Wang Szu-Hsin User experience design user interface design 2015 Por olio
㈷⬌-Hello, Hej, I was born in a small family in Taipei. As the elder child in my family, I have an Independent personality. I always try to solve problems by myself. My father is a commercial film director. And my mother is a housekeeper. When I was young, I was deeply influenced by my father due to his occupa on. I like pain ng, playing with clay, making some handicra s since I was a child. I am deeply involved in those interes ng things. Fortunately, my educa on goes smoothly and joyfully. When I was in high school, I found design (maybe art) is the best way for me as a future career. For this reason I went to a pain ng course to learn pain ng skills. During that year, I realized I’m not a person with an ar s c sense. Therefore, I decided to apply design school rather than Fine Art College. Luckily, I got an admission to Tatung University in 2008, and my major was industrial design. Studying design is quite hard but very interes ng. I really enjoyed learning new things that differ from high school. I was deeply involved in my study during that me. And I have done my school work wholeheartedly. Therefore, I was academically excellent in the class. Addi onally, I was a graphic design leader in Industrial design of student organiza ons in Tatung University when I was in my junior. My jobs took responsibility of making various posters and graphic design. It was a posi on that offers a challenge.
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1990 1993 2005 Happy childhood!
Furthermore, my teacher nominated me as a leader of graphic design for the 2012 gradua on exhibi on because of my good performance before. In order to improve my design skill and be familiar with the current situa on of design industry, I had worked in two different types of companies as interns, one is a company of anima on produc on, and the other one is a Technology company. Undoubtedly, this is a memorable experience to me. I’m glad that I have learned a lot from these trainings, experienced the company cultures and it makes me have more capability to deal with design problems and organize resources. A er gradua ng from Tatung University, I entered the Na onal Taiwan University of Science and Technology (NTUST) for my master degree in 2012. I follow my academic advisor to conduct research studies in the field of human factor engineering. And I found I have a strong interest in the field of user interface and user experience. So I started my research on it. I took part in many research projects from 2012. To learn how to conduct a user experience test, evalua on, analysis and design as outcomes. I was well aware that changing environment can promote me to learn new things. So I applied to an exchange program of HDK in Sweden.
ity ers esign v g i n d in ith g U strial ain e w one r n v t u o l rt at indu ph ea l in nT se Fin Joi jor in Fal pane Jan Ma 2006
2008
2009 I started to design my personal icon pixel by pixel, and hacked GUI.
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2011 2012 I designed my personal skin for smart phone. However, I found GUI is not just for good looking, we also need to take recogniza on into account.
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2012 201 Joined User observa par cipated in the first ence research.
I decided to join the Child Culture Design (CCD). In those six months, I learned some basic theory of children, learning how they behave, what they think. We also have a chance to collaborate with local culture house, conduc ng user observa on, taking part in their ac vity, interac ng with children. In addi on to the academic performance, I also par cipated in lots of ac vi es. When I was in Tatung University, my partner and I were invited by the Taipei MOCA Art Museum to manufacture a huge fes ve lantern for Chinese New Year display. I also joined the photo club in Tatung University. I haven't merely concentrated on my study, but also focus on other ac vi es and skills. Such as different kinds of design compe ons. Par cipa ng in a design compe on can cul vate my express skills and design capabili es. What is worth to be men oned is I also have got some design awards. Besides, I joined design workshops posi vely and mul -disciplinary workshops, such as OPEN HCI. Seeing that it was a good opportunity to make new friends who came from different study fields, countries and languages. Trying to communicate with foreign friends is fun. And we can also get confidence from coopera ng to complete a project. And this prompts me to learn more and keep me diligently.
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2015 NOW! My thesis is “A Study on the Column Number and Layout Style of the Mobile User Interface”
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Wang Szu-Hsin Born in 1990/05/16, Taipei, Taiwan wangszuxin@gmail.com +886.905726096 5F., No.19, Ln. 64, Shuanghe St., Yonghe Dist., New Taipei City 234, Taiwan (R.O.C.) EDUCATION September 2012 - July 2015 Na onal Taiwan University of Science and Technology, Taipei, Taiwan Master of Design, department of Industrial and Commercial Design. Major in User Interface and User Experience. September2014 - January2015 HDK - Högskolan för design och konsthantverk, Goteborg, Sweden Exchange student program, Master student, 30 credits. Major in Child Culture Design (CCD). September 2008 - June 2012 Tatung University, Taipei, Taiwan Bachelor of Design, department of Industrial design. GPA: 3.92. Dean’s List 2008-2009, 2009-2010, 2010-2011, 2011-2012 CERTIFICATION and LICENSE April 2010 Complete Level 2 Rhinoceros Training Course, Authorized by Rhinoceros Training Center. September 2009 Complete Level 1 Rhinoceros Training Course, Authorized by Rhinoceros Training Center. LEADERSHIP EXPERIENCE September 2011 –May 2012 Graphic design leader of 「ACCIDENTAL CHORD」special issue, Tatung University. September 2010 –September 2011 Graphic design leader of Industrial design student organiza on, Tatung University. June 2010 Graphic design leader of final Exhibi on in Huashan1914, Tatung University.
