PORT FOLIO Yue-Zhe Huang
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"Do it with class and do it the right way" "無論好壞皆要用正確的格調執行"
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黃 昱哲
Yue-Zhe Huang
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ralphhoh2000@gmail.com 886+937289180 國立台灣科技大學 工商業設計系 設計學學士 National Taiwan University of Science and Technology Department of Industrial & Commercial Design B.D. 2013
Skills Photoshop
Lightingroom
Illustratir
After effect
Pro E
Keyshot
AutoCAD
Keynote
Indesign
3 產品設計 Product Design
Content
介面設計 Intergace Design
平面設計 Graphic Design
4 Wair 005
Cycle Shift 017
Palm 027
KaBoom 039
KaBoom Promo 077
Nike APP concept 089
Disneyland brochure APP 107
BoogiBoogi 117
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WAIR .chair design .for meal experience .human factors design .bent wood furniture .餐椅設計 .人因工程 .彎曲木家具
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Design Concept 概念
吃飯時的姿勢是會變化的,有時我們只坐了一點點的椅
子,因為要在餐桌上爭取更大的空間,必須坐的穩定;有 時我們將全身壓進整個椅背裡,因為需要伸個懶腰休息 休息,椅子又要有彈性。Wair會在不同的坐姿下產生不同 的使用情況,使整個坐椅使用的過程會有更加美好。
We all have seperated way for our meal chair. Sometimes we need our chair still to enjoy the food, the other way we also need it more flexible to get some rest.So if we can get both pur needs in one chair it'll be great. Wair offer different usage in different sitting. It may makes a better experience of sitting.
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How It Work 如何運作
Wair的中央結構將坐椅分為前後兩部分 前段支撐穩定 不易變形,半坐椅子時可得到較好的支撐及穩定的感
覺。後段可變形的結構受力後會往後傾斜,坐滿椅子時 會有較為舒適且有彈性。
Structure of Wair is seperated to two parts,the front and the behind. The front has more hard surppot. If you take a half sit, there's more steady. The behind is flexible if you take a full sit, it will change its form to offer more comfortable feeling.
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Half sit
Full sit
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CYCLE S .emotional design .interactive design .情感設計 .人機互動
HIFT
周移
一天二十四個小時以十二個小時為分割分為上午跟下午, 這是數字上的一天。一天的作息以清晨跟黃昏為分界,分為 白天跟黑夜,這是我們生活的一天。
Our time of a day is seperated into morning (a.m) and afternoon (p.m). It's the way we count our time. Life in a day is seperated into daytime (sun) and night (moon). it's the way we live in a day.
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Emotional Conenection 情感連結
在沒有時鐘來知道時間的時候,我們依靠著太 陽的位置;月亮的位置,來推測自己現在的時 間,這之中的時間時間是沒有完全精準的。它 沒有在時間中精準的壓力,所以讓人更沒有被 時間拘束的感覺。
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If there is no clock to know the time, we supposes to measure time by obser vating the position of sun and moon. And it is not that accurate as the time on the cl ock . So it won't bound you.
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How It Work 如何運作
06:00-18:00 & 18:00-06:00
時間的日夜交替為每日的a.m 6:00及 p. m 6 : 0 0, 指 針 在 在 不 同 的 時 間 中,會 有 不 同 的 燈 光 表 現 為 白 晝 或 黑 夜。
D a y a n d n i g h t a r e s e p e r a t e d wit h th e tim e o f a.m 6:00 and p.m 6:00. In different time, the light will perform each different light.
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00:00
按下中央按鈕開啟當前時間的燈光 Press the center buttom to turn on the light according to the time.
06:00
轉動指針,燈光會隨著時間的改變而轉變。 Turn the pointer, and the light will change with the time changing.
00:00
再按一次中央按鈕關閉燈光,而指針也會跟著回正到當 前時間。
Press the center buttom to turn of the light, and the pointer comes back to the current time right away.
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PAL
traditional material recreation . emotional design . product design . When the day goes cold, we often use our hand to warm up each body part by rubbing them or giving them a mouthful of warm air. So when we hold our own hands with each other, shape inside it can be the warmest shape we can shape in our own.
