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人與物的對話-互動介面設計理論與實務。方裕民著。 中華民國工業設計協會編印 田園城市出版 這是專門為工業設計與視覺傳達設計撰寫的介面設計入門書。 隨著資訊化產品日漸增加,介面設計已帶來全新的、令人興奮 的未知領域。設計活動不再只延續到產品上市便宣告結束;產 品的操作已是人與物之間的對話,產品的生命常常是與使用者 接觸後才真正開始。 本書所探討的內容即是跨學科的介面設計活動。內容包括介面 設計的基礎觀念,認知心理學的相關知識,介面設計的原則、方... more
人與物的對話-互動介面設計理論與實務。方裕民著。
中華民國工業設計協會編印 田園城市出版

這是專門為工業設計與視覺傳達設計撰寫的介面設計入門書。

隨著資訊化產品日漸增加,介面設計已帶來全新的、令人興奮
的未知領域。設計活動不再只延續到產品上市便宣告結束;產
品的操作已是人與物之間的對話,產品的生命常常是與使用者
接觸後才真正開始。

本書所探討的內容即是跨學科的介面設計活動。內容包括介面
設計的基礎觀念,認知心理學的相關知識,介面設計的原則、方
針、與技巧,以及介面設計的程序。
本章旨在介紹介面設計的基礎觀念。希望能從不同的角度 比如學術界的研究、科技上實務的進展、介面的演進來導入介面的概念。

本章第一節介紹介面設計的領域、特性、以及相關背景知識。第二節則引介系統的概念、介面、互動的定義。第三節描述介面的演進過程。

http://id.nuu.edu.tw/?page_id=526
介面設計師在進入實務設計之前,心理學的相關理論是設計的根基,是必須具備的知識。由於工業設計與視覺傳達設計的學程對認知心理學的介紹較為片斷,希望在本章節能夠提供較基礎與完整的探討以提供設計時的參考。 本章包括認知心理學的重要項目: ﹕ 視覺認知、注意力、人類資訊處理、記憶、學習。由於諾曼所引介的幾個觀念對設計界影響巨大,在第三節則獨立介紹唐納‧諾曼(Donald A.... more
介面設計師在進入實務設計之前,心理學的相關理論是設計的根基,是必須具備的知識。由於工業設計與視覺傳達設計的學程對認知心理學的介紹較為片斷,希望在本章節能夠提供較基礎與完整的探討以提供設計時的參考。

本章包括認知心理學的重要項目:

視覺認知、注意力、人類資訊處理、記憶、學習。由於諾曼所引介的幾個觀念對設計界影響巨大,在第三節則獨立介紹唐納‧諾曼(Donald A. Norman)博士所宣揚、傳述的認知心理學原理:重要的觀念包括心智模型、預設用途、使用限制、可見性、匹配、回饋、預防錯誤。在每一個項目的後面都安排了「實務運用」的介紹,期能讓讀者對心理學原理的與設計建議方針之間有著密切的搭配。
本章節著重於整理相關的文獻資料,介紹介面設計原則、方針、與技巧。 因為電腦圖形的溝通類似於使用字詞的功能,本章節前段則探討語言對談原則。另外也包括業界公司如菲利浦、蘋果公司所提出的設計建議。... more
本章節著重於整理相關的文獻資料,介紹介面設計原則、方針、與技巧。

因為電腦圖形的溝通類似於使用字詞的功能,本章節前段則探討語言對談原則。另外也包括業界公司如菲利浦、蘋果公司所提出的設計建議。

本章後段的視覺傳達設計部份包括圖像與再現、組織與視覺架構、與色彩運用三大章節,此部份將會更進一步地介紹完形學派的理論與應用、以及介紹符號學在介面設計的應用。「圖像與再現」著重於單獨圖像本身,或圖像之間關係的探討。而後者則著重在整體介面架構的視覺設計討論。此兩大部份則分別包含了理論、原則的介紹。由此引申出設計上可遵循的原則,最後則歸納出設計技巧,期能讓讀者在實務上可以有所收穫。
介面設計程序雖然植基於傳統的設計程序,但是其人機互動的特性帶來不同的特點,本章節前段則專文介紹此特性。 其後闡述介面設計程序。綜合各文獻資料及作者本身實務經驗,將介面設計程序以符合工業設計及視覺傳達設計師專業的觀點,分為八大設計階段,並佐以實務的設計案例。此八大介面設計階段包括發展產品概念、執行研究與需求分析、任務分析與架構路徑、構想發展、建立原型、進行細部設計、評估測試、產品發表與提供支援。... more
介面設計程序雖然植基於傳統的設計程序,但是其人機互動的特性帶來不同的特點,本章節前段則專文介紹此特性。

其後闡述介面設計程序。綜合各文獻資料及作者本身實務經驗,將介面設計程序以符合工業設計及視覺傳達設計師專業的觀點,分為八大設計階段,並佐以實務的設計案例。此八大介面設計階段包括發展產品概念、執行研究與需求分析、任務分析與架構路徑、構想發展、建立原型、進行細部設計、評估測試、產品發表與提供支援。

