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Context of Design: vision in design research 從設計的文脈談設計研究的願景 蔡敦仁、千葉大學設計科學研究所博士後期 Tung Jen Tsai, Faculty of Engineering, Division of Design Science, Chiba University, Japan 2010105日火曜日

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Context of Design: vision in design research

從設計的文脈談設計研究的願景

蔡敦仁、千葉大學設計科學研究所博士後期Tung Jen Tsai, Faculty of Engineering, Division of Design Science, Chiba University, Japan

2010年10月5日火曜日

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Self Portrait

- was born in Taipei, Taiwan.

- 3 years experience in Marketing and Design Communication in IT company

- entered to Graduate School of Industrial Design, Cheng-Kung University, Tainan, Taiwan.

- entered to Ph.D. Programme, Division of Design Science, Chiba University, Chiba, Japan

2010年10月5日火曜日

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Self Portrait

- was born in Taipei, Taiwan.

- 3 years experience in Marketing and Design Communication in IT company

- entered to Graduate School of Industrial Design, Cheng-Kung University, Tainan, Taiwan.

- entered to Ph.D. Programme, Division of Design Science, Chiba University, Chiba, Japan

- member of IxDesignLab Taiwan, biggest interest group of interaction design with

overseas chinese.

- coordinator in workshops of Interaction Jam! Workshop, Renaissance with Nature

workshop, and so on.

- main arrangement of CHOTERIE, will present works in Tokyo Designers Week, 2010

2010年10月5日火曜日

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Chiba University: 千葉大学

東京

千葉

成田空港

60 mins40 mins

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SPD: Service Product Design Lab

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因應服務科學的設計服務產業關連的設計第四級產業(資訊創造)的設計(第四級產業為高度資訊網路與電腦科技驅動的產業)*單純產品的設計已經逐漸消失

1980年代

1990年代~2000年代

2010年代以降

Background of SPD

因應大量生產的設計外觀的美感整體的造形、直感與平衡感*以出口產業為主

因應資訊科技能力的設計軟體的操作性GUI、控制界面與容易理解的設計*從整體到附加服務的系統。

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Exploration

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What is interaction?

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Human-Machine InteractionSince 1950

Control panelNASA

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Computer-Human InteractionSince 1960

Artificial Intelligence 人工智慧Cybernetics 模控學

Ubiquitous 遍佈運算

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Human-Computer InteractionSince 1970

Cognition 認知Perception 感知

Adaptive 適應

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Social InteractionSince 1980

Distance workspace 遠端工作Computer-supported cooperative work(CSCW) 電腦輔助協同工作

Collaborative computing 協同運算

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Physical InteractionSince 1990

Tangible and embedded interactions 可觸式與內建互動Affective Haptic 情緒性感覺

Perceptual Interface 感知界面

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History of explorationH

um

an

Cognition

Perception

ComputerVisible Invisible

Tangible Computing

Collaborative Computing

GUI(’ 74)

Music bottle (’ 98)

metaDESK(’ 96)

E-mail (’ 82)

Google Wave(’ 09)

Ubiquitous(’ 99)

Embodied Interaction (’ 04)

iPhone(’ 07)

Virtual Reality(’ 91)

Augment Reallity (’ 04)

Microsoft Office (’ 90)

Multi-touch(’ 82)

Mouse(’ 63)

i-Mode(’ 97)

Lotus (’ 83)

Google Document(’ 05)

Palm(’ 95)

iPod(’ 01) iTunes(’ 01)

Wii (’ 07)

Product or Service

Project or Vision

Tangible computing

Collaborative computing

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How to design interactions?