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M
手心
.鄉土素材再造 .情感設計 .產品設計
冬冷時我們用兩手握實、搓揉、呼氣的溫度去溫暖身體受凍的每一
個地方。當兩手交叉相握,中間的手心就是最溫暖的地方。而他們交 叉實呈現的型態,就是最溫暖的形狀。
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Design Concept 概念
陶製品在多數產品經常性的都是在"型"上做不同的發揮, 但若可以從"陶"本身的原始性質做出分析;進行規劃,或 許有其他不同於以往的設計想法得以產生。 Most of pottery products change their topics on "shape". Maybe to analysis properties of pottery and having a plan on it can explore more different ways about designi of pottery.
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Material Properties 材質特性
情感連結 Emotional Connection
質地 Texture
在傳統製陶中,外型充滿與人的接觸,這樣的感情強 烈的連結了任何陶製的物品。尤其未上色或上釉的 原始表面尤其為重。
陶表面有非常自然卻又規律的粗糙表面,自然材料加 工品中,陶土保有了非常原始的面貌,卻又在原始的材 料跟規律的加工品中間取得了一個平衡點。
Pottery has a strong connection between itself and people cause of the processing method. The connection will always connects to any product made from pottery clay, especially the products without any process on its surface.
Surface of pottery is simplely natural and orderliness. Spite of many processed made from natural materials, pottery has the most original look. And it take a perfect state of balance between nature and processed.
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絕緣性 Insulation
熱傳導性 Thermal Conductivity
雖然陶製品的絕緣能力非常好,因延展性不足,且為絕 緣所做的陶瓷品成本昂貴、質感較差,一般電器不會選 用,卻非常安全。不僅絕緣、耐熱而且受熱無毒。
導熱性極佳的陶製品有非常快速導熱的能力,而且收 縮率小不易變形、耐高低溫差使用,是少數導熱佳但 卻耐用且無毒的材質。
Therefore with brilliant insulation and safety, poor in ductility and more cost in making of insulation product with other material have let pottery becoming little interest in electric. But in the other way, it will be great count on design.
The ability to conduct heat of pottery is very good and efficiency. And it also has the low heat shrinkage and great heat resistant. It cound be a non-toxic material with those characteristics which is barely to be seen.
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How It Work 如何運作
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雙手握實就可以很剛好的把暖暖包握在手上,往開口 吹氣就可以啟動加熱,再一次吹器則可以關閉加熱。
H o l d b o t h h a n d s t i g h t a n d Pa l m w i l l p e r f e c t l y f i t i n . Bl o w i n s i de th e pi e r ce to w ar m up, to bl o w i t agai n to tur n i t o f f.
開口同時也是連接充電的開口。 The pierce is also used to charge.
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"手心"所希望的是利用傳統的材質並在盡量保持原始面貌的前提下,找出一個" 陶"在新型的產品裡的定位。或許藉由這樣的方式可以讓更多未被發掘或是被強 烈定位的材質能在保有原先特質的情況下找到一條不同的出路
The way of designing Palm is a exploration that try to find a new position for pottery in recent products and keep the properties. Maybe in this way, we will have more ippotunities to discover more materials have hidden.
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KABOOM! .玩具產品設計 .UI設計 .教學輔具設計
.Toy design .UI design .Educational aid design
+ APP
Toy
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Our Team
我們的團隊
UI & Product Designer
Yu-Zhe Huang 黃昱哲
Soft Ware Engineer
Hsang-Ting Wang 王湘婷
Huai-Che Lu 呂懷哲
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Yi-Ching Chiu 邱意晴
Chi-Jui Li 李啟瑞
Yi-Ling Chen 陳怡伶
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Design Concept 概念
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為四歲以上兒童在學習音樂的輔具設計,為孩子增加學習 音樂的基本練習機會以及時間。讓更多孩子同時能加入這 個有趣的遊戲中,他們可以與別的孩子做小小的競賽或是
合作,配合肢體、視覺的互動,讓更多音樂加入孩子的生 活之中。
For kids over four years old to increase the music fundation education and practicing. It's a aided design for kids to learn in game and be able to play with others. By acting their body, playing more game, they can add more music into their life.
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User Story
使用者問題
目標使用者分析 問題現況 Persona Condition study
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是幾歲的孩子呢 ? 有甚麼樣的條件 ? Who are they ?
四歲以上,因為約在這個年紀開始有基本認知以及社交。年紀往上則 沒有上限。 Kids omore than four age, they;re starting to knowing concepts more complecated and more socailly connection .
他們的心智狀態如何 ? What they think ?
難以理解與想像抽象的概念,例如音高。而且對於紙筆的教學很難有 共鳴。 Having problem in abstract understanding, like rhythm.And less intresting in book learning.
他們學習時的狀況怎麼樣呢 ? What they do ?
