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Advanced Research in Multiple Disciplinary
- Create Values through Design Research  
蔡敦仁 Denny Tsai
Sr. Design Researcher
Future Lab 1, Quanta Research Institute (QRI)




                                                1
Self Portrait
PART I Introducing Quanta Research Institute
PART II Paradigm Shift
PART III How we works?




                                               2
Self Portrait


                1996   Marketing/Product Manager
                 |     - BS, Dpt. International Business, Yuan-Ze University
                       - 4 years work in marketing/product manager/UI design
                2004
                       - IT - Financial Business




                                                                               3
Self Portrait


                1996   Marketing/Product Manager
                 |     - BS, Dpt. International Business, Yuan-Ze University
                       - 4 years work in marketing/product manager/UI design
                2004
                       - IT - Financial Business




                2005   Design Disciplinary
                 |     - MS., Industrial Design, National Cheng Kung University (NCKU)
                       - Ph.D., Design Science, Chiba University
                2007   - Visual Affordance in Car Back Lamp Design




                                                                                         4
Self Portrait


                1996   Marketing/Product Manager
                 |     - BS, Dpt. International Business, Yuan-Ze University
                       - 4 years work in marketing/product manager/UI design
                2004
                       - IT - Financial Business




                2005   Design Disciplinary
                 |     - MS., Industrial Design, National Cheng Kung University (NCKU)
                       - Ph.D., Design Science, Chiba University
                2007   - Visual Affordance in Car Back Lamp Design




                2007   Design Researcher
                 |     - Experienced in Fujitsu, GK Tech and Dentsu
                       - Post-Doc in Nifty and Quanta Research Institute
                Now
                       - Method for designing interaction for Service Product System




                                                                                         5
Self Portrait


                New iMac(1998)       1996   Marketing/Product Manager
                  Google (1998)       |     - BS, Dpt. International Business, Yuan-Ze University
               Windows 95(1996)             - 4 years work in marketing/product manager/UI design
                                     2004
                                            - IT - Financial Business



             Windows XP (2001)
                    iPod (2001)
             Nokia Vertu (2002)
      Amazon Web Service (2002)
                                     2005   Design Disciplinary
             Google Map(2004)               - MS., Industrial Design, National Cheng Kung University (NCKU)
                                      |
                  iTunes (2005)             - Ph.D., Design Science, Chiba University
                                     2007   - Visual Affordance in Car Back Lamp Design
               Facebook (2006)
                 iPhone (2007)
           Windows Vista (2007)



                Windows 7 (2009)
                       iPad (2010)   2007   Design Researcher
                                      |     - Experienced in Fujitsu, GK Tech and Dentsu
      Nokia acquired by MS (2011)           - Post-Doc in Nifty and Quanta Research Institute
                                     Now
                Windows 8 (2012)            - Method for designing interaction for Service Product System




                                                                                                              6
About Quanta Research Institute
    1 Technology Research Initiatives
        • Mobile Multimedia SoC
        • Digital Imaging Processing Engine
        • Just Play (Configuration free ad hoc network for smart devices)
        • Trusted Virtual Storage and Computing
        • T-Net (Overlay networks for peer-to-peer communications)
        • Natural Interaction (Human centric interface by spoken and written input)
        • Blade Server-Based Grid Computing for Scientific Applications
    2 Product Research Initiatives
        • Wireless Communication Technology and related applications
               (WiMax, UWB etc)
        • Digital Home Solution
        • Digital Mobile Computing Devices
        • Advanced Storage Systems(NAS, SAN, etc)




                                                                                      7
Global Site




                                  Copenhagen
      UNIV. WATERLOO
                             UNIV. of ST.MARTIN
          MIT CSAIL    QRC
                                                  QRI
                                                        NTU
                                                        NTHU
                                                        NCKU




                                                               8
Design Team in QRI

                                                       Design Values
                                                                  Aesthetics




