chapter 4 Prototype Implementation 57
4.1 System Architecture 57
4.2 System Development Environment 58
4.3 Graphical User Interface of the System and Operation Scenario 59
4.3.1 System Interface and operation scenario for customers’
evaluating 59
4.3.2 System Interface and operation scenario for designers’ design generation 60
4.4 User Test for System Examination 67
Chapter 5 Conclusion 70
5.1 Contribution 70
5.2 Future Work 71
References 74
Appendix A Samples Information of Mobile Phone 79
Appendix B Class Diagram 83
[1]Alomar, MA: 2003, Creativity in Architecture and Management, in 6th Asian Design International Conference, Tsukuba, Japan.
[2]Alves, J, Marques, MJ and Visser, M: 2006, "Stimulation of creativity and innovation in a small multidisciplinary NPD team." R&D Management Conference, Taiwan
[3]Atlee, T: 2003, The Tao of Democracy: Using Co-Intelligence to Create a World That Works for All BookSurge Publishing.
[4]Benami, O: 2002, A Cognitive Approach to Creative Conceptual Design, University of Southern California, Los Angeles, California.
[5]Benami, O and Jin, Y: 2002, Creative Stimulation in Conceptual Design, in ASME 2002 Design Engineering Technical Conferences and Computer and Information in Engineering Conference, Montreal, Canada.
[6]Bentley, PJ: 1999, Evolutionary Design by Computers. Morgan Kaufmann Publishers, Inc., San Francisco.
[7]Bentley, PJ and Corne, DW: 2002a, Creative Evolutionary Systems. Morgan Kaufmann.
[8]Bentley, PJ and Corne, DW: 2002b, Guest Editorial for Special Issue on Creative Evolutionary System, Applied Intelligence, 16(2): 99-100.
[9]Bentley, PJ and O''Reilly, U-M: 2001, Ten Steps Makes a Perfect Creative Evolutionary Design System, in The Genetic and Evolutionary Computation Conference.
[10]Bloch, PH: 1995, Seeking the ideal form: Product design and consumer response, Journal of Marketing, 59(3): 16-29.
[11]Boden, MA: 2003, The Creative Mind: Myths and Mechanisms, 2 edition. Routledge.
[12]Bonnardel, N and Marme`che, E: 2005, Towards supporting evocation processes in creative design: A cognitive approach, International Journal of Human-Computer Studies, 63(4-5): 422-435
[13]Candy, L and Edmonds, EA: 1999, Introducing Creativity to Cognition, in 3rd Creativity and Cognition Conference, ACM Press, Loughborough University, pp: 3-6.
[14]Chen, L-L and Liang, J: 2001, Image Interpolation for Synthesizing Affective Product Shapes, in MG Helander, et al. (eds.) Internation Conference on Affective Human Factors Design, ASEAN Academic Press, London, pp: 531-537.
[15]Chen, L-L, Wang, GF, Hsiao, K-A and Liang, J: 2003, Affective product shapes through image morphing, in DPPI'' 03, pp: 11-16
[16]Cho, S-B: 2002, Towards Creative Evolutionary Systems with Interactive Genetic Algorithm, Applied Intelligence, 16(2): 129-138.
[17]Chou, J-R: 2004. Applying a Creativity-based Design Process to New Product Development, Ph.D. Dissertation, National Cheng Kung University, Tainan, Taiwan.
[18]Chuang, MC, Chang, CC and Hsu, SH: 2001, Perceptual factors underlying user preferences toward product form of mobile phones, International Journal of Industrial Ergonomics, 27(4): 247-258.
[19]Coates, D: 2003, Watches tell more than time. McGraw-Hill, New York.
[20]Cross, N: 2000, Engineering Design Methods: Strategies for Product Design, 3rd. Wiley.
[21]Csikszentmihalyi, M: 1997, Creativity: Flow and the Psychology of Discovery and Invention, 4 Tra edition. Harper Perennial.
[22]Demirbilek, O and Sener, B: 2003, Product design, semantics and emotional response, Ergonomics, 46: 1346-1360.
[23]Desmet, PMA: 2003, "Measuring Emotion." in MA Blythe, et al., (eds.), Funology: from usability to enjoyment, Kluwer Academic Press.