INTERESTS
Photography
Drawing
Traveling
Music
Finding details
COMPETENCE
Chinese
Ai
English
Ps
Id
Communica on
Ae
Corel draw
Research
Rhino
Keyshot
Design
Word
Analysis
Excel
SPSS
UX UX
UID UID
ID ID
Graphic Graphic c
EXPERIENCE PROJECT - Industry-academic Coopera on and Academic project ╒厖帰⢧㹤⁉⽴㫼㐏姢䦣䰅柱懁姛Ӂ彷⨒梊⛕㢜⑨亊伀寤₿䦣䰅ӂ䚱ⴇ▗⃫㧗Ҹ Par cipated in Apacer Technology Inc.「An interac ve UI design of JoiiUP J-Box」Indu stry-academic Coopera on Project, Project number: 4300 (R&D number) 0066 (Industry & Commerce number). Par cipated in Apacer Technology Inc.「An interac ve UI design of JoiiUp Web Link」Industry-academic Coopera on Project, Project number:4301 (R&D number) 0067 (Industry & Commerce number). Par cipated in Apacer Technology Inc.「An interac ve UI design of JoiiUp Mobile App」Industry-academic Coopera on Project, Project number: 4304 (R&D number) 0068 (Industry & Commerce number). ╒厖帰⢧㹤⁉⽴㫼㐏姢䦣䰅柱懁姛Ӂ㏚㒐婬僽⁚棱⁉⡯⎕㤟ӂ䚱ⴇ▗⃫㧗虇宗␒佷埮處䦣䠋䚱⳦4716埮虇⽴⛕㫼䚱 ⳦0072埮Ҹ ╒厖帰⢧㹤⁉⽴㫼㐏姢䦣䰅柱懁姛Ӂⅰ䚷⓰尭概亊伀Ὶℎ䚷冔㞢䚷ㆶ㾻寵ӂ䚱ⴇ▗⃫㧗Ҹ ╒厖帰⢧㹤⁉⽴㫼㐏姢䦣䰅柱懁姛Ӂ㜇⃜䭠㐏㛨剁。╿Ὶ⁚棱宼宗厖ℎ䚷冔伢毦䦣䰅ӂ䚱ⴇ▗⃫㧗Ҹ Par cipated in BRAND'S ®「䚅ᾼ⾛㢪虇伯吁凥尤」Industry-academic Coopera on Project of Green Christmas Tree Design, Project number:4284 (R&D number) 0065 (Industry & Commerce number). Par cipated in Industrial Technology Research Ins tute (ITRI)「恮ㆶ㊮㾻厖槾䫉㮰仓Ὶℎ䚷⁚棱䦣䰅」Industry-academic Coopera on Project, Project number: 4061(R&D number) 0061 (Industry & Commerce number). Par cipated in Sharptek Corpora on, Ltd.「Innova ve design of the headphone」Industry-academic Coopera on Project, Project number: 4061(R&D number) 0052 (Industries Center number). Par cipated in Industrial Technology Research Ins tute (ITRI)「Exterior Design of Flexible Screen」Industry-academic Coopera on Project. ╒厖彷榧⥮␄㊞⇋宗䛺Ӂⳤ⯵㝸䚱ㅄ⋕䡲㾻.!Fetus Careӂ虇ᾏ䠍梅ᾏ〃〵⢚䭠㢒槛䦣䰅宗䛺(2012)虇宗䛺佷埮 處NSC 101-2218-E-011-040. Par cipated in Research on the Design and Applica on of Smart Mobile Devices with Cloud Compu ng and Social Interac on Model, Na onal Science Council Research Project, Project number: NSC 101-2221-E-011-002-MY2.
SOHO November 2014 – January 2015 Logo design for traval managent studio, Sweden. October 2013 – June 2014 Bo le design of PonPon Shower gel, Taipei. Pa ern design of PonPon Body Lo on bo le,Taipei. Bo le design of Bai-go Laundry detergent,Taipei Package design of Hwa Yuan potato chips,Taipei. December 2013 – June 2014 Package design of ice lolly for TRIKO FOODS Co., Ltd,Taipei. July 2010 – August 2010 Graphic design of 566 Shampoo,Taipei.
INTERNSHIP June 2008-August 2008 3D Anima on, IMAGE INFINITELY Co., Ltd, Taipei. Modeling, Anima on, Rendering, Composi ng
July 2009-August 2009 Industrial Design, Proware Technology Corp, Taipei. Idea genera on, sketch, 3D modeling, Rendering Design for computer case and 3.5-inch hard disk box and Server Chassis Appearance
EXHIBITION October, 2015 ♐䏛Ӂ捧ⳟ㏅!Pinhouseӂⶖ╒厖2015宼宗⾺懀Ӂ3x3 Design Showӂ虇㤍⸀㜖␄⢡Ⓩ虇╿⒦⾑Ҹ May, 2015 Work ‘’EasyPin’’ ╒厖㛨剁扷Ӂ宼宗㎿⢚䳥ӂㄦ䓝⃫♐〶屖⎕›㢒虇Na onal Library of Public Informa on虇╿ᾼ⾑Ҹ Work ‘’EasyPin’’╒厖2015╿⒦宼宗䓝⛮⑤宧冔㢒虇╿⒦⾑㛎〫㢒峿もҸ February,19, 2015 - May,17, 2015 Work ’’Fetus Care’’ took part in ''Design for life- projects for the real world'' exhibi on, in Museu del Disseny de Barcelona, Spain. 2014 ⃫♐ӁBlood Glucose Stampӂ-╒厖 2014 ╿䇲⢚株ⴇ䚮␄㊞⪶庌ㄦ䓝⃫♐ⷤҸ ⃫♐ӁPacifier Thermometerӂ-╒厖 2014 ╿⒦宼宗䓝ㄦ䓝⃫♐ⷤҸ 2013 Work ‘’EasyPin’’╒厖2013╿⒦宼宗䓝ㄦ䓝⃫♐ⷤ虇╿⒦⾑Ҹ December 2010 ⃫♐Ӂ䊰㣥䪨!Easy White Caneӂ-╒厖!2011╿⒦⾑䛛宼宗⪶ⷤ Taipei World Design Expo,ⓦ㾾ⷤ孌檷ⷤ⎉Ҹ ⃫♐ӁEcobo leӂ-╒厖!2011╿⒦⾑䛛宼宗⪶ⷤ Taipei World Design Expo,ⓦ㾾ⷤ孌檷ⷤ⎉Ҹ
EasyPin ʬK-DESIGN AWARD, 2015, industrial design, winner. ʬInterna onal Design Excellence Awards (IDEA), 2014, product design, finalist. ʬSpark Awards: Interna onal Design Compe on, 2014, industrial design, finalist. ʬ16th⋷⢚宼宗⪶⾺䓝, 2014, ⋴⢜/ ʬSichuan-Taiwan Industrial Design Awards ⪸〫ⶅ⺅⽴㫼宼宗䓝, 2013, Future Star Award 宼 宗㜿䭏䓝. ʬTaipei Interna onal Design Awards 2013, industrial design, Golden Award. ʬTaipei Interna onal Design Awards 2013, Taipei City Mayor Award. E-drip stand (original: Weight Drip Device) ʬ䲻ⓐⷕ!㎿⢚䳥㦰⢡␄㫼䲅庌, 2015, ␄㜿␄㊞仓, 捠䓝. ʬInterna onal Design Excellence Awards (IDEA), 2014, product design, finalist. ʬTaiwan Interna onal Student Design Compe on, 2014, product design, Silver award. Double Lock ʬiF Concept Design Awards 2014, TOP 350. ʬreddot Design Award, July 2014, Winner. Blood Glucose Stamp ʬTaiwan Interna onal Student Design Compe on, 2014, product design, Finalist. Pacifier Thermometer ʬTaipei Interna onal Design Award 2014, industrial design, Judges’ Special Award. Fetus Care ʬreddot Design Award, July 2013, Winner. FLIP ʬ1st Make it Real! Aivia mouse design compe on,July 2013, Shortlisted.
