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題名:創新策略:矛盾語意及跨領域合作
作者:洪偉肯 引用關係
作者(外文):Wei-Ken Hung
校院名稱:國立臺灣科技大學
系所名稱:設計研究所
指導教授:陳玲鈴
學位類別:博士
出版日期:2012
主題關鍵詞:產品概念設計產品語意產品美學矛盾前瞻科技協同創新跨領域合作Collaborative InnovationEmerging TechnologiesContradictionProduct AestheticsProduct SemanticsProduct Concept DesignInterdisciplinary Collaboration
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本論文將從微觀的產品矛盾語意,以及巨觀的跨領域合作兩個角度,來探索設計的創新策略。在矛盾語意部分,本研究以88張無扶手椅為案例,分別以「雙極量測法」、「雙變數量測法」與「四宮格量測法」等三種方式來量測產品語意,以探討讓產品既美又新奇的語意操作策略。結果發現,新奇度與美感偏好呈現倒U曲線相關,中等程度的新奇度可以達到最高的美感偏好,且影響新奇性的因素中,現代感影響最大,其次為複雜度、最低是感性度。此外,具有「矛盾語意(如既典型又獨特)」及「語意模糊(如不典型也不獨特)」的椅子,在雙極量測法中有很高的標準差。且矛盾語意與美感偏好有線性正相關,語意模糊與美感偏好則有線性負相關,兩者皆可視為影響美感偏好的變數。
在跨領域合作部分,本研究以國科會「前瞻概念設計計畫(ideastorming)」,以及工研院所推動的「設計為科技加值專案(Dechnology)」為例進行個案研究,來探討設計與科技之間的合作模式。結果在ideastorming(設計主導)專案中發現包括「設計導向」、「科技導向」、「共同概念發展」三種協同合作模式,且三種模式都能夠產生創新的概念產品,而設計與科技雙方對於可應用技術的認知、概念發展時程與核心技術轉換的彈性並不相同。此外,在Dechnology(科技主導)專案中,本研究發現技術的「易理解性」、「是否有限定應用」、「成熟度」三者,可用於區隔三種設計的途徑(設計競賽、設計師協同合作、委外設計公司)。進一步納入三種應用的產品類型(獨立產品、軟體導向產品、整合性系統產品),本研究提出一個技術找設計的九種配合矩陣,並探討了不同途徑的優缺點以及適合的科技,可讓設計與科技在合作前,能夠有合理的預期。
This dissertation aims to explore design’s innovative strategies from two perspectives— product‘s contradictory semantics and cross-disciplinary collaboration. From the micro perspective of product semantics, this study selected 88 unarmed chairs as example, and used three methods—“bipolar”, “bivariate”, and “four-quadrant” — to measure contradiction in product semantics and to explore strategies for designing novel and beautiful products. The results found that the relationship between novelty and aesthetic is an inverted-U function, where the most preferred chairs are those with a moderate level of novelty. For the semantic factors influencing novelty, trendiness has the greatest influence, followed by complexity, and finally by emotion. Furthermore, for the chairs with contradictory (e.g. both typical and unique) and vague (e.g. neither typical nor unique) meanings, the distributions of bipolar ratings have higher standard deviations. In addition, semantic contradiction is positively correlated with aesthetic preferences, while semantic vagueness is negatively correlated with aesthetic preferences. Both of them can be regarded as predictor variables for aesthetic preference.
From the macro perspective of cross-disciplinary collaboration, this study used the ideastorming project funded by NSC (National Science Council) and the Dechnology (Design+Technology) project run by ITRI (Industrial Technology Research Institute) as examples to investigate the patterns of collaboration between design and technology. Three models for collaborative innovation are identified in the ideastorming (design oriented) project— “design-driven”, “technology driven”, and “joint concept development”—each of which could lead to innovative concept products. It was found that design and engineering teams differ in their perception of applicable technologies, development schedules, and flexibility to switch technologies. For the Dechnology (technology oriented) project, this study found that, three factors—"comprehensibility", "application restrictions", and "maturity" of a technology—can be used to match a technology to one of the three design approaches (design competitions, collaboration with designers, and outsource to design consultancies). Finally, combining three design approaches and three categories of product (stand-alone product, software-oriented product, and integrated system), this study arrived at a matrix of nine product-design approach combinations. We then explain how to choose among different design approaches according to their advantages, disadvantages and features of suitable technologies, such that the better cooperation between design and technology can be achieved through reasonable expectations of targets as well as limitations.
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