• 沒有找到結果。

第五章 結論與建議

5.3 研究貢獻

而從電腦媒材的出現,至應用於概念發想階段,早已為設計創作開啟一股新 的潮流,為創造思考提出一個嶄新的創意發想方式。同樣的,本研究之貢獻希望 在媒材的使用上而言,能為數位媒材上所引發出新的設計創造力,提出更多的可 能性與方向,讓創造思考方向的選擇更多元,設計者也能有更具創意的發想方式,

而在實際應用上,希望此研究能對創造力的激發提供一種可行的方式,可應用於 創意設計的教育訓練上,而設計師也能對設計媒材適當地操作,並加以整合,呈 現出多元化的創意表現。

由於本研究是探討關於個人使用設計媒材和創造力的關係,並未擴展到社會 型創意的探討,且傳統和數位媒材並用所能激發的創意,就此單一因素,可能不 足以創造出社會型創意,社會型創意的產生,需要結合許多的因素才有可能造就,

儘管如此,此研究結果期望能對個人創造力的激發提出一種能應用的可能方式。

因此,我們或許能藉由二種媒材同時使用於概念發想階段的過程,為創造力 的激發提供些許可能的方式,此方式也容易應用於教育和設計師或建築師之設計 訓練上,而希冀能為設計實務帶來些許的幫助,且也能持續探討設計相關科系之 學生結合傳統和數位媒材對於設計創造力的激發,是否有所提升,或者引發何種 不同的設計思考,對於學生學習結果的觀察,能更進一步對此研究結果提出更完 整的理論模型。另外,在電腦輔助設計上,電腦應用於建築設計,已被大家獲知 帶來劃時代的嶄新面貌,尤其在概念發想階段的應用,更幫助人類刺激創造力的

第五章│結論與建議 61

激發,然而傳統媒材的使用,比電腦媒材有更深遠的歷史,人類的設計創造力在 此階段仍是連綿不絕,電腦媒材和傳統媒材對創造力的激發各有其優勢,若能藉 由二種媒材並用,或許能夠找出二者整合後的創意設計,又或者,提供新的機會 去發展可能的新媒材來輔助設計思考,為設計媒材的發展,提供了一個新的思考 方向。

5.4 未來研究之建議

本研究在資料分析過程中,發現對於傳統和電腦媒材並用於概念草圖的設計 中,媒材轉換之間,對設計思考的轉變,會有所影響,未來若能針對前後不同媒 材的轉換對於設計思考有何影響進行更深入的探討,如此能夠對設計媒材和創造 力之關係有更進一步的了解,之後在設計創作上,更能善用所選擇的媒材。

對於分析所用的編碼系統,本研究主要是參考 Suwa, Purcell, and Gero(1998) 依據心理學中認知行為的概念所提出來的,針對的是設計的認知行為分析。而在 後續研究中,希冀能夠參考本研究之觀察現象,針對設計創造力這個主題,發展 出一套更為合適的編碼系統,專門作為設計媒材和創造思考的分析之用。

目前許多的實務設計師將多種設計媒材交錯應用於設計過程中,使得設計媒 材的選擇變得更為多元,此對之間的創意思考和最後的設計結果都會有所影響。

各式的概念想法在不同的媒材之間轉換,是如何影響創意思考的取捨和發展,尚 需後續研究繼續探討。此外,對於多元媒材整合應用於設計創造力的激發,應如 何運用於設計教育的培訓上,亦是一個值得探討的方向。

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