由於「時間」要素的加入,設計的步驟及工具則有別於傳統的工業設計程序。本章節後段則介紹了介面設計的工具,比如故事板、構想流程圖、以及製作原型的軟體工具。
本附錄商請陳冠竹先生為文,探討如何實務運用Flash來模擬界面。由於坊間的Flash
工具書大多專注在動畫或網路特效,而非介面的原型製作,相信此專文將對本書讀者將有極大的助益。陳冠竹先生是我的學生之中的佼佼者,他是少數幾個真正投入新經濟浪潮的設計師,曾任職於元碁、宏碁戲谷、第三波任職多媒體設計。他精研Flash在動畫與網路的應用,著有上奇出版的Flash MX動態網頁easy go、十分創意FLASH MX及corelDRAW11等軟體教學書。
"Instead of text, usually web design experts suggest more proper images, especially human faces or figures, will evoke the viewers’ sympathy and increase the attractiveness of... more
"Instead of text, usually web design experts suggest more proper images, especially human faces or figures, will evoke the viewers’ sympathy and increase the attractiveness of the web pages. To investigate this design principle, this research introduced the ERP (Event-related potential) method to analyze viewers’ brainwave component P300, N170, and N400 to compare the different visual stimuli - brief description (text), product photos, human face images, and body images. The result showed that the photos and human figures were confirmed positively for increasing attractiveness, diminishing the time of communication. But experts’ suggestion is not always valid since sometimes the proper word impresses viewers more in the first glance, comparing to visual images. Key words: design cognition; interface design; information design; event-related potential (ERP)"
近年人因工程研究與教學,關於人與機器的關係,仍沿用Sanders與McCormick於1982年著作Human Fac-tors in Engineering and... more
近年人因工程研究與教學,關於人與機器的關係,仍沿用Sanders與McCormick於1982年著作Human Fac-tors in Engineering and Design一書中提出的人機系統圖。然而,介面隨著技術的演變,從最早期的按鍵、旋鈕等型態的硬體介面,直到數位時代的軟體介面、觸控顯示螢幕,使用者已經熟悉以更複雜的手勢操作產品。而由於感測技術的導入,電腦所擔負的責任更重,可以更理解使用者、主動引導使用者。近期虛擬實境技術與市場亦帶來重大變化,此時,應該適合重新審視人機系統架構,提出一個較合乎現狀的互動圖。
傳統資通訊產品,由電腦主機、顯示器、與鍵盤滑鼠等輸入設備所構成。而近年配備觸控式螢幕的平板與智慧型手機等產品,已呈現「介面即整體、顯示即控制」的特性,可以較接近解釋介面原則中「直接操作」的特徵。而近年近期VR設備不斷地低價化、無線化,更可以獨立運算,比如All-in-one的Oculus Quest 2。其中VR頭盔已經微小化成整體、不須外接電腦、不須設置定位器,因此達成「頭盔即運算」,加上無須定位基地台的控制器,形成決策與控制、感知、資訊處理、運算合而為一。
在審視互動介面技術、蒐集市場案例之後,本研究透過研究群組討論、問卷調查,推論出:由於不同形式介面並存的現象,不易提出單一通用模型。目前本研究提出四大類型的互動模型,包含:1) 通用運算互動人機介面模型 (Gener-ic Model for Human-Computer Interaction)、2) 觸控式電子互動人機介面模型 (Display-Control Model for Human-Computer Interaction)、3) VR沉浸互動人機介面 (Immersive Model for VR interaction)、與 4) 元宇宙的人機介面圖 (Human-Computer Interaction Model in Metaverse)。本研究列出四大類互動模型的特性、並比較與優缺點整理,為呼應互動趨勢的多樣化,作為更新後的通用和沈浸式的人機互動架構圖,供學者研究與教學的參考。

