| 研究生: |
肖秋子 Xiao, Qiu-Zi |
|---|---|
| 論文名稱: |
不同類型具身隱喻導入設計流程對發散思考與設計成果之影響 The impact of different types of embodied metaphors introduced into the design process on the results of divergent thinking |
| 指導教授: |
何俊亨
Ho, Chun-Heng |
| 學位類別: |
碩士 Master |
| 系所名稱: |
規劃與設計學院 - 工業設計學系 Department of Industrial Design |
| 論文出版年: | 2026 |
| 畢業學年度: | 113 |
| 語文別: | 英文 |
| 論文頁數: | 91 |
| 中文關鍵詞: | 具身隱喻 、發散思維 、創造力成果 、雙鑽石模型 、身體介入 、設計流程 |
| 外文關鍵詞: | Embodied Metaphor, Divergent Thinking, Design Creativity, Double Diamond Model, Creative Cognition, Embodied Cognition |
| 相關次數: | 點閱:18 下載:0 |
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本研究旨在探討不同類型的具身隱喻操作如何影響設計流程中的發散思維能力與創造力成果。根據具身認知理論,研究將隱喻類型依據人與物的互動特徵分為四類:姿勢本體隱喻、觸覺感知隱喻、空間互動隱喻與事件動作隱喻,並設計五組對照實驗(含一組自然坐姿控制組)。實驗以標準化的替代用途測驗(AUT)與真實設計任務(流浪動物小屋)為評估載體,分別測量受測者的發散思維能力(流暢性與獨特性)與兩階段發散成果的創造力(新穎性、可行性、相關性、全面性)。
結果顯示:「跳出框框組」在流暢性與新穎性上皆表現最為顯著,能有效激發正向情緒與突破性聯想,為具實務應用潛力之操作;「打破牆壁組」則在設計任務中展現延遲顯效,尤適用於需要結構重構與視角轉換的創意情境;「站姿組」雖在AUT任務中有效,但於複雜設計中效果受限;「抱枕組」則於新穎性層面展現柔性創意風格,能促進感官與人文導向的構想生成。本研究進一步指出,具身隱喻的效果並非線性增強,而需在刺激強度與認知負荷之間取得動態平衡,未來設計教育與創意干預應依任務性質精準匹配隱喻形式,以發揮其最大認知激勵潛能。
This study aims to investigate how the operationalization of different types of embodied metaphors influences divergent thinking performance and creative outcomes within the design process. Grounded in the theory of embodied cognition, this research categorizes metaphor types into four distinct groups based on the interactional characteristics between humans and objects: postural-proprioceptive metaphors, tactile-perceptual metaphors, spatial-interactional metaphors, and event-action metaphors. Five experimental conditions were established, including four metaphor intervention groups and one neutral sitting control group. Standardized Alternative Uses Tasks (AUT) and a real-world design assignment ("Stray Animal Shelter") were employed as evaluation vehicles to measure participants' basic divergent thinking capabilities (fluency and originality) and the creativity of their outcomes across two divergent design phases (novelty, feasibility, relevance, and comprehensiveness).
The results indicate that the "Outside-the-Box" (spatial-interactional) group achieved the most significant performance in both fluency and novelty, effectively triggering positive emotions and breakthrough associations, thereby demonstrating strong potential for practical application. The "Wall-Breaking" (event-action) group exhibited a delayed effect in the design task, making it particularly suitable for creative contexts requiring structural restructuring and perspective shifts. Although the "Standing" (postural-proprioceptive) posture proved effective during the AUT, its efficacy was constrained when applied to complex design tasks. Meanwhile, the "Pillow" (tactile-perceptual) group manifested a soft creative style regarding novelty, facilitating the generation of sensory and human-oriented concepts. This study further demonstrates that the facilitation of embodied metaphors does not scale linearly; instead, it requires a dynamic equilibrium between stimulus intensity and cognitive load. Consequently, future pedagogical strategies in design education and creative interventions should precisely match metaphor modalities with specific task requirements to maximize their cognitive stimulation potential.
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