                                                                Design Research




                                         User Research


  Engineer   User Study



                          7 Designers / 12 Engineer (FL1) / 450+ Engineer (QRI)
                                                                                  9
Design Team in QRI
                                                      Usability
                                                                       Design Values
                                     User                                    Aesthetics
                                                             Interaction
                                    (Actor)                    Design

                  Sociology

                                                  Physical
                                                  Design
                      Contextual                                            Design Research
                        Study      Human Factor
          Cognitive
         Psychology

                                                       User Research


  Engineer      User Study



                                     7 Designers / 12 Engineer (FL1) / 450+ Engineer (QRI)
                                                                                             10
Cross the Boundary, Out of the box


                New iMac(1998)
                   Google (1998)
              Windows 95(1996)
             Windows XP (2001)       01
                                     11
                      iPod (2001)    10
              Nokia Vertu (2002)     00
                                     11
      Amazon Web Service (2002)      10
                                     00
              Google Map(2004)       01
                    iTunes (2005)    01
                                     11
                 Facebook (2006)     10
                                     11
                   iPhone (2007)     10
            Windows Vista (2007)     00
                                     01
               Windows 7 (2009)      00
                      iPad (2010)
     Nokia acquired by MS (2011)
               Windows 8 (2012)




                                          11
Cross the Boundary, Out of the box


                New iMac(1998)
                   Google (1998)
              Windows 95(1996)
             Windows XP (2001)      01
                                    11
                      iPod (2001)   10
              Nokia Vertu (2002)    00
                                    11
      Amazon Web Service (2002)     10
                                    00
              Google Map(2004)
                    iTunes (2005)
                                    01
                                    01
                                    11
                                         Paradigm Shift
                 Facebook (2006)    10
                                    11
                   iPhone (2007)    10
            Windows Vista (2007)    00
                                    01
               Windows 7 (2009)     00
                      iPad (2010)
     Nokia acquired by MS (2011)
               Windows 8 (2012)




                                                          12
01
11
10
00
11
10
00
01
01   Paradigm Shift
11
10
11
10
00
01
00




                      13
01
11
10
00
11
10
00
01
01   Paradigm Shift in Design
11
10
11
10
00
01
00




                                14
01
11
10
00
11
10
00
01
01   Paradigm Shift with Interaction Design
11
10
11
10
00
01
00




                                              15
Model of Interaction Design Study
Implicit and Explicit Interactions




                               Multi-sensor device
                            Usability               Augment Reality
                     Multi-touch      Interface Context-awareness
                            Tactile                 Social Network
                             Media       Augment
                               Tangible          Stimuli
                                          Activities
                                                       Spatial
                           Experience              Semantic
                                                                 Haptic
                                          Perception
                           Emotions
                                      Movement
                         Cognitions
                                                   Kansei
                                                                      Ethics
             Social-cultural                       Aesthetics
                                                                               16
Model of Interaction Design Study




                      Action
                      Interaction
                            Action
              human                  object




                                              17
Model of Interaction Design Study




                      Action
                      Interaction

              human
                        Sensation   object




                                             18
Model of Interaction Design Study




  Experience          e   0              e   1               e    2              e     3           e   4           e       5   = external


             Action           a    0              a   1               a   2                a
                                                                                           3               a
                                                                                                           4                   a
                                                                                                                               5       = input


                  Sensation              s   1                s   2               s    3           s   4           s   5           = output


                          Meaning                m     1              m    2               m   3           m   4               m   5

human                                                                                                                                            object




      K,Krippendorf, 2006. The Semantic Turn: A New foundation of design, CRC Press.
                                                                                                                                                          19
Model of Interaction Design Study