關鍵字:人機互動、人機系統、虛擬實境、觸控螢幕設備、互動框架 (互動架構圖)
While practicing emotional design, usually experts suggest that the surprising and contradiction is the prelude to evoke humor of emotion. In this study, the scientific experiments were implemented to examine the ERP brainwave signal and... more
While practicing emotional design, usually experts suggest that the surprising and contradiction is the prelude to evoke humor of emotion. In this study, the scientific experiments were implemented to examine the ERP brainwave signal and “incongruity” condition. The analysis was carried out to the specific ERP components - N270, which is an endogenous ERP component of conflict effect. This experiment presented the stimuli with coherent/contradiction and humor/neutral attributes, and recorded the ERP signal to detect brainwave variations. The result of subjects’ physiological signal (component N270) evidenced that the stimuli, by careful selection and operation, evoked the incongruity effect successfully.
Instead of text, usually web design experts suggest more proper images, especially human faces or figures, will evoke the viewers' sympathy and increase the attractiveness of the web pages. To investigate this design principle, this... more
Instead of text, usually web design experts suggest more proper images, especially human faces or figures, will evoke the viewers' sympathy and increase the attractiveness of the web pages. To investigate this design principle, this research introduced the ERP (Event-related potential) method to analyze viewers' brainwave component P300, N170, and N400 to compare the different visual stimuli-brief description (text), product photos, human face images. and body images. The result showed that the photos and human figures were confirmed positively for increasing attractiveness, diminishing the time of communication. But experts' suggestion is not always valid since sometimes the proper word impresses viewers more in the first glance, comparing to visual images.
Product form plays a vital role in those well-developed products. Many designers’ job is to deal with a better looking shape. It might be difficult to explain how people make the aesthetics judgment. But can we start with some related... more
Product form plays a vital role in those well-developed products. Many designers’ job
is to deal with a better looking shape. It might be difficult to explain how people make the
aesthetics judgment. But can we start with some related questions to see if there is any common
reaction or logical observing behavior or order? Do people judge it according to the certain
components, features, or the whole? Is there any similarities or differences? This research tries
to borrow the knowledge and scientific devices in psychology to examine our visual perception.
The eye tracking instrument (EyeLink II) is applied, as a new tool in design research, on assessing
the focus attention on a design.
In order to deal with aesthetics judgment related to cultural issue, Chinese kettle is taken as the
examples for the experiments. First of all, several elements or design features are extracted from
typical stylish Chinese architecture, interior, or everyday goods. And they are “inserted” to build
the new revival Chinese kettles in the computer simulations by appropriate replacement in the
design transformations. Secondly, on the other hand, in order to prove that the computer
simulation images and the real product photos can reach the similar quality on the screen for the
experiment, a pilot study was executed to compare their differences and validity for next stage. In
order to build the accurate kettles’ profile curves and rendering images for the simulation models,
the 3D scanner is used to catch the necessary 3D Data. Thirdly, the new designs are tested again
by Eye Tracker and following questionnaires to see if there is any specific information-gathering
activity.
To raise the awareness of preserving vanishing heritage and cultures, this research attempts to integrate interaction technologies and traditional Yuanli and Atayal knitting handicraft in Taiwan to create new service and product... more
To raise the awareness of preserving vanishing heritage and cultures, this research attempts to integrate interaction technologies and traditional Yuanli and Atayal knitting handicraft in Taiwan to create new service and product experiences. By studying user and scenario experiences, this research collects information on the activities in knitting technology in rural areas and among indigenous tribes, explore the overall process experience and personal emotions. This research integrates three design principles based on the stated problems and three orientations in the culture craft technology domain. First, interactive technology is integrated into a new carrier through the design concept to enable more people to gain access to traditional handicraft. Second, a more attractive communication pattern with bidirectional sharing is created through the cooperation of interdisciplinary experts such that the crafts culture can be conveyed and shared with the public. Third, the emotional experience of traditional handicraft and the environment of shared labor are extracted to develop the design to attract the interest of more people. Finally three concepts are proposed-Atayal Knitting Gift, Rush Drum (LINGO), and LINHUA Fluxay. These proposals are then evaluated to determine whether the concept design can conform to the concept plan.
In an aging society, improving quality of life for middle-aged and senior citizens is crucial. In Taiwan, karaoke recreation is a popular event among senior citizens. This study examined the effects of singing on middle-aged and senior... more
In an aging society, improving quality of life for middle-aged and senior citizens is crucial. In Taiwan, karaoke recreation is a popular event among senior citizens. This study examined the effects of singing on middle-aged and senior citizens via testing such individuals before and after singing. The tested aspects consisted of social psychology, social interaction, emotional reaction, and usability. The experiment design categorized karaoke events into “group singing” and “individual singing.” The tested karaoke equipment consisted of conventional physical karaoke equipment (hereafter referred to as conventional karaoke equipment) and new karaoke software applications. Experiment participants comprised 48 middle-aged and senior citizens from Miaoli, Taiwan, who were divided into three groups, namely individual participant using digital application, individual participant using conventional karaoke equipment, and grouped participants using conventional karaoke equipment. Results revealed that after singing, the participants’ social avoidance and distress levels decreased, their emotions improved and strengthened, and they demonstrated enhanced social interaction behaviors. Furthermore, group singing yielded greater effects than individual singing did, whereas the effects were greater among participants who used conventional karaoke equipment than those who used digital applications. Participants who used conventional karaoke equipment demonstrated enhanced emotions, social interactions, and satisfaction with usability. Despite attempts to enhance competitiveness via integrating online social functions, new karaoke software still has space for improvement.
Applying the health technology to the elder people in the early stage is helpful to delay the aging process. This research studies how proactive incentive and passive surveillance to and increase the quality of elderly healthcare. The... more
Applying the health technology to the elder people in the early stage is helpful to delay the aging process. This research studies how proactive incentive and passive surveillance to and increase the quality of elderly healthcare. The four-stage questionnaire survey lasting for two years were designed and analyzed 140 hardware and software solutions for the commercialized products to establish the theoretical framework. Finally, a circular model map composed of two dimensions: “Proactiveness - Mobility” was proposed to categorize the devices and interfaces for elderly healthcare.
By the 21century, the elderly population will exceed the total population of the last century. The issue of caring for the elderly has resulted in the need for health care, assisted living, and independence of the elderly. Previous... more
By the 21century, the elderly population will exceed the total population of the last century. The issue of caring for the elderly has resulted in the need for health care, assisted living, and independence of the elderly. Previous research has confirmed that introducing health technology at an early stage can encourage the elderly to continue their activities, promote their independence and reduce the cost of social care. In this study, which applies the advantages of virtual reality (VR) technology, Unity 3D software is used to design VR dumbbell motion software for the elderly. This software can provide positive excitation and enable the elderly to maintain continuous motion. The objectives of this research are as follows: (1) to construct VR prototypes; (2) to test their usability (i.e., operating efficiency, visibility, and error rate); and (3) to study the emotional response of interfaces. This study adopted the Self-Assessment Manikin to measure emotion and the questionnaires for user interaction satisfaction to measure usability. Interface experts were also invited to conduct experiments, fill in questionnaires and provide interviews. The comparison of the VR application programs with physical dumbbells yields the following conclusions. The VR application programs are more pleasant. The real water dumbbell interface feels slightly stronger. The interface learning performance of the VR application programs is better. The preliminary conclusions drawn from this study can be used as a reference for designers. Scholars are expected to conduct further explorations.
While practicing emotional design, usually experts suggest that the surprising and contradiction is a prelude to evoke users' positive emotion associated with humor. In this study, the scientific experiments were implemented to examine... more
While practicing emotional design, usually experts suggest that the surprising and contradiction is a prelude to evoke users' positive emotion associated with humor. In this study, the scientific experiments were implemented to examine the event-related potential (ERP) brainwave signal as well as "incongruity" condition. The analysis was carried out to the specific ERP components - N270 and N400. N270 is an endogenous ERP component of conflict effect; the N400 associated with the emotion of confusion. This experiment presented the stimuli with the combination of coherent/contradiction conditions and humor/neutral attributes, and recorded the ERP signal to detect brainwave variations. By analyzing these two components at medial part scalp sites - Fz, Cz, and Pz, the result evidenced that the humor products with contradiction condition did evoke greater brainwave amplitude, and correspond to the experts' design guidelines.
