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題名:應用純真體驗來引導設計創作之產品情感探討
書刊名:實踐設計學報
作者:鄧建國 引用關係陳怡廷
作者(外文):Teng, Chien-kuoChen, Yi-ting
出版日期:2014
卷期:8
頁次:頁82-96
主題關鍵詞:產品情感現成物傳達玩樂產品設計Product emotionReadymadeCommunicationPlayProduct design
原始連結:連回原系統網址new window
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生活裡累積的純真體驗能引發人們愉悅的感受,並且引領人跳脫現實環境的框架,激發出使用者對於週遭事物的獨特想像與見解。近年來,國際各大設計展覽與知名設計公司逐漸出現以探討純真體驗與傳生活經驗為主的產品系列,不僅成功吸引消費者的眼光,引發出人們潛藏的豐富情感體驗,更創造出產品前所未有的全新價值。本研究以純真體驗為基礎,透過產品設計的分析與觀察,描述這些設計案例如何將「純真體驗」應用於其創作中,由此歸納出「純真體驗」設計概念,其包含:(1)保留純真回憶的體驗、(2)滿足使用者內外需求、(3)探討人的行為與其環境背景等三個層次;並提議以物件要素、情感要素、環境要素三者類比融合純真體驗與產品設計之元素,以強化過去情緒經驗與產品之環境連結性,藉此產生新的產品體驗。最後,推導出純真體驗創作流程與思考要點,並依此發展出: Folds your little world遊戲帳篷,以及Pendoll玩偶削鉛筆機等兩件系列創作。其中,Pendoll亦獲選2014年德國iF國際設計競賽概念設計獎全球前100之肯定。本研究由此提議出一種能夠反映人們情感特徵的初步設計思考模式,期能結合外部的形象與使用者的情感體驗,由此探討情感體驗及外觀功能產生連結,透過創作將設計者心中的情感記憶賦予特徵,而能應用於設計教學。
Accumulated in the pure or innocence experience of life that pleasant feel it would lead the people pass through the reality, spark user to surroundings unique imagination and insight. In recent years, the international design exhibitions with well-known design companies emerge to explore pure experience and life experience of products, not only successfully attract the consumer's attention, and thrown out of the hidden wealth of emotion and experience, creating unprecedented new products worth more. This research was based of design project that applied with innocence experience as discussion, established "innocence experience" design concept to application products design. Through products design of analysis and observation, description these design case how will "innocence experience" application its creation. Thus mention out "innocence experience" design concept, its contains: (1) retained innocence memories of experience, and (2) meet user both inside and outside needs, and (3) discussion people of acts with environment background, that three levels to proposed object elements, emotional elements and environmental simulation of fusion. Between these three elements of pure experience and product design, environment to strengthen past emotional experiences and product links in order to generate new product experiences. Finally, this paper would applied the experience of innocence to creative product that processes to thinking points and develop accordingly two series: "Folds your little world" playground and "Pendoll" pencil sharpener. The project "Pendoll" also was winner for iF concept award top 100 at 2014. Discussion on emotional experience applies to the design. Through creative work unearth precious designer heart emotional memory, initially proposed a model that reflects the emotional characteristics of design thinking to help designers outside the framework, link designers and user experience of emotion.
期刊論文
1.Harada, Akira(1995)。Kansei Based Reactive Interface。Special Issue of Japanese Society for the Science of Design,3(2),70-75。  new window
2.Harada, Akira.、Hasumi, Takashi(1996)。Jonit Research and Commissioned Research in University of Tsukuba。Special Issue of Japanese Society for the Science of Design,4(1),28-29。  new window
3.Desmet, Pieter M. A.、Hekkert, Paul(2007)。Framework of product experience。International Journal of Design,1(1),57-66。  new window
4.Demirbilek, O.、Sener, B.(2003)。Product design, semantics and emotional response。Ergonomics,46(13/14),1346-1360。  new window
5.Fredrickson, B.、Joiner, T.(2002)。Positive emotions trigger upward spirals toward emotional wellbeing。Psychological Science,13(2),172-175。  new window
6.Lin, Rung-Tai(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。  new window
會議論文
1.Desmet, P. M. A.(2010)。Three Levels of Product Emotion。Kansei Engineering and Emotion Research (KEER) International Conference 2010。Paris。238-248。  new window
2.Teng, C. K.、Chuang, M. C.(2011)。Method for Applying Cultural Characteristics to Emotional Product Design。IASDR 2011--4th World Conference in Design Research。The Netherlands:Delft University of Technology。  new window
3.Abowd, G.、Beale, R.(1991)。Users, systems and interfaces: A unifying framework for interaction。HCI'91 Conference on People and Computers VI,73-87。  new window
4.Desmet, P. M. A.(2007)。Nine sources of product emotion。International Association of Societies of Design Research 2007。Hong Kong:Hong Kong Polytechnic University School of Design。  new window
5.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。台北市:中華民國設計學會。907-912。  延伸查詢new window
圖書
1.Alessi, A.(2002)。The Dream Factory。Milan:Electa。  new window
2.Battarbee, K.(2001)。Design for user experience。Helsinki:University of Art and Design Helsinki。  new window
3.Van Gorp, Trevor、Adams, E.(2012)。Design for Emotion。Morgan Kaufmann Publishers。  new window
4.IDEAfried Studio(2009)。TOKYO U35東京新銳設計。台北:天下遠見。  延伸查詢new window
5.Pratt, A.、Nunes, J.(2012)。Interactive Design-An Introduction to the Theory and Application of User-Centered Design。Rockport Publishers。  new window
6.Asimow, M.(1962)。Introduction to Design。Prentice-Hall。  new window
7.後藤武、深澤直人、佐佐木正人、黃友玫(2008)。不為設計而設計=最好的設計--生態學的設計論。台北市:漫遊者文化。  延伸查詢new window
8.郭靜晃、Johnson, J. E.、Christie J. F.、Yawkey T. D.(1994)。兒童遊戲:遊戲發展的理論與實務。台北:揚智文化。  延伸查詢new window
9.黃志成、王淑芬(1995)。幼兒的發展與輔導。臺北:揚智文化。  延伸查詢new window
10.Lidwell, William、Holden, Kritina、Butler, Jill、呂亨英(2008)。設計的法則。台北市:原點。  延伸查詢new window
 
 
 
 
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