完整後設資料紀錄
DC 欄位語言
dc.contributor.author鄭仕弘en_US
dc.contributor.authorCheng, Shih-Hungen_US
dc.contributor.author林銘煌en_US
dc.contributor.authorLin, Ming-Huangen_US
dc.date.accessioned2014-12-12T02:42:02Z-
dc.date.available2014-12-12T02:42:02Z-
dc.date.issued2013en_US
dc.identifier.urihttp://140.113.39.130/cdrfb3/record/nctu/#GT079642804en_US
dc.identifier.urihttp://hdl.handle.net/11536/74959-
dc.description.abstract當代的語意式產品設計亦開始重視情感效應,語意或隱喻的特徵不再只是為了“瞭解”功能,更多了情感上的體驗。然而,語意式(或隱喻式)產品的設計趨勢,已逐漸從重視外觀轉為強調體驗與互動的歷程,並以引發設計者所預期之情感反應為導向。使用者的情感反應不僅只局限於立即的回饋,亦可能出現延滯性的情感。然而,設計領域對語意式產品在互動後浮現的延滯性情感,尚無明確的定義與理解。若能深入探索此議題,將有助於設計學子與設計師理解並應用此創新之設計邏輯。 本研究基於產品語意、互動脈絡與情感體驗之相關探討,整合文學敘述理論與“失諧-解困”原理,提出互動序列之三種理想類型,包含1)邏輯式序列、2)時序式序列和3)空間式序列,以發展語意互動的脈絡。在日本設計師深澤直人(Naoto Fukasawa)提出的“later wow”概念啟發之下,針對語意式產品在三種互動序列中之延滯性驚奇進行深入剖析。本研究除了以質化訪談探索議題之外,更兼容以量化與質化的研究方法完成理論建構與深入探討;初步釐清延滯性驚奇的成因包含:1)誘發於隱喻外觀的特殊操作方式、2)超出意料之外的產品回饋(外觀變化或功能顯現)、3)能消除原先困惑的語意聯想之評價歷程。最後,進行設計實務之教學應用,探究在設計實務之過程中,三種理想互動序列如何搭配不同之情感因子,引發不同時間點且不同強度之語意暨情感設計。創作教學之成果顯示,這些參數的應用有助於熟悉同時掌控互動語意與情感效應,使設計者較能輕易以語意式產品引起延滯性之驚奇反應。最後,本研究亦對研究過程提出綜合之檢討與建議。zh_TW
dc.description.abstractSemantics 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.en_US
dc.language.isozh_TWen_US
dc.subject隱喻zh_TW
dc.subject操作語意zh_TW
dc.subject互動情感zh_TW
dc.subject延滯驚奇zh_TW
dc.subject設計應用zh_TW
dc.subjectmetaphoren_US
dc.subjectsemantics of operationen_US
dc.subjectemotional designen_US
dc.subjectlater wowen_US
dc.subjectdesign strategyen_US
dc.title動作語意式產品之延滯性情感研究zh_TW
dc.titleThe Study of Deferred Emotion during Interaction with a Metaphorical Producten_US
dc.typeThesisen_US
dc.contributor.department應用藝術研究所zh_TW
顯示於類別:畢業論文