第五章 結論與後續研究
5.4 未來研究建議
以下是幾點基於前述探討所衍伸出來的具體建議,可供未來研究作為參考:
1.討論慣用媒材對設計者本身而言所具備的必要性。慣用媒材顯示出不同、相對的使用程度,
表示設計者的慣用傾向可能明顯、也可能不明顯、甚至幾乎沒有,因此我們亦可對慣用媒材 的存在加以討論。
2.擬定慣用與否為前提的實驗衡量與評斷用標準或依據。本研究的整體主軸與概念是基於數位 媒材能否支持設計者思考而來的,而研究結果也發現,慣用與否對設計過程/實驗結果的確 會造成一定的影響,此意味著媒材的相關研究在進行受測者的選擇時會需要一種可衡量媒材 的使用是否相當的標準或依據,以益於釐清、區分與產生不同面向的研究結果。
3.發展適合用來探討慣用與否這一類議題的實驗分析方法。本研究所發展的實驗分析方式的確 是相當耗時而費工的,基於分析方式是否能有效呈現出相應的現象與結果而言,發展一個合 適此類議題的分析方法是具有其必要性的。
4.慣用、善用、擅用、合適性等概念的相互釐清。本論文基本上屬於初探性質,前述幾個名詞 實因推導而出現,其之間的分別僅在前文中約略被提及,作者並未在後續詳加澄清並納入討 論中乃因其並非本文重點,但其實其間的區分也許有助於對慣用的進一步探討,故納入未來 研究的建議之中。
數位媒材應用研究和傳統媒材研究(設計行為,媒材特性)等的先前研究談的是較為概略且一般的 現象,而本研究是開始從慣用媒材此一特定角度切入媒材研究,探討有關媒材使用的現象及其背 後成因,是為一種應用行為研究。應用研究已漸趨成熟,先前研究也具備相當成果,但在應用研 究和媒材研究之間的交集尚未進一步重新接觸、並審視其核心議題─如何增加(或引發)設計師的 創造力。
不同操作概念的媒材即屬不同種類的媒材,因此在傳統類媒材以及數位類媒材的大項下尚可細分 出多種媒材。媒材具有自己本身獨有的特性和概念,能夠影響人形成不同的設計思維,因此具有 改變原有思維、思維多樣性、以及增加思考刺激的可能性。從這種觀點下去看,若將數位媒材以
傳統媒材為基準作改進,對已漸漸熟悉和使用數位輸入方式(滑鼠、鍵盤)的使用者反而需要適應 新的改變,且使數位媒材與傳統媒材的相異度降低,甚至演變成為同種媒材,僅在功能與取用上 相異,但未能有效更新或衍生出不同的操作概念。因此若要達到使用上的普及與便利,媒材的本 身進化即會有效降低門檻與增加因應的需要,到某一程度其易於上手和有效率的表現將能大為降 低使用的排斥性與提高接受度/好感度,因為人具有適應和習慣的傾向;值得注意的是,在現代 數位類用品的普遍使用下,所帶出來的亦是使用習慣的改變與多元,此將影響媒材應用行為的思 考方向。也許不再是勉強此類媒材模仿他種媒材,而是應該探討和瞭解何為更為符合當下使用者 的直覺使用與行為習慣。
媒材的慣用可以預測新媒材最後存留普及者會變成日常甚至於傳統的一部分,而且有趣的新概念 應用媒材初期可以激發人的想像與思考。發展新概念應用媒材,也許是刺激創意思考的方向之一。
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附錄
A. 補充資料
︳注意力
︳行為習慣
B. 實驗資料
B.1 發題 B.2 設計資料
︳受測者 A
︳受測者 B
︳受測者 C
︳受測者 D B.3 訪談資料
︳受測者 A
︳受測者 B
︳受測者 C
︳受測者 D B.4 解析資料
︳慣用 Pen _受測者 A- Stage 1
︳非慣用 Pen _受測者 B-Stage 4
︳慣用 SketchUp _受測者 B-Stage 1
︳非慣用 SketchUp _受測者 D-Stage 2
︳受測者 A- Stage2_SketchUp
︳受測者 A- Stage3 _Physical Model
︳受測者 A- Stage4 _3ds Max