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Workshop

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WorkshopsHuman lanscape design workshop, Tainan, Taiwan, 2005

Nightmarket design workshop, Taipei, Taiwan, 2006

International Workshop of Interactive Creativity & Design, Yulin, Taiwan, 2006

Mobile city, Rotterdam, Netherlands, 2008

Fun in financial service, Milano, Italy, 2008

Contextmapping workshop, Tokyo, Japan, 2008

Interaction Jam! design workshop, Taipei, Taiwan, 2008

2010: imagine mobile lifestyle, Tokyo, Japan, 2009

Renaissance with nature, Taipei, Taiwan, 2009

Ideasketch workshop, Tokyo, Japan, 2010

Hardware sketch, Tokyo, Japan, 2010

Choterie: designing interaction for mid-age, Tokyo, Japan, 2010

Designing affinity for interaction workshop, Chiba, Japan,2010

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PhysicalAgeBodilyProductSpatialSituationalTouchpointProtocolEmotionalFormMovementSemanticAffectiveKansei

Novel techHardwareSoftwareAugment-wareVirtual-wareEmbedded systemPhysical computingWirelessMaterialMechanicsStructurePhenomenaSustainable Mobile-social activities

RenaissanceCo-experienceColor synthesiaDominationsStakeholderLocationLandscapeViewpointFuture for 2030NarrativeReflectiveCriticalPervasiveUbiquitous

Constraints

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Output?

Idea

Concepts

Solutions

Sketch

time

Constraints

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Output?

Idea

Concepts

Solutions

Sketch

time

Prototype

Constraints

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Prototyping!

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Reasons of Prototyping

The prototyping is the embodied process from essential expressions from designing interactions, and proposing a plan to connect virtual ideas and real world.

Project: Waiter Cup2010年10月5日火曜日

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A project by the Offenbach Academy of Art and Design and the botanical gardens Palmengarten of the city of Frankfurt/Main

Jin-Hua [鏡花]

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Fun

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Funology

 This book reflects the move in Human Computer

Interaction studies from standard usability concerns towards a wider set of problems to do with fun, enjoyment, aesthetics and the experience of use. Traditionally HCI has been concerned with work and task based applications but as digital technologies proliferate in the home fun becomes an important issue. There is an established body of knowledge and a range of techniques and methods for making products and interfaces usable, but far less is known about how to make them enjoyable. Perhaps in the future there will be a body of knowledge and a set of techniques for assessing the pleasure of interaction that will be as thorough as those that currently assess usability.

- cite from <amazon.com>

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Piano Stairs

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How to design interactions?

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Why interactions?