肢體的協調以及較模糊的概念上容易會出現失誤,專注力也比較難維 持。 The physical coordination is not that good and misunderstand some concept too fuzzy. Usually can't keep focus for too long.
他們在學習音樂時有甚麼盲點呢 ? What they are not good at ? 節拍以及音感的基礎上刺激還太少,不容易理解類似的概念。
Actually poor in rhythm and musicality because of lacking of stimulation.
遊戲要如何對他們的學習有甚麼幫助呢 ? How games help they in learning music ?
" 遊戲就是完成好奇的方式 ",遊戲的方式學習最能維持孩子的專注, 而在其中的學習刺激會漸漸累積起來。
"Game is a way to fulfill the curious". Game can let kids keep focus, and things they do will give them great stimulation.
47 他們有甚麼樣的偏好嗎 ? What they like ? 希望用他們能完成的方式去他們好奇的事物,簡單的說,就是玩具以 及遊戲。 Try to do things they curious in the way they can do it. that's game and toy. 對於色彩的揀選非常鮮艷,視覺上的刺激越單純越精彩效果越好。
Prefer colorful things, The stimulation of graphic must keep simple and amazing them.
他們需要除了課堂教育外的刺激嗎 ? Do they really need it ? 未持續刺激
持續刺激
任何的技能、知識、感官的養成都跟跟學習曲線有關。孩子們學習 音樂困難的地方就是較模糊的概念需要持續的刺激,也就是課後的 持續練習。 Everything we are learning has a learning curve. The most difficult problem of kids in learning music is to understand concept more complecated. they need to keep getting situmilation to practice.
產品的定位目標是甚麼 ? Design for what ? 1. 以 " 遊戲 " 形式幫助孩子練習樂理中較為難以理解的節奏感。 1.Let kids practice their rhythm in game. 2. 樂器的訓練有關手、眼、腦之間的協調,透過產品訓連協調能力。 2.Coordination is necessary for kids to training instrument. We wish to improve them with our product. 3. 讓孩子們玩的開心。 3.Let kids play and have fun.
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PHISICAL PRODUCT 實體產品
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Sketch & Prototype 草稿&原型
實體的產品主要的三個出發點 1. 操作必須在孩子的 肢體可接受範圍 2. 只能與基本的樂理關連,不能太 複雜 3. 他是玩具
We evolve our physical product with three point. 1.Reapears the feeling of instrument. 2.Only relates to the basic music theory 3.It's a toy
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Final Product 成品
KaBoom 是能連接在 iPad 玩具鼓,並且隨 著連接方式不同產生不同情境。在許多多人 的 app 也可使用,增加多人遊戲的樂趣。
KaBoom is a toy drum can be connected with iPad. With different mode, it can be different use context. It also fits in many multiplayer app to have more fun.
感應接上
inducing drum
感應拍擊
inducing Hitting
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VIRTUAL APP 虛擬APP
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Sketch & Concept 草稿與概念圖
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特殊效果
KaBoom
單擊
雙擊
連擊
跑位
BEE
start
選歌
單人遊戲模式 完成夾鼓後自動跳入下一頁
點選
start
跳回
切換至雙人 模式
選鼓聲
拖曳
A+ Good Job
將鼓拆卸後自動跳回主畫面
結果顯示頁面
Coop
KaBoom
多種遊戲模式
合奏
BEE
start 競賽
PK
集氣條
選歌
雙人遊戲模式 完成夾鼓後自動跳入下 一頁
start
點選
跳回
拖曳
選鼓聲
殘念 !
切換至單人 模式
多種遊戲模式 *集氣條集滿後將會做 出干擾對手的特效
將鼓拆卸後自動跳回主畫面
大贏家 結果顯示頁面
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APP Flow
介面流程
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Final Product 成品
KaBoom By NTUST & NTU cooperation This app is design for iPad
Description
Work with the toy dru improve their rhythm w
um "KaBoom". An aid for kids to with a game playing together.