8 Young Designer’ Exhibition
Young Designer’ Exhibition
Inflatable Joys ck ʬ2nd Thermaltake’s Fantasy World crea on & design compe on, July 2013, Bronze Awards. Birds ʬ2nd Glenlivet Design Compe on, June 2013, The Best Crea ve awards winner. Illusion ʬBRANDSӁ䚅ᾼ⾛㢪虇伯吁凥尤ӂGreen Christmas Tree Design Awards, October 2012, Golden Awards. Pin S ck!捧捧䳕 ʬYoung Designers’ Exhibi on Most Crea ve Talent Award of Tainan, September 2012, Shortlisted. ʬ12th Young Designers’ compe on, Product Design, May 2012, Honorable Men on. 憞㞝橮ⶩ ʬ12th Young Designers’ compe on, Product Design,May 2012, Honorable Men on. Easy White Cane ʬTaipei Industrial Design Award, October 2011, product design, Honorable Men on. ecobo le ʬYSED compe on, Taiwan, April 2011, Honorable Men on. 梫㊞ 「Between the light and shadow」Photography Awards, Tatung University, December 2010, Award for Excellent. ⋘Ὶ朢 「Between the light and shadow」Photography Awards,Tatung University, December 2010, Shortlisted. Just do not let it happen ʬ19th Times Young Crea ve Awards, graphic design compe on, May 2010, Taiwan, Top 20.
ADDITIONAL ACTIVITIES and WORKSHOP July 2015 OPEN HCI 2015, an assistant of the 6th Student-Organized Workshop on Human-Computer Interac on, Taiwan Tech. July 2013 OPEN HCI 2013, an assistant of the 4th Student-Organized Workshop on Human-Computer Interac on, Taiwan Tech. July 2012 OPEN HCI 2012,the 3th Student-Organized Workshop on Human-Computer Interac on,Taiwan Tech. September 2012 The 2th Cultural Crea ve Design Workshop with Art Center College of Design, Taiwan Tech, Golden Award. December 2008 Invited to par cipate in making large-scale lanterns forӁFUN䏪▒哘ӂparty in MOCA Art Museum. September 2008 – June 2012 Tatung University photo club.
