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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
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
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
Chiba University: 千葉大学
東京
千葉
成田空港
60 mins40 mins
2010年10月5日火曜日
SPD: Service Product Design Lab
2010年10月5日火曜日
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。
2010年10月5日火曜日
Exploration
2010年10月5日火曜日
What is interaction?
2010年10月5日火曜日
Human-Machine InteractionSince 1950
Control panelNASA
2010年10月5日火曜日
Computer-Human InteractionSince 1960
Artificial Intelligence 人工智慧Cybernetics 模控學
Ubiquitous 遍佈運算
2010年10月5日火曜日
Human-Computer InteractionSince 1970
Cognition 認知Perception 感知
Adaptive 適應
2010年10月5日火曜日
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
2010年10月5日火曜日
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
2010年10月5日火曜日
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
2010年10月5日火曜日
How to design interactions?
2010年10月5日火曜日
Workshop
2010年10月5日火曜日
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
2010年10月5日火曜日
PhysicalAgeBodilyProductSpatialSituationalTouchpointProtocolEmotionalFormMovementSemanticAffectiveKansei
Novel techHardwareSoftwareAugment-wareVirtual-wareEmbedded systemPhysical computingWirelessMaterialMechanicsStructurePhenomenaSustainable Mobile-social activities
RenaissanceCo-experienceColor synthesiaDominationsStakeholderLocationLandscapeViewpointFuture for 2030NarrativeReflectiveCriticalPervasiveUbiquitous
Constraints
2010年10月5日火曜日
Output?
Idea
Concepts
Solutions
Sketch
time
Constraints
2010年10月5日火曜日
Output?
Idea
Concepts
Solutions
Sketch
time
Prototype
Constraints
2010年10月5日火曜日
Prototyping!
2010年10月5日火曜日
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
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]
2010年10月5日火曜日
Fun
2010年10月5日火曜日
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>
2010年10月5日火曜日
Piano Stairs
2010年10月5日火曜日
How to design interactions?
2010年10月5日火曜日
Why interactions?
2010年10月5日火曜日
UsabilityInterface
Social Network
Augment Reality
Tactile
Multi-touch
Implicit and Explicit Interactions
Multi-sensor device
Context-awareness
Media
2010年10月5日火曜日
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Gravity
NASA's SOHO Sees Sun Popping Out All Over, All copyrights are reserved by NASA/GSFC/SOHO
重力
2010年10月5日火曜日
2010年10月5日火曜日
2010年10月5日火曜日
2010年10月5日火曜日
2010年10月5日火曜日
2010年10月5日火曜日
Synergy in designing interaction
Media Watch“Air Color”
Designer
Engineer(Tech Coach, Tech Led)
Researcher
Sponsor
Impact
2010年10月5日火曜日
Synergy on impact
Kansei Actuator
Tech Platform
Product or Service
Media WatchDesigner
Engineer(Tech Coach, Tech Led)
Researcher
Sponsor
Impact
2010年10月5日火曜日
Vision
2010年10月5日火曜日
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
2010年10月5日火曜日
- 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