A Study of Experiential-based Product Designing
碩士 === 國立臺灣師範大學 === 設計學系 === 105 === Abstract “Tell me that I forgot. Show me, I might remember. Involve me, i will learn.” This proverb is widely used in Western countries and is meant to "speak to me in words, I will forget; direct teaching of me, may make me remember; let me experience it, I...
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ndltd-TW-105NTNU56190302019-05-15T23:46:59Z http://ndltd.ncl.edu.tw/handle/2ys949 A Study of Experiential-based Product Designing 體驗式設計創作研究 宋沛暘 碩士 國立臺灣師範大學 設計學系 105 Abstract “Tell me that I forgot. Show me, I might remember. Involve me, i will learn.” This proverb is widely used in Western countries and is meant to "speak to me in words, I will forget; direct teaching of me, may make me remember; let me experience it, I will learn and understand." This sentence refers to what we often say "learning by doing". In recent years, the rapid development of the network and the rapid evolution of electronic products have made innovative thinking and models changed, so the young innovators and teams are springing up in this era. To design a good product needs many talented experts from different areas of expertise, and to stand out from the normal norm needs to find a good point to cut in. When these designers face the user directly afterwards, rather than emphasizing on the appearance and the durability of products, they focus on the user's feelings and experiences. People-centered thinking and user experience catch more and more attention by everyone. Norman, D. A.(2013) mentioned that a good product, in addition to its functions, should also be pleasant and enjoyable, which means creating a product, not only to achieve the engineering, manufacturing, and ergonomic conditions, but also to pay attention to the overall user experiences. In order to let designers to create new product with empathy, to reach the same level of in-depth experiences of customers, and to satisfy the inner psychological needs of customers, Motegi Ichiro (2007) mentioned that creativity is equal to experiential depth plus enthusiastic intensity. From the literature, we can understand that the creativity of designers can be spurred immensely by experiencing an activity. This study aims to infuse Strategic experiential models (SEMs) into the experiential learning cycle, to discover how the innovators and designers systematically find out the crossing point between in-depth user experiences and interactive mode, so they can use this method for design creation. Ultimately, wishing the set of systematic methods can be a reference and benefit the relevant innovators. Strategic Experiential Models. (SEMs) Experiential Learning Cycle. (ELC) Keywords: Experience learning, experiential design, creative thinking. 梁桂嘉 2017 學位論文 ; thesis 89 zh-TW |
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碩士 === 國立臺灣師範大學 === 設計學系 === 105 === Abstract
“Tell me that I forgot. Show me, I might remember. Involve me, i will learn.” This proverb is widely used in Western countries and is meant to "speak to me in words, I will forget; direct teaching of me, may make me remember; let me experience it, I will learn and understand." This sentence refers to what we often say "learning by doing". In recent years, the rapid development of the network and the rapid evolution of electronic products have made innovative thinking and models changed, so the young innovators and teams are springing up in this era. To design a good product needs many talented experts from different areas of expertise, and to stand out from the normal norm needs to find a good point to cut in. When these designers face the user directly afterwards, rather than emphasizing on the appearance and the durability of products, they focus on the user's feelings and experiences. People-centered thinking and user experience catch more and more attention by everyone. Norman, D. A.(2013) mentioned that a good product, in addition to its functions, should also be pleasant and enjoyable, which means creating a product, not only to achieve the engineering, manufacturing, and ergonomic conditions, but also to pay attention to the overall user experiences.
In order to let designers to create new product with empathy, to reach the same level of in-depth experiences of customers, and to satisfy the inner psychological needs of customers, Motegi Ichiro (2007) mentioned that creativity is equal to experiential depth plus enthusiastic intensity. From the literature, we can understand that the creativity of designers can be spurred immensely by experiencing an activity. This study aims to infuse Strategic experiential models (SEMs) into the experiential learning cycle, to discover how the innovators and designers systematically find out the crossing point between in-depth user experiences and interactive mode, so they can use this method for design creation. Ultimately, wishing the set of systematic methods can be a reference and benefit the relevant innovators.
Strategic Experiential Models. (SEMs)
Experiential Learning Cycle. (ELC)
Keywords: Experience learning, experiential design, creative thinking.
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author2 |
梁桂嘉 |
author_facet |
梁桂嘉 宋沛暘 |
author |
宋沛暘 |
spellingShingle |
宋沛暘 A Study of Experiential-based Product Designing |
author_sort |
宋沛暘 |
title |
A Study of Experiential-based Product Designing |
title_short |
A Study of Experiential-based Product Designing |
title_full |
A Study of Experiential-based Product Designing |
title_fullStr |
A Study of Experiential-based Product Designing |
title_full_unstemmed |
A Study of Experiential-based Product Designing |
title_sort |
study of experiential-based product designing |
publishDate |
2017 |
url |
http://ndltd.ncl.edu.tw/handle/2ys949 |
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AT sòngpèiyáng astudyofexperientialbasedproductdesigning AT sòngpèiyáng tǐyànshìshèjìchuàngzuòyánjiū AT sòngpèiyáng studyofexperientialbasedproductdesigning |
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