                         Action


     Meaning           Interaction

               human                 object

                        Sensation

                       Experience


                                              20
Model of Interaction Design Study


                          Activity


                         Behavior

                          Action
                         Movement



     Meaning            Interaction

                human      Sense      object
                         Sensation


                        Experience




                                               21
Model of Interaction Design Study


                               Activity


                              Behavior

                               Action
                              Movement



     Meaning                 Interaction            Mediation

                     human      Sense      object
                              Sensation


    Interpretation           Experience             Expression




                                                                 22
Model of Interaction Design Study


                               Activity


                              Behavior

                               Action
                              Movement



     Meaning                 Interaction            Mediation

                     human      Sense      object
     Cognition                Sensation             Interface

    Interpretation           Experience             Expression




                                                                 23
Model of Interaction Design Study


                                      Activity

SOCIAL - CULTURAL                                                             TECHNOLOGY
PSYCHOLOGY                                                                    ENGINEERING
...                                  Behavior                                          ....


                                                                   Adoption
     Adaption                         Action
                                     Movement



                Meaning             Interaction            Mediation

                            human      Sense      object
                Cognition            Sensation             Interface

           Interpretation           Experience             Expression




                                                                                         24
01
11
10
00
11
10
00
01
01   Paradigm Shift with Interaction Design
11
10
11
10
00
01
00




                                              25
Paradigm Shift with Interaction Design
Everyone is a designer
Iterative curve in every decision making
Focus on human value
Make failure smartly - prototyping




                                           26
01
11
10
00
11
10
00
01
01   Paradigm Shift with Designing Prototypes
11
10
11
10
00
01
00




                                                27
Apple II




           28
Motorola Dyna Tac




                    29
Bush Button Phone




                    30
Moog




       31
Rapid Prototype for Experiencing Interactions




                                            2010年10月10日日曜日




                                                                       7.Touch Button
                                                                       (靜電觸摸開關)
                        1.透明ACRYLIC管                                       6.Color Sensor
                          mmФ ,5*14個 )




                                                                         5.基板組-2
                                                                         最大尺寸:
                                                                   26mm(W)*16mm(L)*5mm(H)
                                 2.Full color RGB
                                 (5mmФ *12個,同時同色發光 )



                                               3.基板組-1          4.鈕扣電池位置
                                               最大尺寸:
                                         30mm(W)*30mm(L)*7mm(H)




                                                                                            32
Tokyo Designer’s Week (TDW) 2010




                                   33
Jing-Hua




  Jei- Hou(2010)

                   34
Prototype = Talks Physically




                               35
Using Prototype to Solve the Real Problem

                                      Design Values




                              Agile Loops Production
                                                       36
Using Prototype to Solve the Real Problem

                         ? ??
                             ?
                         ?
                         ?
         Design Values




                                            37
Using Prototype to Solve the Real Problem

                         ? ??
                             ?
                         ?
                         ?
         Design Values   Asking the real problems
                         Do the right things




                                                    38
Vision
                >100 years


User’s need - 10 years
  Application



Technology       - 2 years



                             39
預測未來最好的方法、即是去創造它。
The best way to predict the future is to invent it.

