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外文期刊專書文獻 Asimow, M. (1962). Introduction to design. Englewood Cliffs, New Jersey: Prentice-Hall. Battarbee, K. (2001). Design for user experience. Helsinki, University of Art and Design Helsinki UIAH. Berlyne,D.(1960). Conflict, arousal and curiosity. New York: McGraw Hill. Berlyne,D. (1971). Aesthetics and psychobiology. New York: Appleton-Century-Crofts. Carroll, J.M. (ed.) (1995). Scenario-Based Design: Envisioning Work and Technology in System Development. Wiley, New York. Demirbliek, O. &; Sener, B. (2003) Product design, semantics and emotional response, Ergonomics: Vol. 46, NOS N13/14, pp.1346-1360. Desmet, P. (2007). Nine sources of product emotion. Proceedings of IASDR 07 [CD ROM]. Hong Kong Polytechnic University School of Design. Desmet, P. &; Hekkert, P. (2007). Framework of product experience. International Journal of Design, 1 (1), 57-66. Desmet, P. (2008). Product Emotion. In: H. N. J. Schifferstein and P. Hekkert (Eds). Product experience (pp. 379-397). Amsterdam: Elsevier. Desmet, P. (2010). Three Levels of Product Emotion. INTERNATIONAL CONFERENCE ON KANSEI ENGINEERING AND EMOTION RESEARCH 2010. PARIS: KEER2010. Fredrickson, B. &; Joiner, T. (2002). Positive emotions trigger upward spirals toward emotional well-being. Psychological Science, 13(2), 172-175. Hasdogan, G., (1996). The role of user models in product design for the assessment of user needs. Design Studies. 17, 19~33. Jordan, P. W. (2000). Designing pleasurable products. London: Talyor &; Francis. Joe, P., (1997). Scenarios as an essential tool; stories for success. Innovation Quar. J. Ind. Des. Soc. Am. 20~23. Khaslavsky, J. &; Shedroff, N. (1999) Understanding the seductive experience, Communications of the ACM, 42(5), 45-49. Krippendorff, K. (1996). On the essential contexts of artifacts or on the propositions that “Design is making sense (of Things )”. Design Issues, 4(2), 9-39. Levy P. &; Yamanaka, T. (2008). Kansei tsudies description and mapping through kansei studies keywords, Proceeding of Emotion Research in Practice.International Symposium for Emotion and Sensibility 2008. [CD ROM] (pp. 209-214). Korea:KAIST. Lidwell, W., &; Holden K., &; Butler J. (2008). Universal Principles of Design. Taipei: UN Books. Lin, R. T. (2007). Transforming Taiwan aboriginal cultural features into modern product design: A case study of a cross-cultural product design model. International Journal of Design, 1(2), 45-53. McDonagh, D., Bruseberg, A. &; Haslam, C. (2002). Visual product evaluation : exploring users’ emotional relationships with products. Applied Ergonomics, pp.231-240. Moggridge, B. (1993). Design by story-telling. App. Ergon 24 (1), 15~18. Myerson, J. (2001) IDEO:Master of Innovation. London: Laurence King Publishing. Nardi, B.(1992). The use of scenarios in design. SIGCHI Bull. 24 (3), 13~14. Norman, D. (1990). The design of everyday things. New York: Basic Books. Norman, D. (2004). Emotional design: Why we love (or hate) everyday things. New York: Basic Books. Norman, D. (2005). Human-centered design considered harmful. ACM Digital Library magazine. Nardi, B.(1992). The use of scenarios in design. SIGCHI Bull. 24 (3), 13~14. Parrish, P.(2006). Design as Storytelling. TechTrends. Volume 50, Issue 4, pp 72-82. Reisner, D.(1992). Further uses of scenario. SIGCHI Bull. 24 (3), 15. Rabiger, M. (2006), Developing Story Ideas. USA: Focal Press. Rowe, P. (1992). Design thinking (4th ed.). USA: The MIT Press. Russell, J. A. (1980). A circumplex model of affect. Journal of Personality and Social Psychology, 39(6), 1161-1178. Stanton, N., Young, M. (1998). Ergonomics methods in consumer product design and evaluation. In: Stanton, N. (Ed.), Human Factors in Product Design. Taylor and Francis Ltd, UK, pp. 21~52. Suri, F. &; Marsh, M.(2000). Scenario building as an ergonomics method in consumer product design. Applied Ergonomics 31. 151~157. Taylor, G. (2011). How to Draw and Paint Science Fiction Art. Singapore: Page One Publishing. Teng, C. K. &; Chuang, M. C. (2007). The appraisal factors and evaluation of emotional design. Proceedings of IASDR 07 [CD ROM]. Hong Kong: Hong Kong Polytechnic University School of Design. Teng, C. K. &; Chuang, M. C. (2008). The form arousal applied model of emotional design. Emotion Research in Practice, Proceedings of International Symposium for Emotion and Sensibility 2008 (pp. 215-219). Korea: KAIST. Welker, K., Sanders, E. &; Couch, J. (1997). Design scenarios to understand the user. Innovation Quart. J. Ind. Des. Soc. Am. 24~27. You, H. C. &; Chen, K. S. (2007). Applications of affordance and semantics in product design. Design Studies, 28.