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How It Work 如何運作
以直放橫放的方式決定單人模式 或雙人模式 Change mode with the usage of iPad
選擇要玩鼓的方式 隨著夾鼓的位置,遊戲也會跟著改變 Equip drums to chose the mode want to play With position changing, game mode will change
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選擇打鼓的聲音 自己錄製鼓聲 Chose drumbeat Record a sound as drumbeat
選擇樂曲 Chose music
遊玩遊戲 Play the game
結果、評分 Result
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Customer Journey 使用者歷程
兒童的行為
放置ipad
開啟app
決定單、雙人
實體鼓面
選擇鼓面
夾鼓
拔下 退回
APP
主畫面
直橫向畫面變化 單雙人切換
隨鼓 鼓的
面型式夾鼓
鼓並固定
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配對鼓聲
選擇音樂
遊戲、競賽
評分、勝敗
敲鼓聽鼓聲
敲鼓進行確認
打鼓
敲鼓選擇
5種鼓聲 1個錄音選項
音樂的資訊
樂曲播放
顯示評分結果
預聽樂曲
節奏泡泡
詢問是否返回 選擇音樂畫面
下鼓面 回選單
鼓變化GUI 的形式種類
為鼓的聲音 錄音
現在分數 分數、連擊...
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Story Board 分鏡圖
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Master Tape 母帶拍攝
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Splicing & Synthesis
Adobe After Effect CS5
剪輯&合成
負責所有片段的特效合成。
1. 母帶
2. 整體畫面調整 3. 綠幕合成
4. 合成畫面修正 1
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3
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Adobe Audition 3.0
Adobe Lighting Room 3.3
Cyberlink Powerdirextor 12
剪輯、調整影片音效。
靜態畫面調整。
剪輯所有合成片段及音效。
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Final Present 成品
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NIKE APP .介面設計 .品牌情境設計 .服務設計
.User interface design .Brand situation design .Service design
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Brand Analysis 品牌商品特性
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商品價格在同類型商品中以精品為主,同樣強調商品給予消 費者的品質印象以及品牌價值的高度。 Price of commodities is in a high quality state. It gives a strong and high level impression of brand to sonsumers.
強調在功能上的專業高度,主要抓住購買人購賣商品 = 購買 專業的想法。
Emphasizing high professional in finction, consumers will construct a relation between product and specialty. Which drives them to buy the commodity. 品牌以相關的特點進行分類,而這些特點透過 " 科技 "、" 科 學 " 的方向包裝後,大幅增加了品牌的商品價值。 Technology behide the commodity increase faith of consumers with brand. And all products are classfied with their chracteristic. 最高級的商品都是品牌簽約球員的代言商品,並且有專屬的 商標。" 針對球員 " 的商品更容易使在同領域的消費者更有 共鳴,也更呼應了商品的專業性。 Players sign with Nike will speak for the product "base on the player". With porfessional's endorsement, Value and faith of brand will more firm to consumers.
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User Story
使用者特性
購物過程
進入店面
使用者事件
畫廊格局的展示空間,呈 現品牌不同於平常商品的 價值差異。
瀏覽商品
商品平常印象最深刻的視 覺角度 同類型商品擺放同位,直 覺畫分商品分類間的不同 代言商品都會有標誌性的 特徵以及 LOGO 標示出與 其他商品的差異
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在品牌原有在實體店面中的使用者歷程裡,找出得以幫助 APP 使用裡能處理的事件,用以幫助使用者購買商品可以有 更好的體驗。 From customer journey, we can found some cases to promote the user experience of APP .
選定目標商品
裝盒結帳
開箱
選定目標商品時會更仔細 觀賞
等待回家開箱的期待
由商品轉變為個人收藏的 最終過程
對商品有基本認識後查看 價碼
品牌標誌性的橘色鞋盒
打開鞋盒整個過程快樂的 感受
最後考量其他購買因素, 如大小、顏色等
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期待
無感 複雜
輕鬆應對
無資訊 等很久
等一會
馬上好
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品牌服務原始的體驗中的整體興奮指數,其中影響的因 素極廣,在設計案中重現出接近的曲線圖。 Joy level curve in shopping experience. everything will do some effect on it. The design is going to try to follow the level curve as we can.
購物時處理資訊曲線,主要以人的主觀感受為主。資訊 不一定是量多就比較難以處理,抽象或非數據的資訊也 可能較讓人難以處理。 Information level curve base on subjective feeling. It don't show how much information in it, but how hard to process.
體驗中等候感受的體驗曲線,等待較久不一定會降低體 驗,在等待期間同時也會增加興奮指數,但是當指數越 過高峰後會直線下滑,因為期待越大、失望越大。 Waiting level curve base on subjective feeling. The feeling level will raise from the begining. As the curve goes by the highest level, it goes down quickly.
