標題: | 同時使用傳統和數位媒材之設計創造力 Design Creativity by Using Conventional and Digital Media Simultaneously |
作者: | 陳姿汝 Zi-Ru Chen 劉育東 Yu-Tung Liu 建築研究所 |
關鍵字: | 設計創造力;概念草圖;傳統媒材;數位媒材;口語分析;design creativity;conceptual sketches;conventional media;digital media;protocol analysis |
公開日期: | 2006 |
摘要: | 傳統和數位等不同媒材的使用,會有不同的設計思考問題,也會有不同的設計創造力激發,然而,多數先前研究只針對其中一種媒材進行討論,或是將二者分開來比較,而本研究探討的是增加對兩種媒材並用的設計過程的觀察,分析對設計創造力是否能夠激發出更多、更具創造力的思考。
本研究之過程分為兩步驟,第一步驟採用口語分析(protocol analysis)之「影音回溯法」(audio/video retrospection)作為實驗方法,共分為三組實驗,分別使用傳統媒材、數位媒材,以及傳統與數位媒材並用,作為此認知實驗的設計媒材工具,試圖了解設計者在使用單一媒材及使用二者媒材在概念發想階段的設計思考。其次,第二步驟為將步驟一所收集的三組資料進行分析,分析的過程包含三個步驟,將口語資料轉譯為文字資料(transcription)、分斷(segment)和編碼(encoding)。
研究結果得到同時使用傳統和數位媒材於概念草圖的設計過程中,對設計創造力的提升是有所幫助的。此研究之結果希望為設計創造力的激發提出一種可行的方式,也希望能應用至設計教育的創造力訓練上。 From previous works, we know that the distinguishing characteristics of design media cause different influence on design creativity. However, the cognitive research about the application of conceptual sketches design by integrating both conventional and digital media simultaneously is absent. In this research, we would like to discuss that can it inspire more creative works if designers use conventional and digital media simultaneously as sketching media to generate conceptual sketches. The research consists of two stages. At stage one, there are three experiments in a protocol analysis of audio/video retrospections. Three participants individually worked on a design task while drawing sketches by skilled in conventional media, digital media, and both conventional and digital media simultaneously as design tools. At stage two, the author analyzed the retrospective data of three experiments by transcription, segment, and encoding. The results show that using conventional and digital media simultaneously comparing with only using individual media can help arouse the creative thinking of divergent production abilities and transformation abilities in the stage of conceptual sketches design. The findings may suggest that the integration of various design media provides one feasible ways to inspire creativity, which can apply to the design training of creativity on education and to the designer’s practical operation, but initiates more possibility of new media to assist design. |
URI: | http://140.113.39.130/cdrfb3/record/nctu/#GT009447509 http://hdl.handle.net/11536/81957 |
Appears in Collections: | Thesis |
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