SWITCH:日常生活中体验设计的寓教于乐套件案例研究

M. Gardiner, Hideaki Ogawa, C. Lindinger, Roland Haring, Emiko Ogawa, My Trinh Gardiner, Martina Mara, H. Hörtner
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引用次数: 0

摘要

我们引入一种方法来激发和催化学生和公众在体验设计领域的创造力。这项研究集中在一个名为SWITCH的产品设计上:一个简单的日常使用的创意原型平台,可以比作一个包含两种状态的图片的相框,一个打开和一个关闭状态。这些状态通过三种可调传感器(光、人、声)和机制中的一种来切换。这些图片可以很容易地定制模拟艺术材料,如笔和刷子。我们的核心动机是设计一款尽可能绕过技术固有复杂性的产品,并直接吸引学生使用SWITCH创建他们自己的体验设计概念。在本文中,我们介绍了我们的动机、方法、设计和工作坊策略,以及来自公众工作坊的评价。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
SWITCH: case study of an edutainment kit for experience design in everyday life
We introduce a method to stimulate and catalyse the creativity of students and the general public in the field of experience design. The research is centered on a product design called SWITCH: a simple creative prototyping platform for everyday use which can be likened to picture frame containing a picture with two states, an on and an off state. The states are switched by one of three types of adjustable sensors (light, human, sound) and mechanism. The pictures can be easily customized with analogue art materials like pens and brushes. Our core motivation was to design a product that would bypass the inherent complexities of technology as much as possible, and directly engage the student in creating their own experience design concept with SWITCH. In this paper we introduce our motivation, methods, design and workshop strategies, and evaluations from workshops with the general public.
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