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研究生: 張嘉玲
Chang, Chia-Ling
論文名稱: 使用者創意導向之設計程序與知識搜尋模式
User Creativity-Oriented Design Process and Searching Model for Knowledge
指導教授: 陸定邦
Luh, Ding-Bang
學位類別: 博士
Doctor
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: 2012
畢業學年度: 101
語文別: 英文
論文頁數: 86
中文關鍵詞: 使用者創意導向使用者涉入設計設計知識搜尋行為
外文關鍵詞: User Creativity-Oriented, User Involved Design, Design Knowledge, Search Behaviour
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  • 隨著開放式創新概念興起,滿足使用者創意需求成為新產品開發重點。利於使用者發展創造力之產品可視為一種創意平台。延伸使用者創新概念,本研究探討「使用者創意導向」之兩個議題。首先,為企業及設計師提出使用者創意導向平台之設計程序,步驟有八:(1) 探察使用者創意需求、(2) 建立產品功能性分類、(3) 發展產品主從構件、(4) 設計創意友善介面、(5) 構件成型、(6) 確認UCP產品特性、(7) 評估使用者創作經驗,及(8) 檢核成果創意潛能。透過所提程序,成功開發三項使用者接續設計之創意平台產品,包括EVA組裝玩具、收納櫃及學齡兒童家具。該程序將設計思考從單純產品設計提升至創意平台與體驗設計層次,協助企業發滿足使用者個人對自我實現之高層需求。
    此外,本研究以高涉入樂高使用者為受測對象,提出建構使用者自主設計活動中之設計知識搜尋模式之研究方法及工具。根據所提方法,使用者可依涉入程度時間及經驗廣度分為四種身份類型,彙整出九項重要設計知識屬性及八項關鍵搜尋途徑。透過所建構模式,將生產者視為推動者、使用者視為設計者,可利後續設計研究與產品營銷策略之探討。所提設計程序及研究方法期能提供企業有效運用使用者設計資源,將少數個人化嗜好提昇為「創意體驗產業」,開創知識經濟新能量。

    With rising of the open innovation notion, satisfying user’s creative needs of becomes a focus in new product development. Products which facilitate user’s creativity can be regarded as a kind of creative platform. Extending the concept of user innovation, this study explored two issues based on "user creativity orientation". First, a design process based on user's creativity platform (UCP) is proposed for enterprises, which includes eight steps: (1) Explore user's creativity needs, (2) Classify functionality of the product, (3) Develop primary and secondary components, (4) Design creativity-friendly interface, (5) Prototype components, (6) Examine UCP product features, (7) Evaluate user’s creation experience, and (8) Assess creativity potential of user’s outcomes. Through the process, three products allowing user successive design are developed, including a set of EVA toys, storages for fresh worker and furniture for pre-school children. The process can elevate the idea of design from pure product design to the level of creative platform and experience design, assist industries to develop platform products, and meet the users’ needs for self-accomplishment.
    Additionally, in order to explore the user’s search behaviour for design knowledge in self-design activity, this study proposes a methodology and tools and takes the highly-involved LEGO players as the subjects to construct a “model of user's search behaviour for design knowledge”. With the proposed method, the users can be categorized by length of involvement and breadth of experience content into four kinds of status types of users, and nine essential knowledge attributes and eight key search approaches can be gained. According to the constructed model, the enterprise’s role as enabler and users’ role as designer can be further explored in design research and marketing strategy of products. The design knowledge and skills of highly-involved users will advance form a few individual hobby to a creative experience industry. It is also anticipated to offer enterprises with effective applications of users’ design resources and create new energy on knowledge economy.

    摘 要 I ABSTRACT II 誌 謝 IV CONTENTS VI LIST OF TABLES IX LIST OF FIGURES X CHAPTER 1. INTRODUCTION 1 1.1 Background 1 1.2 Motivation 2 1.3 Research Objectives 3 1.4 Organization of the Thesis 4 CHAPTER 2. LITERATURE REVIEW 6 2.1 Design Development 6 2.1.1 Modularization 7 2.1.2 Customization 8 2.2 User Innovation 10 2.3 Definition and Categorization of Design Knowledge 12 2.4 Search Behaviour and Approaches 15 2.5 Involvement Theory 16 2.6 Summary 18 CHAPTER 3. A DESIGN PROCESS OF USER CREATIVITY PLATFORM 19 3.1 Features of User Creativity Platform 19 3.2 Design Process 20 3.3 Case Practice: Toy Design 23 3.4 Discussion 33 3.4.1 Compare with original object 33 3.4.2 Compared with other object of the same category 33 3.4.3 Features of UCP Discussion 34 CHAPTER 4. A MODEL OF USER'S SEARCH BEHAVIOUR FOR DESIGN KNOWLEDGE 36 4.1 Methodology and Research Tool 36 4.1.1 Forming Research Tool 36 4.1.2 Subject Selection 38 4.1.3 Interview and Analysis 40 4.1.4 Model Construction 41 4.2 Case Study: LEGO Player 43 4.2.1 Forming Research Tool 44 4.2.2 Subject Selection 49 4.2.3 Interview and Analysis 51 4.2.4 Model Construction 55 4.3 Implication and Value 60 4.3.1 Implication 60 4.3.2 Value of Model 63 CHAPTER 5. APPLICATION 65 5.1 Application of User Creativity-Oriented Design Process 65 5.1.1 Storage for Fresh Workers 65 5.1.2 Furniture for Pre-school Children 67 5.2 Application of User's Searching Model for Design Knowledge 70 5.2.1 3D origami 71 5.2.2 Original orikeshi eraser kit 73 CHAPTER 6. CONCLUSION AND SUGGESTION 76 6.1 Conclusion 76 6.2 Research Limitation and Suggestion 78 REFERENCE 80

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