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  • 學位論文

形象體驗理論應用於劇本式設計-以創新廚具設計為例

The Application Imagery-Experiential on Scenario Design -A case study on the Innovative Kitchen Design.

指導教授 : 邊守仁
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摘要


台灣的傳統產業因為大環境朝向電子產業或是生化科技等熱門就業領域,造成整體企業結構重整,衍生出一連串傳統企業急需面對的社會生存產業競爭問題,台灣傳統廚具產業過去大多作歐洲品牌的代理,而沒有自我創新能力,企業重整下如何藉由產品創新、設計適合華人本土屬性的廚具來讓台灣廚具業能夠有發展永續經營的條件是相當重要的起步。 本研究採用「形象體驗激盪理論」、「設計德飛法」、「體驗劇本設計模式」與「專家焦點團體會議」,希望能夠透過設計企劃的方式為廚具產業發展未來設計方向,主要目的在於(一)蒐集各相關領域專家對於未來廚具之預測;(二)將專家預測轉化為具體的體驗劇本設計;(三)探討生活型態的轉變對於廚具設計之影響與未來方向;(四) 以形象體驗為導向的工作營作為主軸,文獻與設計徳飛法所得出的結果轉化為工作營刺激源,讓設計師能夠快速的進入狀況並刺激創意發展;(五) 提出一個以專家意見為基礎之企劃模式。 第一階段透過設計企劃創新的形象體驗激盪理論,「設計徳飛法」快速收歛各方專家的趨勢精華,得出未來廚具六大趨勢方向:(一)休閒互動感性主義;(二)關懷安全思維;(三)數位享樂主義;(四)複合式空間型態概念;(五)新華人本土風潮;(六)綜合機能主義;第二階段將其轉化為不同形式刺激源帶入「形象體驗劇本式工作營」,從形象體驗的角度使用體驗劇本法以使用者為中心進行廚具的劇本設計;最後階段經過「專家焦點會議」的收斂將劇本精緻化並修正提出未來廚具的創新案例兩套,主要特色為「休閒互動」、「模組化與客製化」、「動線與人因工程」、「廚具家具化」四點。

並列摘要


Taiwan’s traditional industry encounters a big challenge that a lot of people nowadays choose to go into electric industry and biotechnology instead of it. Thus, under this rival situation, it must reform the enterprise structures as well as solve some problems which have been existing for a long time immediately. The biggest problem is, in the past, Taiwan’s traditional kitchen furniture industry only acts for European brand without its own innovative ability. Therefore, how to design the kitchen furniture that fits for native Chinese through innovating products will be the pivotal, initial step which can make Taiwan’s kitchen furniture industry conduct lasting. In this study, the reason why I choose to use the method of designing planning, including “Imagery-Experimental”, “Delphi method”, “Experiential scenario design”, and “Focus groups” to design the future development direction of kitchen furniture industry is because of the following purposes. (1) To collect forecast of future kitchen furniture by experts who are related to this area. (2) To turn experts’ forecast into concrete Experiential scenario design. (3) To discuss how the changes of lifestyle affect kitchen furniture design and its future. (4) Regard the workshop, which is based on Imagery Experiment, as main axle, and transform the results of literature and Delphi method the Imagery-stimulation of workshop. Afterwards, let designer be able to enter the condition and stimulate creative development. (5) To provide one proposal that is based on experts’ opinion. In the first stage, we can get some trends, essence by designing and planning innovative Imagery-Experiential theory and Delphi method, then gain six trends and directions: (1) Recreational, interactive, perceptual ism (2) Thought of caring about safety (3) Digital Epicureanism (4) Complex spacial concept (5) Native trend of new Chinese(6) Combined functionalism In the second one, change them into different kinds of imagery- stimulation, and then apply to “Play workshop”. Besides, use the Experiential scenario design by Imagery Experiment’s point of view, and proceed play design of furniture. The last stage, try to correct and extract the play by “Focus group”. Then, propose two innovative cases of future kitchen furniture feature four points: (1) Recreational interaction (2) Module and Customization (3) Moving path (4) Ergonomic Design.

參考文獻


•謝佳德,2005,形象體驗理論引導設計工作營之研究,論文學位,國立台北科技大學創新設計研究所,台北。
•王尉任,2004,客製化網路平台於廚房設計與規劃之研究,論文學位,成功大學工業設計究所,台南。
•D.W. Stewart and P.N. Shamdasani,歐素汝譯,1990,“Focus Groups:Theory and Practice.”。
•Goldschmitt, G. ,1994, "On visual design thinking: the vis kids of architecture”, Design Studies Vol. 15 N0. 2, pp. 158-174
中文文獻

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林汶聰(2010)。從企業環境保護的社會責任探討永續設計之研究—以3C滑鼠包裝為例〔碩士論文,國立臺北科技大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0006-1207201022340500

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