CONFERENCE, RESEARCH and RESEARCH PUBLICATIONS September 2012 – September 2014 Par cipated in Research on the Design and Applica on of Smart Mobile Devices with Cloud Compu ng and Social Interac on Model, Na onal Science Council Research Project, Project number: NSC 101-2221-E-011-002-MY2. March 2014 Chen, C.-H., Wang, S.-H., Huang, Y.-C. User Preference Study on the Applica on Interface of Social Album Layout Style of Mobile Devices, The 21st Annual Mee ng of the Ergonomics Society of Taiwan (USB Edi on), Na onal Chin-Yi University of Technology. October 2012 – May 2013 Par cipated in Research on the Wearable Device「Fetus Care」, Na onal Science Council Research Project, Project number: NSC 101-2218-E-011-040. December 2013 Chen, C.-H., Hsiao, W.-H., Wang, S.-H., User Recogni on on the Tab Bar Loca on and Screen Size of the Mobile User Interface Design, The 20th Annual Mee ng of the Ergonomics Society of Taiwan (DVD Edi on), Na onal Taipei University of Technology, p.1-7. December 2012 Chen, C.-H., Chen, S.-C., Hsiao, W.-H., Wang, S.-H. and Huang, Y.-C., 㜇⃜䭠㐏㛨剁。Ὶ⁚棱宼宗厖ℎ䚷冔伢毦䦣䰅虇2012㠉㋶梊 ⳟ㍘䚷宼宗䦣宝㢒履㜖桕(DVD Edi on)(invited paper)虇㝴㢗䃼㛨⾺㢒檷虇p.1-8。 November 2012 Chen, C.-H., Hsiao, W.-H., Chen, S.-C., Wang, S.-H. and Huang, Y.-C., Research on the Photo Sharing Interface Func ons of Social Network Applica ons in Smart Phones, 2012 Taiwan Ins tute of Kansei Conference Proceedings (DVD Edi on), Na onal Dong Hwa University, p.587-591. November 2012 Chen, C.-H., Hsiao, W.-H., Chen, S.-C., Huang, Y.-C. and Wang, S.-H., ㍘䚷Persona㝈㹤㝋␄㜿䚱♐朚䠋Ὶ䦣䰅,2012㞝ㅦ䭠㐏⪶ⴇ 㐏姢厖㛨ⴇ䦣宝㢒履㜖桕(DVD Edi on),Ming Chi University of Technology, p.1-6. March 2012 Wang, S.-H. and Leung, C.-Y. An Ergonomic Scissor Handles Design for Elder, The 19th Annual Mee ng of the Ergonomics Society of Taiwan (DVD Edi on), Na onal Kaohsiung First University of Science and Technology.
Contents User Experience Test
Industrial Design
User Experience Design
User Interface Design
Graphic User Interface Design
Research of e-learning pla orm
