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題名:互動承擔設計模型之建構
作者:游曉貞
作者(外文):Hsiao-chen You
校院名稱:雲林科技大學
系所名稱:設計學研究所博士班
指導教授:邱上嘉
學位類別:博士
出版日期:2007
主題關鍵詞:產品設計互動設計動作設計表示法承擔性文法式設計運算design representationgrammatical approachproduct designinteraction designactionaffordance
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本研究係以使用者與產品之間的實體互動為主軸,進行強調產品操作行為的設計模式的探索。Gibson的承擔性除了作為連結人機互動中使用者動作與產品實體特徵的理論架構之外,本研究更企圖在承擔理論的基礎上,建立一種以「動作」為設計語彙的表示法,並研議運用文法式運算概念來進行動作衍生的設計程序。
整體論文研究架構包括:相關文獻彙整與比較、實際產品案例的分析、承擔性的現象解析、承擔性正規化語法建立、設計運算化的模型提出,與案例的模擬及驗證。透過上述步驟得到三項主要的成果:第一、發展以實體互動為主的設計架構:承擔性的存在並不受使用者意識或意圖所影響,而是純然建立在使用者與物品本質條件的對應之上。為了釐清此一概念與強調「訊息處理」的認知理論在互動設計中的差異,並將其合理地應用於產品互動設計過程,本研究藉由相關研究與設計方法的比較,提出以承擔性、知覺訊息與設計記號三個不同手法,來分別滿足使用者在動作、知覺與認知三種不同互動層次需求的設計架構,並以實例分析的方式來檢驗此一設計架構的合理性。第二、提出承擔理論下的人機互動模式:藉由心理學與設計相關文獻的比較,以及人機互動互動中承擔性現象的解析,提出承擔性是「存在於人機系統中使用者、物品與行為的一種三向關係」的設計觀點,並採用數學函數式與集合論符號來建立其正規表示法。第三、建構以「動作」為基礎的互動程序模型:以「動作」為設計的語彙,並將設計解答定義為一組能夠將人機系統由起始狀態逐步推演至目標狀態的動作過程。進而在設計文法的概念下建構能夠衍生此種互動設計解答的設計模型──動作文法。最後以一個供水系統的人機互動過程為例,提出能夠產生「啟動供水」的設計解答的動作文法,並透過設計解答衍生過程的模擬來說明動作文法的運作方式,與驗證此一模型之可行性。
整體而言,本研究企圖在承擔理論的人機互動觀點下提出一個強調人機實體互動行為之設計表達模式,並建構一個可運算化的互動系統原型。而經由上述三個階段的成果,本研究探索不同於傳統強調形態建構之設計表示法與互動設計程序的嘗試已獲得驗證。整體研究之主要貢獻有三:第一、透過這種呈現人機系統狀態與動作機會的動態變化模型,充分反映出承擔性所強調的人機交互作用,並有助於將互動設計的重心由訊息處理轉移到實質動作機會的效用。第二、承擔性所揭示的「使用者-物品-行為」三向關係,提供了一種表達產品實體結構與人類行為關聯之設計知識架構,有助於互動設計推論機制之明箱化;第三、提供一可運算化之互動承擔設計模型,讓設計師可藉此模擬不同的人機系統組合對未來人機互動的影響,有助於不同於既有傳統規範下之人機互動模式的探索與設計決策之進行。
This study aims to develop a model for action design based on the theory of affordance proposed by J. J. Gibson. The concept of affordance is interpreted as an emerging action possibility in a human-environment-system, which provides designers a direct linkage between the user’s action and the design features to externalize the ontological aspects of user-product-interaction. This concept is used as the groundwork for this study to develop an action-based model, and to focus on the embodied interaction issue in product design.
A literature review is first conducted to clarify the concept and elucidate the role of affordances in the user-product interaction by making parallel comparisons to some often-confused concepts in product design, such as, product semantics and design for usability. This study argues that the core of affordance concept in design lies not in expressing the design intent, but constructing the actions required in the user-product- interaction. A framework consisting of three design dimensions; namely, affordance, perceptual information, and symbol, is suggested to deal with different aspects in physical interaction design, in particular, the motor, perceptual, and cognitive factors with two illustrative examples.
Secondly, in order to develop an action-based model, a formal description of affordance in a human-environment-system is proposed. An affordance is defined as a three-way-relationship among human users, environment, and possible action. The solution of an interaction design is expressed as a sequence of actions which are driven by the conditions of the human-environment-system; then an affordance-based model consisting of three component modules to represent users, environment and actions, and five sets of rules to guide the affordance emerging and action simulation is proposed. The notation for set theory and mathematic function is adopted in the formalism of the overall model. Hence, from the initial state of the system to the completion of user’s goal; the dynamic changes in the system affected by prior actions can be explicitly represented as a sequence of status records.
Finally, this study outlines a grammatical approach to the action-based model-action grammar. By applying eligible action- rules to a given initial state, the action grammar can generate the needed action trajectory for a certain goal state. In addition, this grammar can also used to simulate users’ situated actions in different combinations of user’s and environment’s conditions. A sink area design is used as an illustrative example to demonstrate how this grammatical model works.
This study not only explores the feasibility of the action-based design representation, but reflects the new role of users and designers in tangible interaction design as well. Instead of being a passive bystander, users can respond to available affordances or explore new possibility to approach their goals. Designers can manipulate features of objects according to target users’ physical condition to await the emergence of functional affordances for target users.
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