How designers effectively create pleasant products by using visual stimulation and product experience has become the mainstream of consumer market for users. This study aimed to explore the relationship between emotional design and... more
How designers effectively create pleasant products by using visual stimulation and product experience has become the mainstream of consumer market for users. This study aimed to explore the relationship between emotional design and emotional arousal as well as the effect of different product shapes on emotional arousal. In user–product interaction, Norman proposed that the aroused emotion includes three design levels: visceral, behavioral, and reflective dimensions. This study applied this theory to examine the thinking of users and to explore users’ usability, emotion, and purchase intentions toward products. This study used the PrEmo scale and performed a user experience study to analyze the effect of different products on the perception, attitude, and emotional arousal of users in the visual stimulation and product experience stages. 42 subjects were asked to perform assigned tasked and fill out the questionnaires before and after the experiencing processes. The assigned tasks required subjects to make a cup of lemonade using high and low emotional arousal product groups, including whistling kettles, squeezers, and glass cups. The findings were summarized from the following aspects: (1) Product experience could greatly affect user satisfaction; (2) Only the high emotional arousal products generated a significant effect on users after the product experience; (3) In the visual stimulation stage, the users were more attracted by and were more willing to buy high emotional arousal products than low emotional arousal products.
Hand-held GPS can be utilized for route searching and path planning, as well as serving as an audio and video device to enhance users' experience in their daily life. The purpose of this study is to investigate the user interface... more
Hand-held GPS can be utilized for route searching and path planning, as well as serving as an audio and video device to enhance users' experience in their daily life. The purpose of this study is to investigate the user interface design of hand-held GPS, regarding the factors of different display styles and user experience. The experiments were divided into two stages-the preliminary investigation stage and design verification stage. In the first stage, the hierarchy, graphical affordance and interface usability of three commercial GPS products were analyzed. Based upon the results, four concept designs with different display styles were developed, including Traditional, Roller, Sliding, and Folder styles. In the second stage, a four (display style) by two (user experience) mixed factorial experiment was performed. Ten experienced subjects and ten inexperienced subjects were asked to complete the tasks, and then fill in the QUIS questionnaires. The results showed that users were...
Population aging has become a common phenomenon worldwide, and various virtual reality (VR) applications are emerging. In this study, a VR exercise software programme was designed and compared with conventional exercise equipment in terms... more
Population aging has become a common phenomenon worldwide, and various virtual reality (VR) applications are emerging. In this study, a VR exercise software programme was designed and compared with conventional exercise equipment in terms of the differences in usability and immersion perceived by middle-aged, older, and young adults. A VR software programme for dumbbell stretching exercise was designed, and 62 participants were invited. The participants were divided into a middle-aged and older adult group and a young adult group. Each participant used the designed software and physical dumbbells to complete three tasks. The results revealed that (1) software usability and immersion differed significantly between middle-aged and older adults and young adults; (2) the mean interface learnability score of the young adults was significantly higher than that of the middle-aged and older adults; and (3) the mean scores of the overall immersion and the four indicators for the VR exercise ...
This study aimed to explore the colour imagery of skin tone and eyeglass frames, and whether this affects the preferences of consumers. Glasses are a focal point on the face and we wished to understand whether the frame colour along with... more
This study aimed to explore the colour imagery of skin tone and eyeglass frames, and whether this affects the preferences of consumers. Glasses are a focal point on the face and we wished to understand whether the frame colour along with skin tone affects the entire facial image. Many businesses provide suggestions on choosing frames that complement one's skin tone, but what is the basis of these recommendations? We conducted a questionnaire survey and analysed the results using two-way ANOVA and regression analysis. Results were as follows: (1) skin tone significantly influences preference; (2) the colour of eyeglass frames significantly influences preference; (3) the interaction of skin tone and frame colour does not significantly affect preference; (4) consumers with lighter skin tone tend to prefer black frames; (5) elegant, simple, fresh imagery significantly and positively influences preference. Our results showed that when consumers are choosing glasses, the colour relationship between skin tone and glasses frames does not significantly influence their decisions; however, when it comes to choosing the frames, consumers place more emphasis on their skin tone or colour preferences.
A friendly interface for users to control Home Entertainment Systems is designed. The center point of this project is the Graphic User Interface (GUI), which is a new and more intuitive way of interaction employing symbols, icons,... more
A friendly interface for users to control Home Entertainment Systems is designed. The center point of this project is the Graphic User Interface (GUI), which is a new and more intuitive way of interaction employing symbols, icons, windows, menus and a cursor. In this project, the methodologies and principals of developing a Human Computer Interface are studied to establish the GUI style interface between users and Home Entertainment Systems. A pilot test is then conducted to improve the new operational approach. Finally, a prototype of a Home Entertainment System Interface is designed.
Research Interests:
Instead of text, usually web design experts suggest more proper images, especially human faces or figures, will evoke the viewers’ sympathy and increase the attractiveness of the web pages. To investigate this design principle, this... more
Instead of text, usually web design experts suggest more proper images, especially human faces or figures, will evoke the viewers’ sympathy and increase the attractiveness of the web pages. To investigate this design principle, this research introduced the ERP (Event-related potential) method to analyze viewers’
brainwave component P300, N170, and N400 to compare the different visual stimuli - brief description (text), product photos, human face images, and body images. The result showed that the photos and human figures were confirmed positively for increasing attractiveness, diminishing the time of communication. But experts’
suggestion is not always valid since sometimes the proper word impresses viewers more in the first glance, comparing to visual images.
Key words: design cognition; interface design; information design; event-related potential (ERP)
Instead of text, usually web design experts suggest more proper images, especially human faces or figures, will evoke the viewers’ sympathy and increase the attractiveness of the web pages. To investigate this design principle, this... more
Instead of text, usually web design experts suggest more proper images, especially human faces or figures, will evoke the viewers’ sympathy and increase the attractiveness of the web pages. To investigate this design principle, this research introduced the ERP (Event-related potential) method to analyze viewers’
brainwave component P300, N170, and N400 to compare the different visual stimuli - brief description (text), product photos, human face images, and body images. The result showed that the photos and human figures were confirmed positively for increasing attractiveness, diminishing the time of communication. But experts’
suggestion is not always valid since sometimes the proper word impresses viewers more in the first glance, comparing to visual images.
Key words: design cognition; interface design; information design; event-related potential (ERP)
Abstract: This research applies the ‘feature-matching theory’ to explore the relation between an object’s spatial dimension and human cognition, taking Chinese kettle design as a case study to examine how the contours of a vernacular... more
Abstract: This research applies the ‘feature-matching theory’ to explore the relation between an object’s spatial dimension and human cognition, taking Chinese kettle design as a case study to examine how the contours of a vernacular object dominate its identification. By manipulating the character of each component with computer 3D morphing and replacing methods, thousands of rendering are generated between one typical universal kettle and five typical Chinese ceramic teapots for programming and testing people’s cognition. It was found that ‘modern’ and ‘revival’ designs are not significantly relative, and the distinctively vernacular design in contemporary simplicity format is more popular than homogenous international ones.
Keywords: design cognition, computer-aided design, product design, design method, perception
延續符號學的觀點,本研究引用分析心理學的理論來探討幽默設計,檢視設計合理的引用比喻、象 徵之外,幽默是如何感動人,甚至令人發笑的。首先,介紹幽默的範疇、比較詼諧與滑稽等相關概念, 探討幽默的傾向性與內涵深度。並引用弗洛伊德從內涵和形式對笑話的剖析方式,來看待相關繪畫和設 計創作的形式表現,並嘗試用論述與設計實例,整理出六組幽默的技巧,包括:移置與引喻、錯誤推理 與反面陳述、凝縮與並置、多重運用與雙重含意、誇大或重覆的表現、行為動作與表情姿勢等。最後,... more
延續符號學的觀點,本研究引用分析心理學的理論來探討幽默設計,檢視設計合理的引用比喻、象
徵之外,幽默是如何感動人,甚至令人發笑的。首先,介紹幽默的範疇、比較詼諧與滑稽等相關概念,
探討幽默的傾向性與內涵深度。並引用弗洛伊德從內涵和形式對笑話的剖析方式,來看待相關繪畫和設
計創作的形式表現,並嘗試用論述與設計實例,整理出六組幽默的技巧,包括:移置與引喻、錯誤推理
與反面陳述、凝縮與並置、多重運用與雙重含意、誇大或重覆的表現、行為動作與表情姿勢等。最後,
綜合其間的一致性,提出兩點基本概念:熟悉的心像和節省的原則,來解釋形成幽默設計的特徵。
關鍵詞:產品設計、幽默、詼諧、滑稽