[24]Desmet, PMA, Overbeeke, CJ and Tax, SJET: 2001, Designing Products with Added Emotional Value: Development and Application of an Approach for Research Through Design, Design Journal, 4(1): 32-47.
[25]Esslinger, H: 1999, in F Sweet, (ed.), Frog: Form Follows Emotion, Watson-Guptill Publications.
[26]Frazer, J: 2002, "Creative Design and the Generative Evolutionary Paradigm." in PJ Bentley and DW Corne, (eds.), Creative Evolutionary System, Academic Press, pp: 253-274.
[27]Gero, JS: 1996, Creativity,next term emergence and evolution in design, Knowledge-Based Systems, 9(7): 435-448.
[28]Gero, JS and Kazakov, VA: 1996, An Exploration-Based Evolutionary Model of a Generative Design Process, Microcomputers in Civil Engineering, 11: 209-216.
[29]Gong, D, Zhou, Y and Li, T: 2005, Cooperative Interactive Genetic Algorithm Based on User''s Preference, International Journal of Information Technology, 11(10): 1-10.
[30]Harvey, I and Thompson, A: 1997, Through the Labyrintg Evolution Finds a Way: A Slicon Ridge., in T Higuchi and M Iwata (eds.) 1st International Conference on Evolveable Systems, Springer Verlag, pp: 406-422.
[31]Helander, MG and Tay, DWL: 2003, What is in a word? Describing affect in product design, in 15th Triennial congress of the International Ergonomics association, The Ergonomics Society of Korea, Seoul, Korea.
[32]Helander, MG and Tham, MP: 2003, Hedonomics-Affective Human Factors Design, Ergonomics, 46(13-14): 1269-1272.
[33]Hsiao, K-A: 2006. Affective Responses of Product Shapes, Ph.D. Dissertation, National Taiwan University of Science and Technology, Taipei, Taiwan, R.O.C.
[34]Hsu, SH, Chuang, MC and Chang, CC: 2006, A semantic Differential Study of Designers'' and Users'' Product Form Perception, International Journal of Industrial Ergonomics, 25(4): 375-391.
[35]Janssen, P: 2006, A Generative Evolutionary Design Method, Digital Creativity, 17(1): 49-63.
[36]Janssen, P, Frazer, J and Ming-xi, T: 2002, Evolutionary Design Systems and Generative Process, Applied Intelligence, 16(2): 119-128.
[37]Jiao, J, Zhang, Y and Helander, M: 2006, A Kansei Mining System for Affective Design, Expert Systems with Applications, 30(4): 658-67.
[38]Johnson, H and Carruthers, L: 2006, Supporting Creative and Reflective Processes, International Journal of Human-Computer Studies, 64(10): 998-1030.
[39]Jordan, PW: 2000, The Four Pleasure-A Framework for Pleasure in Design, in PW Jordan (ed.) Pleasure Based Human Factors Design, Philips Design, Groningen, The Netherlands.
[40]Kano, N, Seraku, N, Takahashi, F and Tsuji, S-i: 1984, Attractive Quality and Must-be Quality, The Journal of the Japanese Society for Quality Control, 14(2): 39-48.
[41]Khalid, HM: 2004, Conceptualizing affective human factors design, Ergonomics Science, 5(1): 1-3.
[42]Khalid, HM and Helander, MG: 2004, A Framework for Affective Customer Needs in Product Design, Theoretical Issues in Ergonomics Science, 5(1): 27–42.
[43]Kicinger, R, Arciszewski, T and Jong, KD: 2005, Evolutionary computation and structural design: A survey of the state-of-the-art, Computers & Structures, 83(23-24): 1943-1978.
[44]Krippendorff, K: 1989, On the essential contexts of artifacts or on the proposition that "design is making sense (of things)" Design Issue, 5(2): 9-39.
[45]Krippendorff, K and Butter, R: 1984, Product semantics: exploring the symbolic qualities of form, Innovation, 3(2): 4-9.
[46]Krlsson, BSA, Aronsson, N and Sevensoon, KA: 2003, Using Semantic Environment Description as Tool to Evaluate Car Interiors, Engonomics, 46(13-14): 1408-1422.
[47]Kuller, R: 1975, Semantic Description of Environment. Stockholm:. Byggforskningsradet.
[48]Lawson, B: 2006, How Designers Think: The Design Process Demystified, 4th. Architectural Press.
