研究生: |
陳咨華 CHEN,TZU-HUA |
---|---|
論文名稱: |
為城市生活體驗而設計— 臺北捷運車廂空間互動設計探究 Designing Urban lived Experience: Study of Spatial Interaction in Taipei MRT Carriage. |
指導教授: |
鄧成連
Teng, Cheng-Lein |
學位類別: |
碩士 Master |
系所名稱: |
設計學系 Department of Design |
論文出版年: | 2013 |
畢業學年度: | 101 |
語文別: | 中文 |
論文頁數: | 250 |
中文關鍵詞: | 城市的人機互動 、互動設計 、體現互動 、城市空間 、表演性 、知覺交錯 、承擔性 、論述設計 |
英文關鍵詞: | Urban HCI, Interaction Design, Embodied Interaction, Urban space, Performativity, Perceptual crossing, Affordance, Discursive design |
論文種類: | 學術論文 |
相關次數: | 點閱:187 下載:33 |
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本研究藉由創作《霧詩》提出科技反思,未來人們日常生活中將存在更多互動科技,它們必須被謹慎地編織進城市的脈絡,契合城市的日常實踐,而非強行覆蓋於城市之上。時間能創造取代性的技術,卻不能解決其衍生的社會性問題;本研究運用社會性的探索方法,從捷運車廂空間探測(MRT Probes)捕捉空間中存在的互動現象,以工作坊的方式討論既存的城市公共空間互動設計案例與介入捷運空間之事件,探索互動設計介入捷運車廂空間應考量的各種面向,最後產出對設計創作具有指引性的註記履歷(Annotated portfolio)。
研究最後整理出三項重點:(1)運用日常生活物與承擔性(affordance)作為輸入(input)能減輕注意力負擔,讓人以自然的行為操作而毋需學習新的介面,具有開創有意義之互動形式的潛力。(2)遊玩(Play)讓人在愉悅的情境中探索,相較於遊戲(Gameplay)更契合日常實踐;涉入(Involvement)的體驗比全神貫注的投入(Engagement)更適合捷運車廂空間。(3)表演性(Performativity)是一種可操作的資源,受近期探索城市相關互動設計的學者支持,實際上卻仍是相當模糊的概念;本研究主張應從知覺交錯(Perceptual crossing)的角度理解,當人們共享著空間情境,那些滲透在物理活動與知覺意識之間「看不見的」感知交會與社交互動,比「看得見的」更具影響力。
Most recent researches on urban computing focuses its efforts on solving problems, however, as more interactions move beyond the desktop into every aspect of our daily lives, an alternative emphasis is how technology could be woven into daily practice to reflect our lived world. The goal of this paper concerns how we experience the world around us, drawing on existing discursive design approaches to address experiential quality, reflection values rather than instrumental purpose. I describe my research on how to design for urban lived experience to invigorate more thought about urban life, and chose to focus on one iconic urban place of mobility, Taipei MRT carriage, which include complex urban context and social interaction phenomena, not only shaped our own formulation of daily experience also of identity, community, and self.
In this paper, the approach which I call MRT probes is a new tool for exploratory way of spatial behavior study, exploit methods of deep observation coupled with passengers’ traveling diaries and photos by mobile phone to elicit inspirational responses —not comprehensive information about themselves lives, but fragmentary clues about how they thought about others. The results of that show several social interaction phenomena in Taipei MRT carriage coincided with Goffman’s Dramaturgy Theory—every human action in public has a performative aspect. Building on the assumption that performativity is a resource for designing urban interactive artifacts that might have been helpful in bettering to understand social relationship and addressing under-constrained problems, I conducted a one-day workshop that involving few case studies of urban intervention and performativity, through a series of approaches above to generate an annotated portfolio.
I present MISTPOEMS as a specific example to reframe the question about how to create meaningful experience in our daily routine. It gained a strong foothold on the phenomenology of perception and embodied interaction. I conclude with describing several design notions important for designing for MRT carriage: (1) Rather than create new devices, using an everyday-object-input as a form of a non-traditional user interface can easily connection interactive behavior with meaningful situation intuitively. (2) In mobility contexts, designing an engagement artifact, like gameplay, might over consume people’s attention. On the contrary, play is not just mindless entertainment, but an essential way of involving with surrounding and learning about real world. (3) Researchers should take performativity from an phenomenological perspective, while people share with the same space that dominating their perception, the invisible interactions include rich interleaving physical activities and awareness with abstract thoughts, rituals and social interactions were more important than those visible. I suggest the design approach in this paper in terms of conceptual themes might be generalizable to other interaction designs, especially the work in underground, elevator, sidewalk, pedestrian crossing, etc.
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