Based on semiotics viewpoint, this study brings analytical psychology theory to look at humor product design. First of all, it introduces the concept of humor in a wide sense, compares the
differences between wit, comic, and humor in the narrow ones, and discusses their intentions, depths and techniques of expression. Then it quotes Floyd’s classification and examples in jokes from two aspects of content and form to see the similar expressive techniques in paintings and product designs. It suggests The result demonstrates that there are six groups of techniques in
dealing to deal with humor design, including displacement and indirect representation, nonsense and representation by the opposite, condensation and juxtaposition, multiple use and double
meaning, exaggeration and repeat, behavior and action, and expression and gesture. Looking all over of them, finally this research submits two basic concepts, the mental image and the
economical principle, to explain the characteristics of shaping humor design (or the characteristics of which humor design is composed).
Keywords: product design, humor, wit, comic
在近代實務設計操作裡,越來越多設計師重回關注人與物之間的關係。他們運用多樣的表現形式,在本質上觸及消費者的情感和回憶,令使用者感覺幽默、趣味。本研究引介比喻式設計邏輯架構、借用文學理論以及認知心理學中的「失諧 -... more
在近代實務設計操作裡,越來越多設計師重回關注人與物之間的關係。他們運用多樣的表現形式,在本質上觸及消費者的情感和回憶,令使用者感覺幽默、趣味。本研究引介比喻式設計邏輯架構、借用文學理論以及認知心理學中的「失諧 - 解困」理論、以及援引對此一歷程擴充解釋的「反向合意」模式,跨界整合不同領域理論以探求產品設計中幽默核心的問題。所謂設計邏輯架構,即是人與物之間互動的邏輯,其中本研究視「物(產品)」可以用多項的物理屬性(attribute)來描述;而「人(心)」,即為心像,可以由多項的認知基模來呈現。在設計手法裡,「失諧」是產生幽默的充分條件,指的是將設計對象中約定俗成的特徵屬性抽離掉,置入無直接的相似處或關聯性的新特徵屬性,因而產生失諧感。所謂「解困」,則是使用者使用「逆溯推論」技巧,試圖尋找聯繫「逆溯命題」和「隱含命題」之間的「邏輯關聯」。若是所推論出來的「關鍵屬性」與「認知基模」是一致諧調的,失諧便因此消失,即為解困,幽默歷程才算完整。本研究希望藉此探求過程,解開過去歸因於靈感與天份的黑箱、讓讀者窺見幽默產品引發幽默感的內在歷程。
關鍵詞:產品設計、幽默、認知歷程、比喻式設計

