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  • 學位論文

設計競賽得獎作品之愉悅感分析

How the design award winners think of pleasure on their design?

指導教授 : 王鴻祥

摘要


國內大型設計競賽儼然是一場高規格的愉悅遊戲,對參賽者而言,這場盛會是自我考驗與肯定的殿堂;對主辦單位而言,則是擺脫實務包袱,尋求產品創新概念的捷徑。參賽者為了呈現其獨特創意,通常透過感性陳述以觸動評審的心,可以直言的是愉悅感應蘊含在其作品之中。 本研究利用原案分析中的事後回溯法,對設計競賽之得獎作品進行設計回溯之口語編碼分析,以剖析愉悅感設計活動的心智歷程,解開愉悅遊戲的玄機。研究發現愉悅感並非設計者特意預期的設計方向,但設計成果卻被認定是具有感性或愉悅感受附加價值,顯示愉悅概念其實是蘊含在設計過程的各項考量中,透過產品被感知的屬性呈現出來。歸納之設計過程愉悅感操作手法有:主題發想、大膽假設、小心求證、外在形象、造形先決、功能激盪與感受激盪等8項手法,並個別定義設計競賽愉悅感四種類型:造形象徵、玩性體驗、新舊對比與、輔助媒材之設計原則。 本研究並推導出愉悅感操作模型,提供設計競賽活動發展愉悅感之參考依據:設計師先構想出作品應有的反思概念,探討愉悅產品可帶給人的深層價值。其後在使用行為與設計理念兩層次展開產品之理解性,進而從中取出外在設計元素,完整呈現欲傳達之概念。

關鍵字

愉悅感 設計競賽 設計思考

並列摘要


The design competition in Taiwan has become a “pleasurable game”. For a competitor, passing this grand activity is a way to the proof. For the sponsors, this is a shortcut to break away from practical design, and to explore more conceptual ideas. In order to show their unique creativity, the competitors often present their products in a emotive way to affect the jury, so we can affirm that their products contain pleasure. This research attempts to use retrospective reports to analyze five awarded designs in competitions and generalize the pleasurable design process. This research discovers that pleasure is not a specific design guide, but the results are considered to be emotional or pleasurable. This shows that pleasurable concepts exist in all elements of the design process and are presented by the properties which a product is perceived. The generalized pleasurable design strategies are: Bold to suppose, Care for proof, External image, Prerequisite form, Storm of function, and Storm of emotion, etc. This research also defines design guidelines of four kinds of pleasure in the design competition. This research also establishes a pleasurable design model for a referring basis: Designers should compose reflective concepts in advance, then open up the realization between usability and design ideals, and take the external elements out to present design concepts completely.

並列關鍵字

Pleasure Design competition Design thinking

參考文獻


[18]Berridge , K. C.(2003). Pleasures of the brain. Brain and Cognition. 52, pp.106-128.
[19]Bonapace, L.(2002). Linking Product Properties to Pleasure: The Sensorial Quality Assessment Method – SEQUAM. In Pleasure with Products - Beyond Usability. Green, W. S., & Jordan, P. W. (Eds). London: Taylor & Francis, pp.189-217
[20]Cabanac, M. (2002) What is emotion?, Behavioural processes 60 (pp. 69-83)
[22]Cockton, G.(2002). From doing to being: bringing emotion into interaction. In Interacting with Computers, 14 (2), 89-92.
[23]Coelho, D. A. & Dahlman, S. (2002). Comfort and pleasure. In Pleasure-based Human Factors, ed. by Patrick Jordan, Taylor & Francis.

被引用紀錄


孫盈馨(2007)。從生活美學談情感設計─以陶瓷茶具創作為例〔碩士論文,國立臺灣師範大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0021-2910200810533373
黃惠婷(2007)。樂活族多媒體設計-以台灣樂活族生活之互動多媒體創作論述〔碩士論文,國立臺灣師範大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0021-2910200810530553
洪婉榕(2010)。文化創意產品設計實務: 以國內外設計大獎作品為例〔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=U0006-1407201023461300

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