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DC Field | Value | Language |
---|---|---|
dc.contributor.author | 陳育新 | en_US |
dc.contributor.author | Yu-Shin Chen | en_US |
dc.contributor.author | 鄧怡莘 | en_US |
dc.contributor.author | Yi-Shin Deng | en_US |
dc.date.accessioned | 2014-12-12T02:59:31Z | - |
dc.date.available | 2014-12-12T02:59:31Z | - |
dc.date.issued | 2007 | en_US |
dc.identifier.uri | http://140.113.39.130/cdrfb3/record/nctu/#GT009342503 | en_US |
dc.identifier.uri | http://hdl.handle.net/11536/79757 | - |
dc.description.abstract | 本研究以三種目標產品為研究對象:「像玩具的工具」,「玩具與裝飾品」,「為娛樂而創造的物」,認為目標產品所具備「娛樂特質」是引發愉悅感的要素,故以辦公室女性為調查對象,以了解「娛樂特質」的設計概念與愉悅感間的關聯。 本研究分為兩階段,第一階段方法主軸為質性的訪談,第二階段方法主軸為問卷調查。第一階段的目的在產品的蒐集與「娛樂特質」的解析。透過場域中的訪談與觀察藉此蒐集產品;在訪談中依評價構造法,將所蒐集到的產品拆解出「娛樂特質」,分層的分析得到「娛樂特質」由具體至抽象的階梯架構。第二階段目的是得到設計的概念與評估模式。經由對階梯架構的整理,我們可以從中粹取出設計的概念與感受,利用十四件產品進行問卷調查,將結果經過數量化第一類的運算,我們可以得到感受與設計概念間的關係模式,即為「娛樂特質」的預測模式,可作為設計概念的搭配與結果預測的參考。 最末,本研究針對「娛樂特質」提出以下幾點結論: 1.「娛樂的特質」可以被「階梯架構圖」結構性的拆解 辦公空間中的「娛樂特質」會引起:可愛、創意、好笑、新奇、好玩、特別、實用、有趣等八種感受,並在階梯架構圖表中可以了解其具體的意義與設計特徵。 2.針對「娛樂特質」的運用提出了「設計概念」: 造型意涵方面:(1)模仿人或動物、(2)場景或氣氛、(3)故事或角色 互動方式:(1)操作的情境、(2)變動的彈性、(3)動態表演 連結方式:(1)原始的連結、(2)轉化的連結、(3)娛樂的連結 3.建構「娛樂特質」的感性模式作為評估的輔助工具 本研究最終的期望是具「娛樂的特質」的產品對愉悅感的引發可以為現代煩悶的工作生活注入活力。 | zh_TW |
dc.description.abstract | This study investigated the “entertaining factors” of products in females’ working place. There are three kinds of target products--“toys-like tool”, “toys and decorations” and “self-entertaining artifact” which representing the “entertaining factor” is the trigger evokes pleasure. The relation between design concepts which come up from “entertaining factor” and pleasure is the results the research covers. There are two stages conducted in the research. Interview by evaluation grid method is the main shaft of the first stage to structure and analyze the “entertaining factor”. A hierarchical diagram including antecedents and consequents is the outcome of the first stage to manifest “entertaining factor”. The questionnaire is the key method in the second stage to collect data for hayashi’s Quantitative Theory Type I to acquire the relative model of feelings and design concepts. The relative model could be the reference to the combination between design concepts. The conclusions of this research are as follow: 1. “Entertaining Factor” is structured by hierarchical diagram systematically. Eight adjectives (descriptions) of the antecedents include cute, creative, funny, novel, interesting, special and practical. The hierarchical diagram also explains the consequents concretely. 2. Concepts which represent entertaining factor are achieved for design product. Metaphor of appearance: 1. Animal or human like, 2. Theme or atmosphere, 3. Story or character. Interaction: 1. circumstances of operation, 2. flexibility of change, 3. performing status Combination: 1. origin, 2. translation 3.amusement 3. relative model of entertaining factor acts as a subsidiary for design and evaluation The expectation of this research is to cheer workers’ daily lives by products designed with entertaining factors. Keywords: Entertaining factor, evaluation grid method, hayashi’s Quantitative Theory Type I | en_US |
dc.language.iso | zh_TW | en_US |
dc.subject | 娛樂特質 | zh_TW |
dc.subject | 評價購造法 | zh_TW |
dc.subject | 數量化一類 | zh_TW |
dc.subject | Entertaining Factor | en_US |
dc.subject | Evaluation Grid Method | en_US |
dc.subject | hayash's Quantitative Theory Type I | en_US |
dc.title | 女性辦公空間中產品的娛樂特質 | zh_TW |
dc.title | Entertaining Factors of Products in Females' Working Space | en_US |
dc.type | Thesis | en_US |
dc.contributor.department | 應用藝術研究所 | zh_TW |
Appears in Collections: | Thesis |
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