• 沒有找到結果。

八、 結論與建議

8.4 商品化的考量點

本研究將現成物觀念和特徵導入到設計教學中,舉辦設計工坊,探討本研究最後 質疑的問題:(5)現成物為什麼不能直接尌是一個產品?從目前的設計成果來看,現成物 仍偏向藝術性質,不如市陎上的產品可提供大量生產的模式,無法與成熟的商品相比擬。

但它確實可以啟發設計師的思考、獨立創作,以及引發設計學習的興趣,其產出的成果 所帶來的驚奇度和創意度,是一般產品無法比擬的,對設計或研究的貢獻不可忽視。

有何商品化先天的限制和可能性?在設計限制上,產品所借用的「構件」本身的 外觀形體,阻礙編輯空間的彈性,而且它沒有固定的編輯邏輯,視不同構件而為之。不 過,現成物有千百種替代性的方案選擇,設計師必頇要有耐心地找尋恰巧符合概念的構 件外型,亦使得構件移植在其他產品進行「脈絡轉換」時,不論是在操作、視覺符號等,

都能讓使用者能夠直覺性地使用。

未來後續的研究的方向,可再更細膩操作實驗設計,繼續進一步探索和驗證現成 物創作的流程。例如:同一受詴者在不同條件下的設計操作方式,或比較這等知識介紹 前與介紹後,設計師產出的結果是否不同等等,最後再透過個人參與的觀察,以及訪談 現成物設計專家,以得到更深入的第一手資料。

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