Embodied design toolkits for consumers and creators소비자와 크리에이터를 위한 신체 기반 디자인 툴킷 연구

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Emerging technologies in digital fabrication are changing the role of designer and user. Now users can design their products with state-of-the-art design tools and manufacture them with low-cost fabrication tools. Several design interfaces have been proposed; however, most of them are still focused on creating 3D geometries easily without concerning the experiential aspect of the product. In this dissertation, I investigated design toolkits that could support people designing personal products based on their needs or uses. In the first phase, I understood how non-professionals select, design, and make products fit their needs through a long-term ethnographic study and a generative design study. The results showed that they went through an internal design process to convey personal preferences as well as constraints, and an external design process to apply expert knowledge or feedback, with active uses of their bodies. In the second phase, I propose the concept, embodied design toolkit, a system that lets people design-in-use by taking advantage of bodily interactions. Using a research-through-design method, I explored several design techniques for the embodied design toolkits through three prototypes: BodyMeter, Body2Desk, and SmartManikin. The iterative prototyping process associated with user evaluations revealed that “embodied interactions,” “perspectives” and “situated guidelines” let the designs evolve while compromising between personal requirements and external recommendations. The findings are integrated as a form of a design framework for future meta-designers. In the last phase, the proposed design framework was evaluated with expert designers in industry. I conclude my dissertation by arguing that the embodied design toolkits with egocentric bodily interactions associated with the exocentric representations of bodies could make the design process experiential and enhance the reflective journey of designing products fit personal uses. Interactive guidelines that are embodied and situated in the design context could also accentuate design iterations by acting as intelligent expert collaborators.
Advisors
Saakes, Danielresearcher석 다니엘researcher
Description
한국과학기술원 :산업디자인학과,
Publisher
한국과학기술원
Issue Date
2020
Identifier
325007
Language
eng
Description

학위논문(박사) - 한국과학기술원 : 산업디자인학과, 2020.2,[x, 280 p. :]

Keywords

design toolkit▼adesign interface▼aembodied design toolkit▼aembodied interaction▼aDIY design▼avirtual reality▼avirtual human; 디자인 툴킷▼a디자인 인터페이스▼a임바디드 디자인 툴킷▼a신체기반 인터랙션▼aDIY 디자인▼a가상 현실▼a가상 인간 모델

URI
http://hdl.handle.net/10203/284087
Link
http://library.kaist.ac.kr/search/detail/view.do?bibCtrlNo=908472&flag=dissertation
Appears in Collection
ID-Theses_Ph.D.(박사논문)
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