                                       - Alan Kay




                                                      40
Thanks, and any question?




    tungjentsai@gmail.com



                            41

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Ncku

  • 1. Advanced Research in Multiple Disciplinary - Create Values through Design Research   蔡敦仁 Denny Tsai Sr. Design Researcher Future Lab 1, Quanta Research Institute (QRI) 1
  • 2. Self Portrait PART I Introducing Quanta Research Institute PART II Paradigm Shift PART III How we works? 2
  • 3. Self Portrait 1996 Marketing/Product Manager | - BS, Dpt. International Business, Yuan-Ze University - 4 years work in marketing/product manager/UI design 2004 - IT - Financial Business 3
  • 4. Self Portrait 1996 Marketing/Product Manager | - BS, Dpt. International Business, Yuan-Ze University - 4 years work in marketing/product manager/UI design 2004 - IT - Financial Business 2005 Design Disciplinary | - MS., Industrial Design, National Cheng Kung University (NCKU) - Ph.D., Design Science, Chiba University 2007 - Visual Affordance in Car Back Lamp Design 4
  • 5. Self Portrait 1996 Marketing/Product Manager | - BS, Dpt. International Business, Yuan-Ze University - 4 years work in marketing/product manager/UI design 2004 - IT - Financial Business 2005 Design Disciplinary | - MS., Industrial Design, National Cheng Kung University (NCKU) - Ph.D., Design Science, Chiba University 2007 - Visual Affordance in Car Back Lamp Design 2007 Design Researcher | - Experienced in Fujitsu, GK Tech and Dentsu - Post-Doc in Nifty and Quanta Research Institute Now - Method for designing interaction for Service Product System 5
  • 6. Self Portrait New iMac(1998) 1996 Marketing/Product Manager Google (1998) | - BS, Dpt. International Business, Yuan-Ze University Windows 95(1996) - 4 years work in marketing/product manager/UI design 2004 - IT - Financial Business Windows XP (2001) iPod (2001) Nokia Vertu (2002) Amazon Web Service (2002) 2005 Design Disciplinary Google Map(2004) - MS., Industrial Design, National Cheng Kung University (NCKU) | iTunes (2005) - Ph.D., Design Science, Chiba University 2007 - Visual Affordance in Car Back Lamp Design Facebook (2006) iPhone (2007) Windows Vista (2007) Windows 7 (2009) iPad (2010) 2007 Design Researcher | - Experienced in Fujitsu, GK Tech and Dentsu Nokia acquired by MS (2011) - Post-Doc in Nifty and Quanta Research Institute Now Windows 8 (2012) - Method for designing interaction for Service Product System 6
  • 7. About Quanta Research Institute 1 Technology Research Initiatives • Mobile Multimedia SoC • Digital Imaging Processing Engine • Just Play (Configuration free ad hoc network for smart devices) • Trusted Virtual Storage and Computing • T-Net (Overlay networks for peer-to-peer communications) • Natural Interaction (Human centric interface by spoken and written input) • Blade Server-Based Grid Computing for Scientific Applications 2 Product Research Initiatives • Wireless Communication Technology and related applications      (WiMax, UWB etc) • Digital Home Solution • Digital Mobile Computing Devices • Advanced Storage Systems(NAS, SAN, etc) 7
  • 8. Global Site Copenhagen UNIV. WATERLOO UNIV. of ST.MARTIN MIT CSAIL QRC QRI NTU NTHU NCKU 8
  • 9. Design Team in QRI Design Values Aesthetics Design Research User Research Engineer User Study 7 Designers / 12 Engineer (FL1) / 450+ Engineer (QRI) 9
  • 10. Design Team in QRI Usability Design Values User Aesthetics Interaction (Actor) Design Sociology Physical Design Contextual Design Research Study Human Factor Cognitive Psychology User Research Engineer User Study 7 Designers / 12 Engineer (FL1) / 450+ Engineer (QRI) 10
