{"title":"Research on Revitalizing Aboriginal Culture and Application of New Media in Taiwan","authors":"Chi-Hsiung Chen, Chin-Yi Ku","doi":"10.35745/idc2022v01.03.0001","DOIUrl":"https://doi.org/10.35745/idc2022v01.03.0001","url":null,"abstract":"Ethnic culture usually is formed strongly by the majority, and then integrates the culture of the minority, resulting in colonization and eradication. Aboriginal culture was the accumulation of the wisdom of various ethnic groups. Due to the integration of ethnic groups and cultures, Taiwan's aboriginal culture has gradually disappeared. The issue of cultural revitalization has become an issue of concern to contemporary aboriginal people. Carrying out the literature review, we sort out the origin and development of the cultures of various ethnic groups. The documents related to the rights of indigenous peoples in the world, the current application status of traditional media, new media, and the indigenous ethnic groups in Taiwan are discussed. For this article, in-depth interviews were conducted with Aboriginal scholars and the media. Grounded theory was used to collect, analyze data, and interpret the process of inductive analysis. The qualitative computer software Nvivo was used to analyze and code to establish a framework matrix for interview results. In the concept coding, the category was derived and the concept of the main axis was established, and the chart of the visualization of the analysis results was presented. The results presented that the use of new media to revitalize aboriginal culture was currently the best way to obtain the greatest benefit at the least cost. Tribal people used social media to connect in traditional festivals, clan cooperation, and clan talent and knowledge cultivation. In the topic of cultural revival, more different aspects of thinking were stirred up. In addition, in terms of cultural inheritance, \"talent development\" was an issue that all ethnic groups need to pay more attention to. By cultivating ethnic talents, improving self-cultural identity, and joining the ranks of cultural revival, endowed with a sense of mission to inherit indigenous culture.","PeriodicalId":272767,"journal":{"name":"Innovation on Design and Culture","volume":"79 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132738854","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Apply Linkogragh to Sketch Ideas in Design Modeling","authors":"Chen Li, Song Xu","doi":"10.35745/idc2022v01.03.0004","DOIUrl":"https://doi.org/10.35745/idc2022v01.03.0004","url":null,"abstract":"The purpose of research on design thinking and the design process is to analyze the source of designers' innovation ability and find out the rules of design behavior and the key factors affecting design practice. Sketching is one of the most important activities in design practice, and the process of sketching is inseparable from creativity. In design modeling, the sketch thinking of designers, that is, \"drawing graphics to help thinking\", is the description of sketch behavior from the perspective of cognition. Based on the sketch ideas obtained by designers in modeling design, we analyzed the design process to find commonalities and differences in the sketch ideas of novice designers. Two subjects were selected to sketch for 30 min each, and the whole design process was recorded. We used linkography to identify the behaviors of the designers in sketching as design moves and links. At last, we built linkographs to present the process of designers identifying shapes from fuzzy sketches to new ideas. Based on the similarities and differences in the sketch ideas between designers, we provided suggestions and considerations to improve design methods and support creative design for novice designers.","PeriodicalId":272767,"journal":{"name":"Innovation on Design and Culture","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130314071","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"What WATER tells: Understanding Views of Life through Water-Based Proverbs In Chinese and Indonesian Language","authors":"Deli Nirmala, Hsiu-Ying Liu","doi":"10.35745/idc2022v01.01.0002","DOIUrl":"https://doi.org/10.35745/idc2022v01.01.0002","url":null,"abstract":"Water is one of the most common substances on earth and an important resource for all living organisms. Since water is more dominant than the land of Indonesia and Taiwan, it is not surprising that water in different realization is embodied in Indonesian and Taiwanese people’s minds. Thus, we aim at investigating how water is conceptualized by Indonesian and Taiwanese with opinions, values, and attitudes toward life in their cultures. Proverbs were collected from written and electronic sources. They were analyzed by using referential and inferential methods and applying embodiment, blending, and conceptual metaphor theories. The result indicates that Indonesian and Taiwanese use water to show their opinions, values, and attitudes toward life. Both societies have similar embodied experiences but different tendencies in choosing the features, functions, or behaviors of water for the same ideas.","PeriodicalId":272767,"journal":{"name":"Innovation on Design and Culture","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134123137","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Clinical Demands of Designs for Rehabilitation Robots in Taiwan","authors":"T. Yeh, L. Chou","doi":"10.35745/idc2022v01.01.0006","DOIUrl":"https://doi.org/10.35745/idc2022v01.01.0006","url":null,"abstract":"Robots have been used in neural rehabilitation. As the development of rehabilitation robots has progressed, the functions and designs of robots become to meet the clinical demands. In Taiwan, the proportion of patients and therapists is high. However, rehabilitation with robots is not widespread in Taiwan. By observing the result of a formative test of a novel rehabilitation robot, the reason for that was investigated. For the investigation, interviews were performed to understand the usability, functions applicability, and ease of use of the robot in rehabilitation. For usability, therapists expected safety for the patient with the robot, and other patients, therapists, and caretakers in the open treatment room. Therapists demanded assisting and training modes, visual and audio feedback, and increasing range of motion of internal and external rotation of shoulder for functions applicability. As for the ease of use, robot operation needs to be simple and fast and give clear standards about the operation for daily operation in treatment rooms. The study result shows humanistic design and glocalization also influence the willingness to use rehabilitation robots except for efficacy-related functions.","PeriodicalId":272767,"journal":{"name":"Innovation on Design and