In the practice of contemporary design, more and more designers reverse their interest to the
interactive connection between human and object. They make use of the diverse means of expression,
touch the consumers' emotion and remembrance in essence, and evoke the users’ feeling of humor and
joyfulness. To discover the core significance of humor in design practices, this research integrates the
perception patterns of the figurative expressions and “Incongruity - Resolution” theory. The former
assumes that “object” is composed of physical attributes, and “human”, namely the mental image, is
formed with cognitive attributes. In design practices, essential condition is “incongruity”, which
suggests that to replace a conventional characteristic attribute of a designed object, by a new
characteristic attribute. So-called “Resolution”, by using the technique of “backward inference”, is to
discover the reasonable connection between implied and inferring assumptions. If the inferred “key
attribute” and “cognitive schema” is coherent, then “incongruity” is solved, reaching the status of
“resolution”. This research hopes to guide the designers to explore the users’ cognitive process, and to
reveal the inner explanation of the design manipulation of humor, which was credited to mystery
inspiration and unspeakable intelligence in the past.
Keywords: Product Design, Humor, Cognitive Process, Incongruity - Resolution Theory
在近代實務設計操作裡, 越來越多設計師關注人與 物之間的關係。除了基本實用功能的滿足之外, 他們運 用多樣的表現形式, 引發使用者對物品的認知, 達成另 一種人與物之間的互動。本論文嘗詴以認知心理學的角 度, 探討人與物之間的關係, 分別從認知歷程研究與認 知科學研究兩陎向進行。認知歷程研究著重於內心的邏 輯思考; 認知科學研究檢驗情緒的外部反應。本研究以 幽默設計為例, 首先研究文學的「失諧– 解困」等理論... more
在近代實務設計操作裡, 越來越多設計師關注人與
物之間的關係。除了基本實用功能的滿足之外, 他們運
用多樣的表現形式, 引發使用者對物品的認知, 達成另
一種人與物之間的互動。本論文嘗詴以認知心理學的角
度, 探討人與物之間的關係, 分別從認知歷程研究與認
知科學研究兩陎向進行。認知歷程研究著重於內心的邏
輯思考; 認知科學研究檢驗情緒的外部反應。本研究以
幽默設計為例, 首先研究文學的「失諧– 解困」等理論
與產品設計中的比喻式設計邏輯來解釋幽默產品的認
知歷程。其次為認知科學研究, 使用E R P ( 事件相關電
位) 設備, 包括兩階段實驗, 探討幽默認知歷程中的「失
諧」狀態與腦波訊號, 並驗證幽默認知歷程理論。第一
階段實驗研究「物」的圖文失諧, 作為初期實驗以累積
經驗。第二階段實驗則設計「一致/ 矛盾前導詞」與「幽
默產品/ 中性產品」之刺激物, 記錄受測者的腦波電位,
以誘發「失諧」狀態。實驗結果顯示: 依認知歷程研究
的結論, 挑選並操作引發失諧感的刺激物, 生理訊號顯
示出受測者的失諧感效應的確實存在。
本研究以認知心理為基礎, 展示了幽默設計中的人
與物對話架構; 並嘗詴以文字加圖片的方式, 誘發出
N 2 7 0 與N 4 0 0 , 應可讓E R P 在視覺研究上跨出一步。
關鍵詞: 產品設計、認知理論、幽默、「失諧 - 解困」
理論、E R P ( 事件相關電位)