  • 11. Cross the Boundary, Out of the box New iMac(1998) Google (1998) Windows 95(1996) Windows XP (2001) 01 11 iPod (2001) 10 Nokia Vertu (2002) 00 11 Amazon Web Service (2002) 10 00 Google Map(2004) 01 iTunes (2005) 01 11 Facebook (2006) 10 11 iPhone (2007) 10 Windows Vista (2007) 00 01 Windows 7 (2009) 00 iPad (2010) Nokia acquired by MS (2011) Windows 8 (2012) 11
  • 12. Cross the Boundary, Out of the box New iMac(1998) Google (1998) Windows 95(1996) Windows XP (2001) 01 11 iPod (2001) 10 Nokia Vertu (2002) 00 11 Amazon Web Service (2002) 10 00 Google Map(2004) iTunes (2005) 01 01 11 Paradigm Shift Facebook (2006) 10 11 iPhone (2007) 10 Windows Vista (2007) 00 01 Windows 7 (2009) 00 iPad (2010) Nokia acquired by MS (2011) Windows 8 (2012) 12
  • 13. 01 11 10 00 11 10 00 01 01 Paradigm Shift 11 10 11 10 00 01 00 13
  • 14. 01 11 10 00 11 10 00 01 01 Paradigm Shift in Design 11 10 11 10 00 01 00 14
  • 15. 01 11 10 00 11 10 00 01 01 Paradigm Shift with Interaction Design 11 10 11 10 00 01 00 15
  • 16. Model of Interaction Design Study Implicit and Explicit Interactions Multi-sensor device Usability Augment Reality Multi-touch Interface Context-awareness Tactile Social Network Media Augment Tangible Stimuli Activities Spatial Experience Semantic Haptic Perception Emotions Movement Cognitions Kansei Ethics Social-cultural Aesthetics 16
  • 17. Model of Interaction Design Study Action Interaction Action human object 17
  • 18. Model of Interaction Design Study Action Interaction human Sensation object 18
  • 19. Model of Interaction Design Study Experience e 0 e 1 e 2 e 3 e 4 e 5 = external Action a 0 a 1 a 2 a 3 a 4 a 5 = input Sensation s 1 s 2 s 3 s 4 s 5 = output Meaning m 1 m 2 m 3 m 4 m 5 human object K,Krippendorf, 2006. The Semantic Turn: A New foundation of design, CRC Press. 19
  • 20. Model of Interaction Design Study Action Meaning Interaction human object Sensation Experience 20
  • 21. Model of Interaction Design Study Activity Behavior Action Movement Meaning Interaction human Sense object Sensation Experience 21
  • 22. Model of Interaction Design Study Activity Behavior Action Movement Meaning Interaction Mediation human Sense object Sensation Interpretation Experience Expression 22
  • 23. Model of Interaction Design Study Activity Behavior Action Movement Meaning Interaction Mediation human Sense object Cognition Sensation Interface Interpretation Experience Expression 23
  • 24. Model of Interaction Design Study Activity SOCIAL - CULTURAL TECHNOLOGY PSYCHOLOGY ENGINEERING ... Behavior .... Adoption Adaption Action Movement Meaning Interaction Mediation human Sense object Cognition Sensation Interface Interpretation Experience Expression 24
  • 25. 01 11 10 00 11 10 00 01 01 Paradigm Shift with Interaction Design 11 10 11 10 00 01 00 25
  • 26. Paradigm Shift with Interaction Design Everyone is a designer Iterative curve in every decision making Focus on human value Make failure smartly - prototyping 26
  • 27. 01 11 10 00 11 10 00 01 01 Paradigm Shift with Designing Prototypes 11 10 11 10 00 01 00 27
  • 28. Apple II 28
  • 31. Moog 31
  • 32. Rapid Prototype for Experiencing Interactions 2010年10月10日日曜日 7.Touch Button (靜電觸摸開關) 1.透明ACRYLIC管 6.Color Sensor mmФ ,5*14個 ) 5.基板組-2 最大尺寸: 26mm(W)*16mm(L)*5mm(H) 2.Full color RGB (5mmФ *12個,同時同色發光 ) 3.基板組-1 4.鈕扣電池位置 最大尺寸: 30mm(W)*30mm(L)*7mm(H) 32
  • 33. Tokyo Designer’s Week (TDW) 2010 33
  • 34. Jing-Hua Jei- Hou(2010) 34
  • 35. Prototype = Talks Physically 35
  • 36. Using Prototype to Solve the Real Problem Design Values Agile Loops Production 36
  • 37. Using Prototype to Solve the Real Problem ? ?? ? ? ? Design Values 37
  • 38. Using Prototype to Solve the Real Problem ? ?? ? ? ? Design Values Asking the real problems Do the right things 38
  • 39. Vision >100 years User’s need - 10 years Application Technology - 2 years 39
  • 40. 預測未來最好的方法、即是去創造它。 The best way to predict the future is to invent it. - Alan Kay 40
  • 41. Thanks, and any question? tungjentsai@gmail.com 41