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Design Results 成果
Main screen
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Showbox
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Cart & Order form
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How It Work 如何使用
開啟 APP 登入帳號填寫相關資料 ( 付費、取貨 ...) 已登入則直接由主畫面開始使用 Open APP Sign in and finish profile Start use from main screen after finishing profile
搜尋或直接瀏覽商品,選擇目標商品 由主選單分類項進入完整細項中的特定區域 Search or start looking for target product There is one main list, each sort lead to its area
在目標商品的頁面做更進一步的客製化 ( 大 小、顏色、配件 ...) 查看價格 將商品加入購物車 ( 鞋盒 ) Customized in the showbox (size,color,other plus...) Check the price Add commodity to the shoebox
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在購物車 ( 鞋盒 ) 進行最後一次確認或進行商 品更改 計算總價 送出訂單 Check commodities or change what you want Total price Send the order and get the hint to pay if you haven't payed online
在購物清單中查看訂單目前的狀況 查看訂單內容 Check status of order in the order list Check what you have oredered
訂單的狀有更詳細的商品情況 由左至右為 未付款、以付款、已出貨 Follow the status of order on order list Symbols from left to right: 1.Unpayed 2.Payed 3.Delivered
收到商品,完成交易 Get the shoes, finish the oreder
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APP Flow
介面流程 NIKE ELITE main screen Main screen and related founction
tap
tap tap tap
sidebar screen
main screen
NIKE ELITE sidebar screen Sidebar sreen and its relatied founction
tap tap tap tap tap
sidebar screen tap
original screen
profile
shop
cart
shop list
setting
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NIKE ELITE commodity list commodity list and its relatied founction tap and write
tap search swipe down to top
main screen
commodity list
NIKE ELITE show box show box and its relatied founction
commodity list
tap anywhere
show box
show box
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NIKE ELITE cart cart and its relatied founction
delete
sidebar screen
cart
NIKE ELITE shop list shop list and its relatied founction
(wait for the shoes) sidebar screen
shop list
(pay)
(shipping)
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DISNEY L APP
LAND
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User Story
使用者問題
迪士尼樂園是世界上最夢幻的遊樂場王國, 許多人的都把去到迪士尼樂園當成一種夢想。 不過雖然它非常夢幻,有些問題還是都還是 默默的困擾著這些遊客們。 DisneyLand probablility is the most fantastic amusement park in the work. Many people is dreaming to go to DisneyLand. But there are still some inexpediences haunting around.
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設施采排隊及號碼牌制,不論如何都在排隊
Playing ride have to queue or register. No matter what, you're always in line.
容易走散、走失 Easy to get lost
園區複雜,難以實際規畫一天確定的行程
Too complicated to arrange a schedule correct
園區太大,所以一直跑著趕時間 Running, always running.
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How It Work 如何運作
進入園區會拿到帶有條碼的手環以做為門票 的證明,同時也會開設一個電子錢包 Get the bracelet with a barcode on it as a ticket, also create a account as e-wallet.
開啟 APP 從地圖開始套索 開始找尋想要游玩或是探索還不熟悉的遊樂 設施及表演 Open APP Search on map Search for rides and shows wnat to play or discover
瀏覽設施及表演 進行預約 使用手環上的條碼進行預約確認 一次最多預約 5 個活動及設施
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Browse rides and shows Start reservation Use the barcode to confirm reservation 5 reservation limit at same time
預約後的行程會排在行程表裡 顯示預約剩餘的時間 半小時前自動提醒 Reservations will list on schedule Show the time left before the reservation Notify before half a hour
使用手機上的條碼儲值以及消費 清單中會列出餘額以及消費的紀錄
Use the barcode on mobile to store value and shop List balance and shopping data on the list
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APP Flow
介面流程 1.Map
2.Guide
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3.Schedule
4.Wallet
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BOOGI .平面設計 .品牌形象設計 .服務設計
.Graphic design .Brand image design .Service design
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亮色中英文LOGO標準位置 Standard logo positive
暗色中英文LOGO標準位置 Standard logo negative
120 結構與淨空區 Construction and freezone
LOGO誤用 Logo don't
LOGO標準使用位置 Standard logo positions
121 圖樣與形狀 Pattern and shapes
簽章 Standard signature
名片格式 Standard business card
122 信紙 Standard letterform
信封 Standard envelope
貼紙 Stickers
123 外帶紙杯 Insulated paper cups
羊羹及包裝 Jeyy pachaging
點餐板 Meal board
124 點心卡 Dessert card
店面外觀 Shop exterior
櫃台外觀 Counter
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Contact me
Yue-Zhe Huang ralphhoh2000@gmail.com 886+937289180
Thank you