This research employs the cognitive theories to explore the relational structure
between human and object. In the practice of contemporary design, more and
more designers reverse their interest to this relation. They make use of the
diverse means of expression, touch the users' cognition in essence, and stimulate
the interaction between the consumers and designed products. This research
utilizes the cognitive process and scientific methods. The former hypothesizes
ratiocination and demonstration; the later, utilizing the scientific instrument,
measures the objective psychological response by the physiological signal. The
study scope is focused to humor designed product. First, the study of cognitive
process integrates the perception patterns of the figurative expressions and
“Incongruity - Resolution” theory to discover the core significance of humor in
design practices. Secondly, two scientific experiments were implemented to
examine the ERP (Event-related potential) brainwave signal and “incongruity”
condition, then test and verify this theory. Pilot experiment acquires the
experience from focusing on the presenting characteristic attribute of object by
employing the method of ERP studies. Main experiment presents the stimuli with
coherent/contradiction and humor/natural attribute, and records the ERP signal to
detect brainwave variations. The result of subjects‟ physiological signal
evidences that the stimuli, by carful selection and operation, evokes the
incongruity effect successfully.
Keywords: Product Design, Cognitive Theory, Humor, Incongruity - Resolution
Theory, ERP
本文旨在討論構成主義的興貣和衰落。
而構成主義主要受到馬克思主義理論的影
響。作者將以工業設計的觀點,來探討馬克
思理論與結構主義運動之間的關係。同時介
紹馬克思關於藝術和文化的理論,並據以引
介構成主義。其後討論工人俱樂部的設計,
作為構成主義的一個實踐,以檢討馬克思主
義的理論。最後,作者將陳述構成主義在蘇
聯的興衰原因。
關鍵詞: 工業設計,設計史,構成主義,
馬克思理論。
本文主要是探討人機電腦界面的設計方針、原則、方法、及過程,並為家庭娛樂系統設計革新的界面。在本案中,設計者嘗試建立更友善的操作方法,重點是圖形使用者界面 (GUI),它包含icons、視窗、選單,而使用游標 (滑鼠) 來操作。這是更直覺的方法;使用者不必記得複雜的代碼,他們必須做的只是看著在電視螢幕上的icons,然後透過遙控器 (可能是軌跡球trackerball,或者是觸控式螢幕的形式),選擇他們想要做的動作。... more
本文主要是探討人機電腦界面的設計方針、原則、方法、及過程,並為家庭娛樂系統設計革新的界面。在本案中,設計者嘗試建立更友善的操作方法,重點是圖形使用者界面 (GUI),它包含icons、視窗、選單,而使用游標 (滑鼠) 來操作。這是更直覺的方法;使用者不必記得複雜的代碼,他們必須做的只是看著在電視螢幕上的icons,然後透過遙控器 (可能是軌跡球trackerball,或者是觸控式螢幕的形式),選擇他們想要做的動作。
因為界面是動態的,而時間要素的加入甚多,故而界面設計過程有別於傳統靜態的產品設計。在本設計案中,蒐集人機電腦界面設計的相關文獻,對設計方法和原則進行探討和整理。在建立完整的界面設計的論述之後,發展出家庭娛樂系統的圖形界面。然後,進行操作實驗以修正原先的設計。最後,設計出家庭娛樂系統界面的原型,以進行理論與實務的相互修正、驗證。
關鍵詞:界面設計,界面設計理論、界面設計程序,GUI,家庭娛樂系統,界面設計實務