中文期刊專書文獻 Bergstrom, B. (2011),視覺溝通的文法(Eeeentials of Visul Communication,陳芳誼譯)。台北市:原點出版。 Brown, T. (2010),設計思考改造世界(Change by Design: How design thinking transforms organizations and inspires innovation, 吳莉君譯)。台北:聯經出版。 Cagan J. &; Vogel C. (2004),創造突破性產品:從產品企劃到企劃通過的創新之路(Creating breakthrough products: innovation from product planning to approval,蕭羨一譯)。台北市:中衛發展中心。 Ellen W. (1977),創造的世界-藝術心理學(Invented Worlds- The psychology of the art, 陶東風等譯)。台北市:田園城市文化。 Lidwell, W., Holden K., &; Butler J. (2008),設計的法則 (Universal Principles of Design,呂亨英譯)。台北市:原點出版。(原作2003年出版) Lupton, E.(2012),圖解設計思考:好設計,原來是這樣想出來的!(Graphic Design Thinking: Beyond Braindstorming,林育如譯)。台北市:商周出版。 Mullen, B. &; Johnson, C.(1996),消費者行為心理學 (The Psychology of Consumer Behavior,游橫山譯)。台北市:五南出版。 Maurer, I.(2005). http://mocoloco.com/archives/001737.php;ingo-maurer.com. Philip, N. (2003),睡美人:關於魔咒的12童話 (The Illustrated Book of Fairy Tales,周思芸譯)。台北市:天下遠見。(原作1997年出版) Ramakers, R. &; Moors, A. (2008),就是droog 10+3年的創新與討論(Simplydroog,10+3years of creating innovation and discussion,李俊逸、呂奕欣 譯)。台北市:田園城市文化。 Rodgers, P. &; Milton, A.(2012),好設計!打動人心征服世界( Prouuct design,楊久穎譯)。新北市:謬思出版。 Underwood &; Shaughnessy(1989),心理學實驗研究法 (譯自:Experimentation in Psychology)。台北市:遠流出版。 Verganti, R. (2011),設計力創新(Design-Driven Innovation,呂奕欣譯)。台北市:馬可孛羅文化出版。(原作2009出版) Zeisel, J.(1996),研究與設計 (Inquiry by Design-Tools for environment-behavior research,關華山譯)。台北市:田園城市文化(原作1984出版)。 林文寶等著(1998),認識童話。台北市:天衛文化。 林銘煌(2005),Alessi義大利設計精品的築夢工廠。台北市:桑格文化。 後藤武、佐佐木正人、深澤直人(2008),不為設計而設計就是最好的設計-生態學的設計論 (The Ecological Approach to Design,黃友玫譯)。台北市:漫遊者文化。(原作2004年出版) 原研哉、阿部雅世(2009),為什麼設計(蔡欣芸等譯)。台北市:木馬文化出版。(原作2007年出版) 游曉貞、陳國祥、邱上嘉(2006),直接知覺論在產品設計應用之審視。設計學報,11(3),13-27。 陳嵩季(2005),應用類型媒材激發創意的方法研究-以科幻電影為例。國立交通大學應用藝術研究所碩士論文。 張華閔、鄧怡莘(2004),產品設計與情緒研究初探。2004國際設計論壇暨第九屆中華民國設計學會設計學術研討會論文集(頁907-912),台北市:中華民國設計學會。 鄧建國、莊明振 (2008),應用情感喚醒的造形聯想設計模式探討。設計學報,13(3),81-98。 鄧建國 (2009),微建築的情感與功能挑戰:Tea &; Coffee Towers. ALESSI觀察。現代美術,145,58-67,台北:台北市立美術館。
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