19
Research of interac ve voice response system
31
Pregnancy tracking devices - Fetus Care
37
Interac ve toy design - Robin
51
Experimental toy design - dingding dongdong
05
icon design - Joii up
69
Mobile APP design - WiFun
77
Mobile APP design - Parking Partner
89
Go >>
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Research of E-learning pla orm on tablet years: 2012 / research team: NTUST User observa on lab. Pla orm: Inspire Guide Cooperate Share Issue:
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娺灭⎿䠓ⴇ䚮⡭䳣⛞槛
⛞ 槛 F 梊ⳟ䠌㤎汧〵悒汧虇怺汧ⲛ䠓ⴇ䚮䊰㹤悤沕䠓厖梊ⳟ䠌㤎 ‡⑤虇梏嬐冐⾺ㄭ㝐ⓣҸ
⛞ 槛 I ⴇ䚮㙜⃫毦榕〞撾尳憯㎟⟷㣟㵏㖜Ҹ ⛞ 槛 J ⎕仓㟑⎕⽴ᾜ⣖虇㞢䠋䚮䎼⦆虖毦╒厖䮚〵ᾜᾏҸ
㒎╥㜖⌆
㙜⃫⤚屁䮚
㕟⛞(冐⾺←ⴇ䚮)
孏䢚䵓ℚ
‡⑤⛞䳣
毦䫉䵓(冐⾺→ⴇ䚮)
毦懁姛&仓宝履
捜媖㜇㲰
⾺灭戇▛ⴇ
ⶖ屁㢻冊厂 ᾚ֫䱯䵏 崏╥DVD
F
冐⾺㕟⛞ ℎ䚷㑌䷳屚▛ⴇᾙ╿
崏╥DVD
䚮㢘⛞槛厘㏚
灭戇槛〺
⪶捞ℎ䚷㛨㣟 懁姛毦
㣟㜨⎕䠋
⏜ㄏ岪厉
ⴇ䚮↠朚⭚厖㣟㜨‡⑤
G
冐⾺梏⎿埤廿⑤ 䢚ⴇ䚮㙜⃫㉔ヱ
I
冐⾺㔡柳 㟑朢⎿ ⴇ䚮⡿桲 ⴇ
灭戇䳣㧗
F
孏䢚䏖
D
冐⾺屚仓朆⎿╿⏜ 榧╥㣟㜨厖ⴇ兡✽
崏╥DVD
㢘㟑ℎ䚷 亨㢻㛨㣟患
灭戇䵓ℚ㘼㛍 ≞㰣㧗
冐⾺ⶖⴇ䚮桕▗⎿ ╿⏜䫉䵓毦 ╿
E
娺㑌⎿䠓ⴇ䚮 ⏜ㄏ岪厉 ᾙ╿⡭䳣⛞槛
G
H
H
I
㙜⃫毦
J
ⴇ䚮懖⎿ ⛞槛厘㏚䠋⛞
㒎╥㜖⌆ 冐⾺拜▗ⴇ兡✽ 㙜⃫毦
֫仓ᾏツ ⴇ兡✽
ⴇ䚮⧺毦仟㤫
䖍巰A ℚ╴朚⭚㘼㛍㟑虇ⴇ♰䱚⏊㕟汧㹷虇⃕㞾彮ᾜᾙ憮〵 䠓ⴇ䱴ⷀᾜ㢒朚╲Ҹ
䖍巰G 冐⾺䊰㹤槶╙㏏㢘ⴇ䚮Ҹ
䖍巰B 厘㏚心怜虇⃕⁜㢘扷⎕ⴇ䱴ᾜ㛱厘㏚⡭䳣⛞槛Ҹ
䖍 巰 I 冐⾺⎿埤廿⑤ⓣⴇ䚮懁姛毦虇⃕冐⾺ᾏ㲰╹劌 䢚ᾏ仓虇䢇䜅ㅨ䨛Ҹ
扷₌㸡㢘娺灭⎿䠓▛ⴇ㞝槾㸡㢘㹷⢷梊ⳟ䠌㤎ᾙҸ
䖍巰H ⴇ䚮㒎⎿㣟㜨ㄛ懝〵朚ㅒ虇憯㎟㛨ⴳ◄桫Ҹ
䖍巰C ⴇ䚮㢘⛞槛⃕㞾ᾜ㛱ᾼ㝆ᾙ屁虇㎥㞾厘㏚厘ㄦ悒⃝Ҹ 䖍巰D ⴇ䚮㞝槾㹷㕟汧虇⃕㞾䪨㝋㛨ⴳ〶⃜㚉㛍䠓杫⅑虇㢘 ⴇ䚮䢚ᾜ⎿䠌㤎ᾙ䠓幖宙Ҹ ⡯䉉梊ⳟ䠌㤎㔰䚷㐤㐏姢虇㏏⁴ⴳ⋶䋶㞝梏嬐屎㜃虇⃕ ▛㟑╗㢒榎ⴇ䱴⳦Ҹ 䖍 巰 E ⴇ䚮▜槾㉔佡汧㞑虇扷⎕ⴇ䚮㹷⢷▛ⴇ䠓⃫䳣虇⃕⁜㢘 ⶠ扷⎕▛ⴇ䂯ᾜ杫ㅒҸ 21 96
䖍 巰 F 冐⾺㢘㟑㢒㛔㊞ⶖ㯮㢒崢仵。㝴㸡㢘姷䖍䠓ⴇ䚮Ҹ
㙜⃫⤚屁䮚
寤捞㾻毦屁䮚 仓䠋姷
冐⾺
冐⾺嬐㷑㵞仓ᾏ⃜ ▛ⴇ䠋姷毦仟㤫
⡭㛅㣟㜨
灭戇仓 ⎴ ⎴榕〞
K
嬐㷑ⶖ⟷㣟㜃 冐⾺ⓣ 䖕⬌屚仓朆倂⡭ 㴇⃜
屁⦑㾻毦
冒寵朚⭚↡㜇宗 冐⾺㕟挡▛ⴇ⡭⎿⃜僽ᾙ 尹㞝冒寵嬞⏖厖㟑朢
N
PC
A
㛨㣟
B C
毦⟷㣟娺 朡 朡僽⢷㧛棱ᾙ
仓朚⭚㛅㒍㧛棱
K
M
梊ⳟ䠌㤎
18⃜ ⢚ⴇ䱴 㛨䭠㢇 TEXT BOOK
J
仓▛ⴇ朢 ‡ ‡䢇㔷㻍
仓毦䠋姷
L
L
仓朆㙯⢷ ⟷㣟㴇戓Ⓩ
兡⃫㢻 憲仰䷎ 㜖⌆䚷♐
▛ⴇ↠⡭⎿⃜僽ᾙ
M
䀥∨⬌冒寵䚷㜖⌆
ⴇ兡✽ 冒寵┆
仓朆ⶖ ⴇ兡✽″⡭
⛞ 槛 K ⁜䋅㢘ⴇ䚮䊰㹤ㅒ㝋冐⾺䠓尹㞝虇個倛㐙䔸毦⟷㣟Ҹ ⛞ 槛 L ⢷╿ᾚ扷⎕▛ⴇ䊰㹤ㅒ㝋▛ⴇ䠓䠋姷虇㏢沶Ⲙ㏁Ҹ ⢥尹 㔴宇灭
A
⛞槛灭
A
䖍巰 㢹╒厖㻊⑤ ╒厖㻊⑤
朚⭚冒┆
⢷╿ᾙ䠋姷䠓▛ⴇ刁概⪹虇╿ᾚ▛ⴇ⁴╙冐⾺刌ᾜ㾔㫩Ҹ ⛞槛 M ⴇ䚮並泾ㄔ㛨㣟虇憯㎟㛨㣟㵏㖜Ҹ ⛞ 槛 N 冐⾺梏嬐ⓣ⟷㣟㴇⃜▛㟑梏嬐⡭㛅ⴇ兡✽虇棭⿇ㅨ䨛Ҹ ⛞槛O 㟑朢⎿―戓㞾㢘ⴇ䚮⢷⧺冒┆Ҹ ⛞ 槛 P 冐⾺梏ⶖ冒寵┆㛅⡭㐈㛈ⴛ䛱虇ᾚ㲰ᾙ屁㟑㏜劌◙䥴ⴇ䚮䳣 㧗⁴╙⎕㜇Ҹ ⛞槛Q 㢘ⶠ扷⎕ⴇ䚮ㅧ宧⿅憲仰䷎Ҹ ⛞ 槛 R 冐⾺㢘㟑ㄛ㢒ㅧ宧㐙兡⃫㢻ㄭ愵⋻ⴳ⿅╊㛨ⴳ虇⡯㳳㢒梏嬐 䕼⏜ㄏ㒎╥Ҹ
