标题: 动作语意式产品之延滞性情感研究
The Study of Deferred Emotion during Interaction with a Metaphorical Product
作者: 郑仕弘
Cheng, Shih-Hung
林铭煌
Lin, Ming-Huang
应用艺术研究所
关键字: 隐喻;操作语意;互动情感;延滞惊奇;设计应用;metaphor;semantics of operation;emotional design;later wow;design strategy
公开日期: 2013
摘要: 当代的语意式产品设计亦开始重视情感效应,语意或隐喻的特征不再只是为了“瞭解”功能,更多了情感上的体验。然而,语意式(或隐喻式)产品的设计趋势,已逐渐从重视外观转为强调体验与互动的历程,并以引发设计者所预期之情感反应为导向。使用者的情感反应不仅只局限于立即的回馈,亦可能出现延滞性的情感。然而,设计领域对语意式产品在互动后浮现的延滞性情感,尚无明确的定义与理解。若能深入探索此议题,将有助于设计学子与设计师理解并应用此创新之设计逻辑。
本研究基于产品语意、互动脉络与情感体验之相关探讨,整合文学叙述理论与“失谐-解困”原理,提出互动序列之三种理想类型,包含1)逻辑式序列、2)时序式序列和3)空间式序列,以发展语意互动的脉络。在日本设计师深泽直人(Naoto Fukasawa)提出的“later wow”概念启发之下,针对语意式产品在三种互动序列中之延滞性惊奇进行深入剖析。本研究除了以质化访谈探索议题之外,更兼容以量化与质化的研究方法完成理论建构与深入探讨;初步厘清延滞性惊奇的成因包含:1)诱发于隐喻外观的特殊操作方式、2)超出意料之外的产品回馈(外观变化或功能显现)、3)能消除原先困惑的语意联想之评价历程。最后,进行设计实务之教学应用,探究在设计实务之过程中,三种理想互动序列如何搭配不同之情感因子,引发不同时间点且不同强度之语意暨情感设计。创作教学之成果显示,这些参数的应用有助于熟悉同时掌控互动语意与情感效应,使设计者较能轻易以语意式产品引起延滞性之惊奇反应。最后,本研究亦对研究过程提出综合之检讨与建议。
Semantics product design begins to emphasize product emotion. The purpose of making a semantic (or metapphorical) context is not only for “reading” product function easily but also for enhancing the experience of emotion. Japanese designer Naoto Fukasawa’s description of “later wow” offered the breeding ground for this study concerned about the deffered emotion. When we aim to arouse user’s emotional feedback, we will find that users can not only respond immediately by seeing but also express the emotion after interacting with a metaphorical product. However, this issue has not been clarified well in the field of academic research yet. Most ideally, if it can be explored systematically, it would be helpful for design students and practitioners to be familiar with using this design strategy.
Based on theories of product semantics, interaction and experience, integrating with incongruity-resolution theory in humor perception, three ideal models of interaction sequence, including 1) logical, 2) temporal, and 3) spatial sequence, is proposed in this study. After executing the quliatative analysis of the interview data and the quantitative analysis of questionnaire data, the causes of deferred pleasant surprise, later wow, can be divided into three factors: 1) atypical operation induced by metaphorical appearance, 2) unexpected feedback including the change in product appearance and the working of function, and 3) the evaluating process that removes the early semantic confusion. Then, the design workshop is conducted to explore the possibility of applying the results of this study to design practice. At last, suggestions and restrictions of applying this strategy were discussed.
URI: http://140.113.39.130/cdrfb3/record/nctu/#GT079642804
http://hdl.handle.net/11536/74959
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