3. What if? • form
construction •the
情意認知 •Ritual
•form and space
What wow? techniques
功能操作
characteristics of
form , meaning,
and culture.
社會文化
What work?
» 問題解決:
˃ TRIZ Theory of Inventive Problem Solving
» 語意象徵:
˃ 六書造形方法18種應用要領
˃ STM法(Synaptic Trigger Mechanisms)
» 行為情境:
˃ AFFORDANCE
˃ 無意識設計
8. J.J. Gibson's Concept of Affordances –
Linking Perception and Action
» "The affordances of the environment are what it offers the animal,
what it provides or furnishes, either for good or ill. The verb to affo
rd is found in the dictionary, but the noun affordance is not. I have
made it up. I mean by it something that refers both to the environ
ment and the animal in a way that no existing term does. It implies
the complimentarity of the animal and the environment." ([Gib79],
p. 127)
» "... If you know what can be done with a graspable object, what it c
an be used for, you can call it whatever you please. ... The theory of
affordances rescues us from the philosophical muddle of assuming
fixed classes of objects, each defined by its common features and t
hen given a name. ... But this does not mean you cannot learn how
to use things and perceive their uses. You do not have to classify an
d label things in order to perceive what they afford." ([Gib79], p. 13
4)
58. Common dilemma: How to understa
nd context
»Designers have the need to understand ”local cult
ures”, so that the product will not be inadequate or
irrellevant
»But you don’t want the users to limit the design
»The users can only suggest solutions they know =
no innovation
59. Purpose of probes
»To provoke inspirational answe
rs from the users
»Aiming for experimental design
based on dialogue
»Like surgical or astronomical pr
obes
60. methode
»Create objects (the probes) which provoke answ
ers
»Allow the users to use their senses – use images,
sounds etc.
»NOT A QUESTIONAIRE!!!
»Questions range from straight forward to poetic
61. Ideas for collection objects
»Disposable cameraes (or images from the mobile
phones) followed by a shotlist
˃ What you will wear today
˃ The first person you see today
˃ Something desirable
˃ Something boring
˃ Difficult situations
»Map to fill in routes
»Diaries
»Postcards
62. Not an ordinary investigatio
n
»No need for precise analysis or thoroughly contr
olled methodologies
»Purpose is to discover new cultural forms
»Result: Inspiration NOT information
»An impressionistic presentation of the users pref
erences and cultural consideration
63. User centered design inspir
ation
»The point is for the designer to get an idea on w
hat the users can feel and experience in relation t
o a product
»(But is also very effective as a way of explaining t
he design to your customer)
64. The probes
»When returned should not be analysed
»Looked and read through to get inspiration
»For getting ideas for design
66. More arguments against
»” Designing for pleasure demands a different approach fr
om designing for utility.”
»The problem is there has been a strong tendency to ratio
nalize the Probes.
68. BEYOND THIS, HOWEVER, THE PROBES EMBO
DIED AN APPROACH TO DESIGN THAT RECOG
NIZES AND EMBRACES THE NOTION THAT KN
OWLEDGE HAS LIMITS.
IT’S AN APPROACH THAT VALUES UNCERTAIN
TY, PLAY, EXPLORATION, AND SUBJECTIVE INT
ERPRETATION AS WAYS OF DEALING WITH TH
OSE LIMITS.
70. Your turn:
»MMD is looking for an interiour design for the sc
hool
»First assignment
˃ Each one of you find 5 images online, which illustrates a nice environ
ment.
˃ Then take you mobile phone and photograph places which are ugly, u
ncosy right now at the school. At least 3
˃ Also use the mobile phone to photograph 3 situations, where peoples
seem to be having a good time at the school
˃ Write 6 single words about a good environment
˃ Which movie environment would you like to walk around in, and why?
71. Your turn/2
»Second assignment
˃ You get the material from one of the other students.
˃ You look through the material
˃ Create a photoshop collage that illustrates the inspiration/conclusio
n – you got from the answers
˃ Remember that YOU decide
˃ Show us a good idea for a class room design