斧榎
屁䮚仟㣮⏜ ‚榔″
宗㟑 㟑朢⎿
冐⾺ⶖ⡭ⵅ⃫㫼厖㹷㊞ ‚榔槾䫉㝋梊ⳟ䠌㤎ᾙ
P 冐⾺㏢朚Wordⶖ 䛺棱▛㳴㝋䠌㤎ᾙ
‚ㄛ㜃䖕
冐⾺䠋ᾚ兡⃫㢻
冐⾺ⴲ⾒ᾚ屁
R
⨭‚榔
㰱㥴㛨ⴳ⋶ 㧛㪔☛㑌ⷫ
⡭愵⋻ⴳ
冐⾺桱朚㛨ⴳ
杫朘梊䀟
㜃䖕㛨㣟
▛㳴PC䛺棱
杫朘梊䀟
▛㳴槾䫉
O ▓仓朚⭚㛅冒┆
O
ⴇ䚮桱朚㛨ⴳ
N
㍘㛍ᾚ㜖⌆
Q
ⶖ‚榔㐓 厂 厂憲仰䷎ᾙ
㐓
桱朚⏜㛅㒍㜃䖕
倂⡭冒寵┆
⿅⡭㛨ⴳ㐈㛈虇䠊宧⎕㜇
䖍 巰 J ╜㍘⋸㬄⒥虇娺㔷㻍⎉ℕ䠓▛ⴇᾜ㞾㢏㐤⋴毦䠓ⷀ㞾⏪ ⏪㸡㢘⢷╒厖毦䠓Ҹ 䖍 巰 K 冐⾺㒘䋶㧛⎴榕〞屚▛ⴇ䠋姷Ҹ 䖍 巰 L ⏪⏪㸡㢘㐤⋴毦䠓▛ⴇ㖭ᾜ㾔㫩⬑⃤䠋姷虇⢷╿ᾚ䠓▛ ⴇⓣ䠋姷虇㎥㞾冐⾺⢷ᾏ㝐ⓣҸ 䖍巰M ⶠ㜇▛ⴇ⢷冒寵朚⭚㸡⪩ⷀ◗䖍ⓙ㛍㩓䑏㋚虇彃⢷㧛棱 ᾙᾜ冒┆Ҹ 䖍 巰 N 冒寵仟㣮ㄛ㢘ⴇ䚮㊂嬐䱚⏊䥴懢䳣㧗虇⡯㳳‡䢇宝履Ҹ 䖍 巰 O 梏嬐杫㔘⏜㔡䍗⋘⎸㝋㕟汧梊ⳟ䠌㤎䠓㵣〵虇⃕▛㟑 榎⎿ⴇ䚮⳦Ҹ 23 96
䭠㐏⋴㔗屁 Journey
ᾙ屁⏜10⎕斧
斧榎
屁㜖㔗屁
寤捞㾻毦屁䮚
屁⏜䀥∨
㻊⑤⏜僽䀥∨
厖≂伀㔗屁Journey⏜㵄䢇▛ 冐⾺
PC
䀥∨梊ⳟ㛨㣟(拜▗PC) 䳘ㄔⴇ䚮懁⋴㛨ⴳ
屚仓朆㔡栙 榧╥。㤎梊勵
㕟挡ⴇ䚮 䠊⋴亊伀
A
㛍⋴DVD 崏╥DVD戇╥䱯䵏
冐⾺䠊⋴亊伀
冐⾺ⶖ⎖㕪䛺棱厂 Ӂ侃兡㻊⑤ӂ劌
槾䫉Ὴ䛺棱
槾䫉Ӂ侃兡㻊⑤ӂ
▛㳴厂梊ⳟ䠌㤎
A
㛨㣟
B C
TEXT BOOK
╥⎉㛍僽㝋岪㧛
梊ⳟ䠌㤎
㛍⋴DVD
▛㳴PC䛺棱
18⃜ ⢚ⴇ䱴
䮊⑤厂㒖䠓㛨ⴳ
冊厂 榐棱
㒘䋶⎕仓 ⃜僽ⷀ〶
㛨䭠㢇
e-learning
。㤎梊勵攄䡳 (㛍僽㝋桕ᾼ⋔梊㱒ᾼ)
⛞ 槛 A ⶠ扷⎕▛ⴇ。㤎梊勵佁彾䛿⿇虇冐⾺尭宏ⷀ⁉♰ⓣ㔡柳⡿ 桲Ҹ(戎⋜ゅⴤ屁䮚懁〵) ⢥尹
⛞ 槛 B 佁彾ᾜ䯸虇憯㎟䠋拜₊⑨䊰㹤ᾏ㲰ⴛ㎟Ҹ ⛞ 槛 C ⴇ䚮䊰㹤乍䩉灭戇⁚棱ᾙ䠓䏸₅(⬑scroll bar)
㔴宇灭
⛞ 槛 D 悒㝸ⴛ㎟䠓ⴇ䚮寱⛞冐⾺㞾▵劌⪯⌜⇩ᾏ㲰Ҹ ⛞ 槛 E 冐⾺➦寵⌜㲰䠋㻍㻊⑤虇⃕㞾₊⑨⫀㛦Ҹ
A
⛞槛灭
A
䖍巰
⛞ 槛 G ⴇ䚮並泾䠓ㄔ。㤎梊勵宼∨虇╾劌憯㎟㖜⩭Ҹ
㢹╒厖㻊⑤
⛞ 槛 H 冐⾺梏嬐ⶖ梊勵ᾏ╿ᾏ╿㔴ᾙ梊䀟㛍⋴㱒ᾼ虇䢇䜅冦㟑朢Ҹ
╒厖㻊⑤
ⴇ䚮ᾜㅒ㒘ᾚ寵┆憐⎉ⷀ䊰㹤慣⡭個倛⧺寵┆Ҹ(⁚棱䲵 ⛞ 槛 F 埮尭㊞梏⇩屎㜃)
仓朆榧╥ 。㤎梊勵
⎕拜。 惇⋴⿂埮 㤎梊勵 ⵕ䩋䠊⋴
B
C
屁䮚仟㣮 侃兡㻊⑤!憲憲䢚&䢚⢥拜
㕟挡ⴇ䚮 䠊⋴亊伀
厂 劌
冐⾺䠋㻍㻊⑤
㔶⏅⁚棱 䠋㻍㻊⑤
B
ӂ
槾䫉㏏㢘ⴇ䚮 㞾▵ⴛ㎟₊⑨
冐⾺㊂⌜㲰 䠋㻍㻊⑤
冐⾺戇╥嬐䠋㻍䠓寵┆
㔶⏅⁚棱 䠋㻍㻊⑤
㝋戇✽ᾼ戇╥ 䠋㻍冒┆
E
I
俌仟ㆶ寤捞
槾䫉㏏㢘ⴇ 䚮䠓懁〵
ⴇ䚮㔴㛅㻊⑤
D
佁彾䛿⿇
A
憲憲䢚㻊⑤朚⭚
E
G
ⴛ㎟ᾏ↚栝 㵄㒘ᾚ憐⎉
ⴛ㎟ᾏ↚栝 㵄㒘ᾚ憐⎉
䢚⢥拜朚⭚
H
C
D
J
䖍 巰 A 梏嬐呀ᾏ㵄㟑朢㏜劌䠋㛍ⴛ䛱虇ᾣ╹㢘ᾏ⃜ⴇ䱴┊嬐㒎 ╥5╿䠓梊勵㢘灭─根Ҹ
冐⾺⡭㛅㏏ 㢘。㤎梊勵
H
憞懝。╿―孲 ⴇ䚮䠓ⴇ兡䑏㹐
ⴇ䚮㔴㛅㻊⑤
俌仟ㆶ寤捞 㻊⑤朚⭚
屚仓朆㛅⡭ 。㤎梊勵
槾䫉⃫ 㟑朢⎿ 䳣䑏㋚ ⴇ䚮憞懝梊ⳟ䠌㤎 ㄦ䥴卹⾀䠓⎕㜇 M
F 䊰㹤䠊⋴
榟◙㟑朢嬐⎿―
N
↡㜇宗㟑20⎕斧
㛅⡭。㤎梊勵
K
ⴇ䚮ⶖ。㤎梊勵杫 仓朆ⶖ。㤎梊 㯮虇㔴⬌攄䡳㛅⡭ 勵㒎╊㴇戓
L
G
│㟑⇫㳱⃫䳣
㛅⡭
F
懁⋴⋔梊㱒ㄛ ⋔梊
䖍 巰 I 冐⾺╾⁴憞懝。╿ㄦ䥴ⴇ䚮䠓䳣槛䑏㹐Ҹ
䖍 巰 B ⴇ䚮䠕⾁ⴇ兡懝⬑⃤䠊⋴⿂埮ⵕ䩋虇⡯㳳䠊⋴栝㵄榕㠱Ҹ
䖍 巰 J 坘䛀孏䠋䖍㵣弆亨㢻寵┆虇。㤎梊勵寵┆㢃㕟弆ⴇ䚮䠓 厗弲虇㢃㹷Ҹ
䖍 巰 C ▛ⴇ朢㢒‡䢇ⓣҸ
䖍 巰 K 㕟㝸ⴛ㎟䠓▛ⴇ姷䫉戓㊂嬐⌜⇩ᾏ㲰寵┆Ҹ
䖍 巰 D ⴇ䚮㉔佡汧㞑虇㢮ㄔ㻊⑤朚⭚Ҹ 䖍 巰 E ⴇ䚮䢇䜅㹷㝋。㤎梊勵ᾙ䠓侃兡㻊⑤Ҹ
䖍 巰 L 。㤎梊勵ᾜ㔴ᾙ攄䡳㟑ⴇ䚮ᾜ㞢㕰㒐虇ⴇ䚮㢒➦寵ℎ䚷▓ 䮽⮎⑱㙜⃫Ҹ
䖍 巰 F ⴇ䚮䠋䖍䠌㤎ᾙ㢒槾䫉懁〵虇朚⭚‡䢇宝履懁军䚱䚮㵣悒 ㉔ヱҸ
䖍巰M ⴇ䚮䠋䖍䠌㤎ᾙ槾䫉▛ⴇ朢䠓⃫䳣䑏㋚(䳣槛㜇ҷ⃫䳣㟑 朢䳘)虇憯㎟扷⎕▛ⴇ朢‡䢇㵣悒Ҹ
䖍 巰 G 㻊⑤ℎ䚷䠓⢥䏖悒⪩虇佁彾憮〵ᾜ⪯虇憯㎟扷⎕。㤎梊勵 ⢥䏖悘⋴ᾜⴛ⋷Ҹ
25
䜅亊伀㢘灭戁佸㟑ⴇ䚮㢒姷䖍⎉ᾜ冟䋸Ҹ
96