Culture","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128162271","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Integrated Design Thinking to Improve Pedagogical Practices in Creative Engineering Design","authors":"Jui-Hung Cheng","doi":"10.35745/idc2022v01.01.0005","DOIUrl":"https://doi.org/10.35745/idc2022v01.01.0005","url":null,"abstract":"Repeated testing, revision, and verification make products have market value and the commercialization of creative ideas reflected in the product. In the model, product and industrial designs present actual cases so that students are trained from scratch to clarify problems, identify needs, establish functional structures, and evaluate the creative design and engineering design. A good design plan includes market and user demand analysis, creative thinking, concept formation, and actual prototype making. Thus, students need to learn how to simulate the actual product design and development process through design protection and complete design planning. Therefore, taking creative engineering design courses as an example, this study aims to introduce various design methods into interactive teaching by using the problem/project-based learning (PBL) and science, technology, engineering, arts, and mathematics (STEAM) model. In industry, the methods are expected to simulate how a product design engineer faces the market and consumers. The results reveal the following. Students prefer to focus on hands-on practice and ask for examples and supplementary reference materials and a diversified interactive learning model. They like to work in groups and interact with peers and teachers to learn in real-time, hoping to know their levels and thoughts. They hope to apply what they learn for future career development. The education model integrates academic theory and industrial practice to reduce the gap between learning and practice in the industry.","PeriodicalId":272767,"journal":{"name":"Innovation on Design and Culture","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128642001","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Application of DEMATEL and ANP in Fruit Bag in Service Design","authors":"Hsin-Hung Lin, S. Chien","doi":"10.35745/idc2022v01.01.0007","DOIUrl":"https://doi.org/10.35745/idc2022v01.01.0007","url":null,"abstract":"Causal relationship and importance of evaluation factors for purchasing decisions were investigated by taking the kiwifruit bag design as the research object and by using the decision-making laboratory analysis method (DEMATEL). It was found that the three most important evaluation factors before purchasing kiwifruit bags are \"beauty\" as the influencing factor, \"operability\" and \"durability\" as the main factors. Purchasing decisions of Kiwifruit bags are influenced by the three factors. Therefore, it is recommended to use the DEMATEL method to investigate possible factors for marketing products. The modeling process quantitatively evaluates simple interacting factors compared to complex factors, and the result is used to determine future directions of product designs.","PeriodicalId":272767,"journal":{"name":"Innovation on Design and Culture","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130254006","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Introduction to a New Journal: Innovation on Design and Culture","authors":"Sirada Vaiyavatjamai, S. Roberts, Hsin-Hung Lin","doi":"10.35745/idc2022v01.01.0001","DOIUrl":"https://doi.org/10.35745/idc2022v01.01.0001","url":null,"abstract":"Innovation on Design and Culture (IDC) is a design research journal of the International Institute of Knowledge Innovation and Invention, Singapore (IIKII).IDC provides a platform for experts and scholars to jointly share the latest research and its extensions of humanistic issues. By stimulating creative thinking and design innovations, IDC supports experts and scholars to gain profound knowledge from different perspectives which combines technology, humanities, design, media, entertainment, music, culture, and other fields.","PeriodicalId":272767,"journal":{"name":"Innovation on Design and Culture","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133463959","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Relationship between Experiential Marketing, Brand Image, Customer Satisfaction and Customer Loyalty in a Tourist Hotel","authors":"Shu-Jing Wu, Tin-Chang Chang, Ching-Chan Wu","doi":"10.35745/idc2022v01.01.0004","DOIUrl":"https://doi.org/10.35745/idc2022v01.01.0004","url":null,"abstract":"The industrial infrastructure in Taiwan has shifted to a service-oriented market. With the implementation of the two-day-a-week holiday, the patterns of people’s consumption have become diversified, which promotes the development of the hotel industry. Therefore, how to improve customer loyalty with experiential marketing, brand image, and customer satisfaction, is an important issue in the hotel industry. The purpose of this study is to discuss the relationship among variables of experiential marketing, brand image, customer satisfaction, and customer loyalty in the tourist hotel in Kaohsiung. The analysis included sub-distribution, percentage analysis, reliability and validity analysis, and linear regression. The findings have shown that each variable is highly positively correlated to each other, showing that customer loyalty can be improved through the interactive use of experiential marketing, brand image, and customer satisfaction.","PeriodicalId":272767,"journal":{"name":"Innovation on Design and Culture","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131170827","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Technology Acceptance Model on Using Baseball Game Console for Hearing Impaired Learners","authors":"Tin-Chang Chang, P. Hsieh, C. Yeh","doi":"10.35745/idc2022v01.01.0003","DOIUrl":"https://doi.org/10.35745/idc2022v01.01.0003","url":null,"abstract":"The purpose of this study is to explore the factors that affect the use of the baseball game console for hearing impaired learners. The research framework was based on a Technology Acceptance Model (TAM) and external variables such as social norms, perceived enjoyment, and self-efficacy. Questionnaires were distributed to students at National Taichung School for Hearing Impairment Students. There was a high acceptance rate for using a baseball game console among the hearing impaired students as the hearing-impaired students have fewer leisure activities in their daily life. The results provide references to the institution for future improvement in teaching and curriculum planning.","PeriodicalId":272767,"journal":{"name":"Innovation on Design and Culture","volume":"887 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132618789","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}