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UsabilityInterface

Social Network

Augment Reality

Tactile

Multi-touch

Implicit and Explicit Interactions

Multi-sensor device

Context-awareness

Media

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UsabilityInterface

Social Network

Activities

Augment Reality

Tactile

Multi-touch

Implicit and Explicit Interactions

Multi-sensor device

Context-awareness

Media

2010年10月5日火曜日

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UsabilityInterface

Social Network

Activities

Perception

Augment Reality

Tactile

Multi-touch

Implicit and Explicit Interactions

Multi-sensor device

Context-awareness

Media

2010年10月5日火曜日

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UsabilityInterface

Social Network

Activities

PerceptionEmotions

Augment Reality

Tactile

Multi-touch

Implicit and Explicit Interactions

Multi-sensor device

Context-awareness

Media

2010年10月5日火曜日

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UsabilityInterface

Social Network

Activities

PerceptionEmotions

Kansei

Augment Reality

Tactile

Multi-touch

Implicit and Explicit Interactions

Multi-sensor device

Context-awareness

Media

2010年10月5日火曜日

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UsabilityInterface

Social Network

Activities

PerceptionEmotions

Kansei

Tangible

Augment Reality

Tactile

Multi-touch

Implicit and Explicit Interactions

Multi-sensor device

Context-awareness

Media

2010年10月5日火曜日

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UsabilityInterface

Social Network

Activities

PerceptionEmotions

Kansei

Tangible

Spatial

Augment Reality

Tactile

Multi-touch

Implicit and Explicit Interactions

Multi-sensor device

Context-awareness

Media

2010年10月5日火曜日

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UsabilityInterface

Social Network

Activities

PerceptionEmotions

Kansei

Tangible

Spatial

Social-cultural

Augment Reality

Tactile

Multi-touch

Implicit and Explicit Interactions

Multi-sensor device

Context-awareness

Media

2010年10月5日火曜日

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UsabilityInterface

Social Network

Activities

PerceptionEmotions

Kansei

Tangible

Spatial

Social-cultural Ethics

Augment Reality

Tactile

Multi-touch

Implicit and Explicit Interactions

Multi-sensor device

Context-awareness

Media

2010年10月5日火曜日

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UsabilityInterface

Social Network

Activities

PerceptionEmotions

Kansei

Tangible

Spatial

Social-cultural EthicsAesthetics

Augment Reality

Tactile

Multi-touch

Implicit and Explicit Interactions

Multi-sensor device

Context-awareness

Media

2010年10月5日火曜日

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UsabilityInterface

Social Network

Activities

PerceptionEmotions

Kansei

Tangible

Spatial

Social-cultural EthicsAesthetics

Experience

Augment Reality

Tactile

Multi-touch

Implicit and Explicit Interactions

Multi-sensor device

Context-awareness

Media

2010年10月5日火曜日

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UsabilityInterface

Social Network

Activities

PerceptionEmotions

Kansei

Tangible

Spatial

Social-cultural EthicsAesthetics

Experience

Augment

Augment Reality

Tactile

Multi-touch

Implicit and Explicit Interactions

Multi-sensor device

Context-awareness

Media

2010年10月5日火曜日

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UsabilityInterface

Social Network

Activities

PerceptionEmotions

Kansei

Tangible

Spatial

Social-cultural EthicsAesthetics

Experience

Augment

Stimuli

Augment Reality

Tactile

Multi-touch

Implicit and Explicit Interactions

Multi-sensor device

Context-awareness

Media

2010年10月5日火曜日

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UsabilityInterface

Social Network

Activities

PerceptionEmotions

Kansei

Tangible

Spatial

Social-cultural EthicsAesthetics

Experience

Augment

Stimuli

Movement

Augment Reality

Tactile

Multi-touch

Implicit and Explicit Interactions

Multi-sensor device

Context-awareness

Media

2010年10月5日火曜日

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UsabilityInterface

Social Network

Activities

PerceptionEmotions

Kansei

Tangible

Spatial

Social-cultural EthicsAesthetics

Experience

Augment

Stimuli

Movement

Semantic

Augment Reality

Tactile

Multi-touch

Implicit and Explicit Interactions

Multi-sensor device

Context-awareness

Media

2010年10月5日火曜日

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UsabilityInterface

Social Network

Activities

PerceptionEmotions

Kansei

Tangible

Spatial

Social-cultural EthicsAesthetics

Experience

Augment

Stimuli

Movement

Semantic

Augment Reality

Tactile

Haptic

Multi-touch

Implicit and Explicit Interactions

Multi-sensor device

Context-awareness

Media

2010年10月5日火曜日

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UsabilityInterface

Social Network

Activities

Cognitions

PerceptionEmotions

Kansei

Tangible

Spatial

Social-cultural EthicsAesthetics

Experience

Augment

Stimuli

Movement

Semantic

Augment Reality

Tactile

Haptic

Multi-touch

Implicit and Explicit Interactions

Multi-sensor device

Context-awareness

Media

2010年10月5日火曜日

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Gravity

NASA's SOHO Sees Sun Popping Out All Over, All copyrights are reserved by NASA/GSFC/SOHO

重力

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Synergy in designing interaction

Media Watch“Air Color”

Designer

Engineer(Tech Coach, Tech Led)

Researcher

Sponsor

Impact

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Synergy on impact

Kansei Actuator

Tech Platform

Product or Service

Media WatchDesigner

Engineer(Tech Coach, Tech Led)

Researcher

Sponsor

Impact

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Vision

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Vision in research

Technology

User’s need

Vision

- 2 years

- 10 years

>100 yearsconcept/principle

Application

reference: ishii hiroshi, 永訣の朝, Axis Gallery, 2009.1.15

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- Alan Kay

The best way to predict the future is to invent it.

預測未來最好的方法、即是去創造它。

2010年10月5日火曜日