䖍 巰 H ⋗ⴛ㎟䠓ⴇ䚮㢒➦寵。㤎ᾙ⌅ⴒ䠓劌虇⬑懙㏁ҷᾙ佁Ҹ
䖍 巰 N 冐⾺╾⁴憞懝。╿―孲▛ⴇ䠓⃫䳣㉔㹐Ҹ
A er interviewing two teachers, Chance は⛕梊ⳟ㛨㣟⾁彂⪯巟ⵛ
│㟑‡⑤ᾣ╾㔛㕰㏏㢘ⴇ䚮
僉῞䢃孉ゞ䠓佷悾㝈ゞ
⢷㟑朢㎟㢻厖⑭㎟㢻䠓冒捞Ὶᾚ虇冐 㛨䭠㢇は⛕⾁㕟K寀⪩梊ⳟ㛨㣟虇呴⢷ 扷₌䭠䡽㢒梏嬐䚷⎿ㄗ⪩䠓⢥䏖虇军。 ⾺↠㢒戇㙖個倛ℎ䚷Ӂ寤捞㾻毦ӂ㝈棱 㳳。╿ᾙ捜㜿佷悾㛨㧗㢒㐤⋴㵣⁴ㄏ㢃 ╿憲仟⢥䏖⁴╙㔡〞䠓劌悒桲㙜⃫Ҹ 䠓劌虇⡯䉉㳳。╿╾⁴㕟KӁ│㟑ᾣ ⪩䠓㟑朢虇ᾜ䲵▗㎟㢻㛗䡙Ҹ ╾⁴㔛㕰㏏㢘ⴇ䚮ӂ䠓幖宙Ҹ
Chance 。㤎㙜⃫劌㕟汧ⴇ䚮㹷
䧻汣栫䪨㔡柳䠓䜠㋽
㢘ⴇ㢮屁䮚⦆姛䠓㟑朢⩢
⋴。㤎梊勵㛨ⴇῚㄛⴇ䚮䚱䚮汧〵厗 㳳。╿⁜㢘幖宙悘⋴ᾜ╙䠓⛞槛⳧⢷虇 ⡯䉉㵞懀䠕㢘宑䠓懁〵梏嬐ⴛ㎟虇⡯ 弲虇ᾣ槧㊞⪩㲰➦寵Ҹ ⁴╙佁彾憲佩䠓⛞槛Ҹ 㳳䊰㹤⪶捞ℎ䚷㳳。╿ᾙ䠓㏏㢘劌Ҹ
18 students, ⛞┆
Interviewing 4 students, YES
│
NO
✫㳰䚷。㤎梊勵懁姛咀㜖㾻毦虇⡯䉉㵣悒 ⪩槛䡽虇╾⁴崢㎠㢃凿㞝Ҹ
(尜䥴)㎠孉ㄦ䚷。㤎梊勵崢㎠ⴇ兡㢃悤沕
16
2
(㐏劌)㎠孉ㄦ䚷。㤎梊勵㾻毦㵣㾻毦┆戓㝈ⅎ
15
3
(㐏劌)䚷。㤎梊勵ᾙ屁㢒崢㎠㵣悒ㅒ
16
2
(㉔㊞)㎠孉ㄦ䚷。㤎梊勵㾻毦崢㎠ㄗ余ツ
3
15
(㉔㊞)㎠孉ㄦ䚷。㤎梊勵ℕ㾻毦ㄗ㢘弲
18
0
(㞢嬥ㆶ)㎠孉ㄦ䛺棱䢚弆ℕㄗ㾔㫩虇⳦抌䢚䠓嬚
16
2
✫㳰㾻毦䠓㟑ㄛ虇⡯䉉孉ㄦㄗ⬌䔸Ҹ
(懸㟑⡭櫚)㎠孉ㄦ䛺棱嬐㒘⬌」㲰㏜㢒⎿㎠㊂嬐䠓劌
4
14
䚷。㤎梊勵╾⁴䁠ℕ䁠╊ㄗ⬌䔸Ҹ
(▗䖕拜)㎠㢒䚷憲憲䢚⽴⌆虇΅㢒䚷䛺棱婰棱䠓䳕ℕ䛺䛺 16
2
(▗䖕拜)㎠䥴懢㆝灋憐⎉㎠䠓䳣㧗
18
0
孉ㄦ䚷攄䡳╾⁴⿺㎠ⴇ兡Ҹ
(叾⬌䠓㬑ㆄ㮰ゞ)㎠䚷―⬌」㲰戓㞾ᾜ⪹㢒䚷。㤎梊勵
0
18
(ℎ䚷ㆶ)㎠孉ㄦ㸡㢘攄䡳〤〶虇╹㢘。㤎失㵣悒⬌䚷
7
11
(隱私)㎠槧㊞ⶖ卹⾀䠓⎕㜇⋻朚⢷Ὴ䛺棱ᾙ
12
6
(ℎ䚷㊞槧)⬑㤫戓㢘憨㮲䠓梊勵㾻毦虇㎠槧㊞⌜⇩⇩䢚
18
0
⡯䉉㢘㟑朢䠓嬞虇军ᾣ㜇⳦ⷀ⢷⽵ᾚ孡 虇㎠ⷀ䥴懢戓⏸ᾚ⪩ⶠ㟑朢虇΅╾⁴崢㎠ 䠓榼勵崙ㄦ㢃棗㻊Ҹ
㟑朢⪹ㅺ㎠㢒余ツ虇㎠㢒撾⬌⪩槛䡽Ҹ ᾜ⪹✫㳰ᾙ佁㥴幖㜨虇⡯䉉㎠ᾜ⪹㢒Ҹ
Comparison 䭠㐏⒥㔗屁
≂伀㔗屁 ʬⴇ䚮屁⦑╒厖䮚〵ᾜᾏ
ʬⴇ䚮㢒➦寵。㤎䠓⌅劌
ʬ冐⾺㢘㟑㸡㢘䢚⎿䠋⛞䠓▛ⴇ
ʬⴇ䚮朢㢒‡䢇㚾㖃
ʬⴇ䚮梏嬐ᾏ戙䢚灠㤎ᾏ戙䢚屁㢻
User
Chance
ʬ⾁ⴛ㎟寵槛䠓ⴇ䚮㢒㊂⌜㲰⃫䳣 ʬῊ失槾䫉⋷䕼⃫䳣㉔㹐虇扷⎕ⴇ䚮䚱䚮㵣悒㉔ヱ
ʬ彮ᾜᾙ懁〵䠓ⴇ䚮㢒ᾜ㛱朚╲ ʬ扷⎕ⴇ䚮䢚ᾜ⎿䠌㤎 梊ⳟ䠌㤎ҷ㛨䭠㢇ҷⴇ兡✽ҷ冒寵┆䳘
梊ⳟ䠌㤎ҷ。㤎梊勵
ʬ㢘ⴇ䚮ㅧ宧㚫⿅㛨屁㢇
ʬ憲佩憮〵ᾜ彂虇䊰㹤│㟑▛㳴
ʬℎ䚷梊ⳟ䠌㤎患㛨ⴇ ʬ䘿⨒⋘憯㎟㐤♐幹╦柟
Product
ʬ呴⢥䏖懝⪩⏖ⵈ㞢悘⋴ᾜⴛ㜃
ID Chance
ʬ。㤎梊勵⇞捜虇呴㸡㔴ᾙ攄䡳ⴇ䚮㢒ℎ䚷▓䮽⮎⑱㙜⃫ ʬⴇ䚮㝋亊伀╜㍘僉῞冟ㅒ ʬⴇ䚮卹姛恁戎╜⋘屎㜃。㤎孡〵 ʬ䊰㹤乍䀥䠓灭⁚棱ᾙ䠓䏸₅
ʬ梊ⳟ䠌㤎汧〵䊰㹤懸䚷㏏㢘ⴇ䚮 ʬⴇ䚮䊰㹤䀥䩉㍘⎿屁㜖⃜僽
User interface
㕟⎉」榔GUIῚら峿
ʬᾜⵈ㞢䠋䖍⃫䳣Ⓩ⁴⪥䠓䏸₅ ʬ冐⾺╾⁴㔛㕰⋷䕼䠓⃫䳣㉔ヱ ʬ╾⁴│㟑䥴懢ⴇ兡㎟㤫
ʬ〶⃜㔰仓ヱゞ虇扷⎕ⴇ䚮孏䢚䠌
ʬ㛨ⴳ䍗⋘憯㎟失╜⋘
!!㤎㢘孡〵柟⏅
ʬⓏ⥮佁彾ᾜ䯸
ʬ䉉―㕟汧㐤♐幹军柜⃝䘿⨒⋘虇
Environment
!!⃕╜军榎ⴇ䱴⳦
Summary
ㄭ䦣䰅仟㤫䠋䖍-
(1)ⴇ䚮䠕㝋ℎ䚷㳳。╿懁姛梁䱾㛨ⴇ仵‗㳲棱寤⊈虖(2)╒厖䦣䰅Ὶ冐⾺↠΅ 姷䫉ℎ䚷䭠㐏⒥㛨ⴇ虇ⴇ䚮㢒㢃㹷⢷䛺棱虇ᾣ姷䖍⎉䅒┩䠓厗弲虖(3)䡽⏜。 ╿ᾙら䱚㛨㧗䠓劌ⶩ䊰㹤╥⎉䏗⛕㏏㕟K䠓梊ⳟ㛨㣟虇⃕㞾㾻毦寤捞劌冐 ⾺⏖㢒⌜個倛ℎ䚷虖(4)⋴䭠㐏ㄛᾙ屁䠓‡⑤㮰ゞ㛈崙虇╙㟑╜櫚䠓劌崢冐⾺ 劌㔛㕰⋷䕼ⴇ䚮䑏㹐虇ᾣ㛈✓―ⴇ䚮╒厖〵ᾜᾏ䠓⛞槛Ҹ
27 96
Research of R Interac ve voice response, IVR Speech user interface, SUI
years: 2013 / research team: NTUST User observa on lab. Pla orm: Interac ve voice response system of C bank.
