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#4

OMUSE

林祐謙|程郁雅|江承旭

解決問題,是工業設計的學生具備的能力。在畢業設計之前的每一件設計作品,都是在老師規範的題目框架下進行,並以解決問題作為設計目標。透過設計方法蒐集使用者的痛點和想法,找出機會點後發想各種想法,透過測試和修正後產出符合人們需求的設計。然而,我們想要做的是一系列的實驗,是以人和物件的互動作為出發點,而不是以解決問題為目的。重點則是放在過程 - 過程就是成果,紀錄使用者跟我們所設計物件的各種不同的互動方式,讓大家共同參與整個過程完成設計並分享成果。不完全預設使用者的使用方式,不同於一般設計語彙強調 affordance - 加入限制讓使用者能照著設計師預設的操作方式使用產品。讓使用者自己決定物品的使用方式,創造自己覺得跟物品合理的互動方式。 Problem solving is the ability of industrial design students. Each design work before graduation design is carried out under the framework of the subject standardized by the teacher, and the design goal is to solve the problem. Collecting users' pain points and their personal thoughts through design methods. Finding out opportunities and come up with various ideas, and design something that meet people's needs through testing and revision. However, what we want to do is a series of experiments, starting from the interaction of people and objects, not solving any problem. The focal point is on the process - the process is the result, we will record the various ways users interact with the objects we design, allowing everyone to participate in the entire process to complete the design and share the results.We don’t completely predetermine how they interact with our design, which is different from the general design that emphasizes affordance - adding restrictions to allow users to use the product according to what the designer's preset . Let the user decide how the item is used, and create a way of interacting with the item that they think reasonable. 家具是最貼近人們日常的物品,因此我們選擇家具作為設計的載體。蒐集資料後發現,大多數的家具都是以機能性作為設計考量,除了兒童家具外很少以互動作為主要切入點。但我們認為人跟物件之間的互動很重要,因為設計師心中所預設的未必會是使用者的真正使用方式,物品雖然有他自己的預設用途,但要怎麼使用仍然取決於使用者。我們希望在能達到家具最基本功能性的前提下,以互動元素為切入點進行設計。 Furniture is the object closest to people's daily life, so we choose furniture as the carrier of design. After collecting data, we found that most of the furniture is designed with the function as the design consideration, with the exception of children's furniture, which rarely takes interaction as the main point. However, we believe that the interaction between people and objects is very important, because the way the customers use the products may not necessary accord with designer’s thought. Although the object has its own preset purpose, how to use it still depends on the user.We hope to design with interactive elements as the starting point under the premise of achieving the most basic functionality of furniture. 我們選擇遊樂場做為設計主題,因為它是最多互動的地方,也是各年齡層所共有的回憶。抽取遊樂場的感覺及元素後,發想測試不同結合元素和家具的手法。透過訪談、問卷以及數量化一類的方式分析問卷結果後,得到能代表遊樂場的感覺和元素,分別為:歡樂感、放鬆感以及熱鬧感,不同的感覺可以藉由特定的元素來達成。 We choose playground as design theme because it is the most interactive place and a memory shared by all ages. Extracting the feelings and elements of the playground, we test different ways of combining elements and furniture. After analyzing the results of the questionnaire through interviews, questionnaires and methed of quantification, the result show that the feeling of joy, relaxation and liveliness can be best represent the playground, and different feelings can be achieved by specific elements. 我們以歡樂感、放鬆感為主軸進行發想,也以變化能讓人有最直接感受的椅子作為載體,嘗試將遊樂場的元素和椅子結合,也保留了椅子最基本的乘坐功能。製作小草模測試不同想法,並評估能否產生對應的感覺,也選定了幾個想法實際製作大草模測試可行性及安全性。最後選定設計材質為最能代表遊樂場的的鋼管及繩纜。 We select the feelings of joy and relaxation to make ideation , and also choose the chair as the carrier of our design because it can make people feel directly the most. We try to combine the elements of the playground with the chair, and also retain the basic function of the chair. Making several small prototype to test different ideas, we evaluate whether it can produce a corresponding feeling, and also selected a few ideas to make a large prototype to test the feasibility and safety. Finally, we selected steel pipes and ropes as the design materials because they can best represent the playground.