[49]Lin, F-T: 2005, Evolutionary Computation Part 1: Three Theoretic Models of Evolutionary Algorithm, Journal of Taiwan Intelligent Technologies and Applied Statistics, 13(1): 1-28.
[50]Liu, H, Tang, M and Frazer, JH: 2004, Supporting creative design in a visual evolutionary computing environment, Advances in Engineering Software, 35(5): 261-271.
[51]McKay, A, Pennington, Ad and Baxter, J: 2001, Requirements Management: A Representation Scheme for Product, Computer-Aided Design, 33(7): 511-520.
[52]Nagamachi, M: 1995, Kansei Engineering: A New Ergonomic Consumer-oriented Technology for Product Development, International Journal of Industrial Ergonomics, 15(1): 3-11.
[53]Norman, DA: 2004, Emotional design: why we love (or hate) everyday things. Basic Books, New York.
[54]Osborn, AF: 1979, Applied imagination. Scribner, New York.
[55]Osborn, AF: 2001, Applied imagination, 3rd Edition. Scribner, New York.
[56]Oxman, R: 2006, Theory and design in the first digital age, Design Studies, 27(3): 229-265.
[57]Pór, G: 1995, "The Quest for Collective Intelligence." in K Gozdz, (ed.), Community Building: Renewing Spirit and Learning in Business, New Leaders Press, San Francisco, CA, pp.
[58]Paulus, P: 2000, Groups, teams, and creativity: The creative potential of idea-generating groups, Applied Psychology: An International Review, 49(2): 237-262.
[59]Paulus, PB and Yang, H-C: 2000, Idea Generation in Groups: A Basis for Creativity in Organizations, Organizational Behavior and Human Decision Processes, 82(1): 76-87.
[60]Petiot, J-F and Yannou, B: 2004, Measuring consumer perceptions for a better comprehension, specification and assessment of product semantics, International Journal of Industrial Ergonomics, 33(6): 507-525.
[61]Rosenman, MA: 1997, "The Generation of Form using an Evolutionary Approach." in D Dasgupta and Z Michalewicz, (eds.), Evolutionary Algorithms in Engineering Applications, Springer-Verlag, pp: 69-86.
[62]Russell, P: 2000, The Global Brain Awakens: Our Next Evolutionary Leap. Element Books Ltd.
[63]Sevener, Z: 2003, A semantic differential study of the influence of aesthetic properties on product pleasure, in 2003 international conference on Designing pleasurable products and interfaces, ACM, Pittsburgh, PA, USA, pp: 150-151.
[64]Shiba, S, Graham, A and Walden, D: 1993, A New American Tqm: Four Practical Revolutions in Management. Productivity Press Inc.
[65]Shneiderman, B: 2000, Creating creativity: user interfaces for supporting innovation, ACM Transactions on Computer-Human Interaction (TOCHI), 7(1): 114-138.
[66]Smyth, SN and Wallace, DR: 2000, Towards the Synthesis of Aesthetic Product Form, in ASME 2000 Design Engineering Technical Conferences, ASME, Baltimore, Maryland, USA, pp: 1-8.
[67]Sugimoto, F and Yoneyama, M: 2002, Hybrid Fitness Assignment Strategy in IGA - A method to compose fitness, in 2002 IEEE Workshop on Multimedia Signal Processing pp: 284- 287.
[68]Takagi, H: 2001, Interactive evolutionary computation: fusion of the capacities of EC optimization and human evaluation, IEEE, 89(9): 1275-1296.
[69]Ward, TB, Smith, SM and Vaid, J: 1997, "Conceptual structures and processes in creative thought." in TB Ward, et al., (eds.), Creative thought: An investigation of conceptual structures and processes, American Psychological Association Washington, DC, US, pp: 1-27.
[70]Wilkenfeld, MJ and Ward, TB: 2001, Similarity and emergence in conceptual combination, Journal of Memory and Language, 45(1): 21-38.
[71]Yang, S-M, Nagamachi, M and Lee, S-Y: 1999, Rule-Based Inference Model for the Kansei Engineering System, International Journal of Industrial Ergonomics, 24(5): 459-471.
[72]You, H-C and Chen, K: 2007, Applications of affordance and semantics in product design, Design Studies, 28(1): 23-38.
QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top