An Interface Design - Home Entertainment Systems
ABSTRACT
Although there has been progress in the modern technology of audio-video devices, most users still don't know how to accurately operate their home appliances. The progress was made only in hardware and electronic design, such as the improvement of video resolution and audio quality.
Most of the existent audio-video system controls are operated with the help of text and can not be understood except by reading the written instructions. The mental model of the users is disregarded. The interface between users and their Home Entertainment Systems is not user-friendly.
In this project, the designer tries to build up a more friendly operational approach for users. The center point of this project is the Graphic User Interface (GUI) for Home Entertainment Systems. The GUI is a new and more intuitive way of interaction employing symbols, icons, windows, menus and a cursor. Instead of having to remember very complex codes, all the users have to do is to look at the small icons on the screen of a TV monitor. Then they select the one that represents what they want to do by operating the remote control device ( by clicking a trackerball or touchscreen display).
In this project, the methodologies and principals of developing a Human Computer Interface are studied to establish the interface between users and Home Entertainment Systems. A pilot test is then conducted to improve the new operational approach. Finally, a prototype of a Home Entertainment System Interface is designed.
Keywords: Interface Design, Graphic User Interface, GUI, Home Entertainment Systems
註:本文節譯自作者所著 An Innovative Interface Design - Home Entertainment Systems
本篇文章主要分成兩部分:前段介紹Memphis風格的起源。後段以美國設計界的觀點,描繪後現代設計風格的轉變,兼論Memphis在其中的地位。
A friendly interface for users to control Home Entertainment Systems is designed. The center point of this project is the Graphic User Interface (GUI), which is a new and more intuitive way of interaction employing symbols, icons,... more
A friendly interface for users to control Home Entertainment Systems is designed. The center point of this project is the Graphic User Interface (GUI), which is a new and more intuitive way of interaction employing symbols, icons, windows, menus and a cursor. In this project, the methodologies and principals of developing a Human Computer Interface are studied to establish the GUI style interface between users and Home Entertainment Systems. A pilot test is then conducted to improve the new operational approach. Finally, a prototype of a Home Entertainment System Interface is designed.
This paper focuses on the discussion about the success and failure of Constructivism, which was mainly influenced by Marxist theory. The furniture design is also the main point of this paper, but inevitably the concept of art or the role... more
This paper focuses on the discussion about the success and failure of Constructivism, which was mainly influenced by Marxist theory. The furniture design is also the main point of this paper, but inevitably the concept of art or the role of artist is largely studied to support the discussion of the furniture design.
In this paper, socio-economic determinism and dialectical process of Marxism are studied and Constructivism are introduced. The design of worker's club, as an example of the implementation of Constructivism, are discussed to examine the theory of Marxism. Finally, the success and failure of Constructivism is stated.
本篇文章以探討IDEO設計公司之產品風格、設計程序為主。作為美國最大設計公司,IDEO之種種設計策略、設計範圍、服務內容,皆不得不放入一個更寬廣的視野來探討它。因此本文試圖以美國設計公司的演變歷史的觀點,與戰後最大的設計公司Raymond Loewy公司相比較,論述出IDEO的歷史定位。同時以及地緣區域經濟的分析,探討IDEO在矽谷的崛起中的脈絡下,與麻州一二八公路相比較,到底具有何種與其他區域不同的特質。... more
本篇文章以探討IDEO設計公司之產品風格、設計程序為主。作為美國最大設計公司,IDEO之種種設計策略、設計範圍、服務內容,皆不得不放入一個更寬廣的視野來探討它。因此本文試圖以美國設計公司的演變歷史的觀點,與戰後最大的設計公司Raymond Loewy公司相比較,論述出IDEO的歷史定位。同時以及地緣區域經濟的分析,探討IDEO在矽谷的崛起中的脈絡下,與麻州一二八公路相比較,到底具有何種與其他區域不同的特質。
作者任職的大眾電腦工業設計部門正與IDEO公司合作,設計下一代的筆記型電腦產品。IDEO的策略行程、設計程序皆對本部門形成正面的衝擊,作者本身也有幸藉由與IDEO設計團隊的合作,從中學習到不見於文獻、報導的設計運作方式及態度,希望藉由本文與大家分享。