䦣䰅剛㟾
⏜㢮䦣䰅
Defini on of Speech user interface. Interac ve voice response (IVR) is a technology that allows a computer to interact with humans through the use of voice and DTMF tones input via keypad.
Focus Group interview (䛀䦣䰅⢧栙) 宝履⎉捜灭₊⑨ҷら䱚㙜⃫㻐䮚 ⁴╙捜灭尭概⋶ⵈҸ
Task goals
ら䱚⦉㢻䦣䰅㥅㭚厖㙜⃫₊⑨㥅 㭚☛㻐䮚(Flow)ҷ⛞┆㦰㮨Ҹ
⿂✽捠槜㥴寱 尭概㢜⑨䠓 捜灭劌
Company User
㢏慠倂㳍亏撓 婫ⵓ䜅㢮⿂✽
Keypad SUI effec veness criteria 憩尀冔䂎㊞〵!Caller sa sfac on 䥴孉㞢䚷ㆶ!Perceived ease of use 䥴孉惇⎉♐幹 Perceived quality of output 䥴孉䲻ᾏ㲰ℎ䚷孲㸉⛞槛㵣䔖 Perceived 1st-call resolu on rate 㙜⃫₊⑨㟑朢 Time-to-task ₊⑨ⴛ㎟㵣䔖!Task comple on rate ₊⑨ⴛ㎟㟑朢 Task comple on rate 㳲䩉惘㕪䔖!Correct transfer rate 㛍㩓䔖!Abandonment rate 懖⏅䔖!Containment rate Reference A
倂㳍㝈ゞ㥴寱
尭概亊伀㢹ℕ䠋ⷤ䠓 ␄㜿㯮㢒劌 Heuris c evalua on 戏屚㜇⃜ⵅ厖IVR懁姛‡⑤虇寤 ₿䦣䰅⢧栙㏏㕟K䠓䦣䰅㥅㭚 䩉尜㙜⃫₊⑨虇䠋㔧ℎ䚷冔㙜 ⃫⁚棱㟑䃪⢷⛞槛Ҹ 㗧嬐栝㵄(Briefing session) 寤₿㢮朢(Evalua on period) ⧀◙栝㵄(Debriefing session)
╾䚷檧槜㥴寱 䛂屚懁〵㥴寱 ⅰ䚷⓰寊摆 㯮⧃⇫恙
似㒐ℎ䚷冔ℎ䚷䔖 䠓㚾㒐劌
⏆⓰ㄦ⎸灭㜇㥴寱 㥴寱䩉䐈㻊⑤ 幖㧋ҷ䠊撓
10 par cipants 5 males/ 5 females
Usability Test 㞢䚷ㆶ㾻寵嬞␒ 䩉尜㾻寵₊⑨0₊⑨儸 宧撓⽴⌆ 宧撓嬐榔 㙜⃫䘿⨒嬞␒厖㥅宼 Tools ⛞┆屎㥴㹤 䚱♐╜㍘⓰(Product Reac on Cards) ⓰䏖⎕槭㹤(Card sor ng)㝌 㾀〵容屖懁姛
₊⑨㒖䫉
榟㢮捞〵(⏜)
₊⑨㙜⃫ ₊⑨⫀㛦
捜媖厂10榔₊⑨ⴛ㎟ ⡭䀾宝履
惘㔴ⴱ㢜⁉♰
榟㢮捞〵(ㄛ)
㎟ⴛ㎟₊⑨
SUI㢜⑨♐幹⛞┆ SASSI尭概亊伀⁚棱Ὴ孏寤⊈⛞┆ MOS。⣖㊞嬚捞姷
⛞┆捞姷
捞⒥幖㜨
Ὴ孏㒠戇䲵▗封亊伀䠓ヱⵈ寭⓰虇 ―孲槶ⴱ㝋亊伀䠓Ὴ孏⓿巰
䚱♐╜㍘⓰
幹⒥幖㜨
Ὴ孏⎕槭IVR䠓㢜⑨榔䡽虇―孲槶 ⴱ㝋寭ヨ䖕孲厖⎕槭戞悾
⓰䏖⎕槭㹤
捬╦㾻冔䠓㙜⃫㉔㹐懁ᾏ㳴 懁姛容屖Ҹ
㾀〵容屖
Reference B
31 96
䦣䰅䠋䖍 ⢷₊⑨孏ᾼ㏏䠋䖍䠓⛞槛灭ҷ䖍巰厖ℎ䚷冔尀尭⎕䉉8↚峿槛懁姛宝履虇⢷㵞↚峿 槛ᾼℬʬῊ孏㊮╦!!ʬ㙜⃫㊮╦!!ʬㅒ㠉㮰ゞ!ᾘ䮽槭懁姛㮨寊Ҹ 刁概(概捞) issue
惇⋴!issue
ʬ剛㟾概㮑仵⁉帯棱䠓㊮╦虖
ʬ╦㾻冔⾁伢䥴懢呴惇⋴撾尳⌜䳘ㄔᾏᾚ│╾捜㜿惇⋴虖
ʬ概㮑捜媖⋸㲰㊮⎿䋸怐虖
ʬ扷₌╦㾻冔ᾏ惇⋴撾尳ⷀ㔪㔘捜㜿ℕ懝虖
ʬ概㮑䰐䋅朢ㄗ⪶刁虖
ʬ呴惇⋴⋸㲰Ὶㄛ戓㞾⡭㍘撾尳ⷀ㢒㊂嬐㐍♰㢜⑨虖
ʬ、㚍概䵏⫞⪹ㅺ榎惇⋴幖宙虖
ʬ惇⋴䚮㝴埮䩋䠓㧋ゞ厖⎴ⵅᾜ▛虖
ʬ㘼⧀㝴㢮㟑刁概䰐䋅崙⪶㢒⠖⎿Ҹ
ʬ惇⋴〃⎕䠓㟑↨ᾜ䥴懢封ℎ䚷嬎⋒〃戓㞾㶠⢚〃Ҹ
刁概(概憮) issue
䚷寭!issue
ʬ宧ᾚ䢇杫幖宙㟑梏嬐亨䳕虖
ʬᾙᾚ⋸↚栝ⷳ䚷寭ᾜ▛(EX.倂㳍ҷ倂幊)虖
ʬ捜嬐幖宙㘼⧀⪹ㅺ虇ℕᾜ╙㐓ᾚ虖
ʬ㜇⳦☛ᾼ㜖⳦刌弆ℕㄗ䢇慠虖
ʬᾜ✫㳰㒘捜刌攄虖
ʬ㢘⳦寭䠓㊞ㆬ㊮孉ㄗ䢇(EX.⿂✽ҷ⿂⑨<╾䚷灭㜇ҷ五⎸)虖
ʬ⾛㢪捜嬐䠓⳦╴╾⁴㛍㋱ᾏ灭虖 ʬ捠槜╾⁴捜媖⋸㲰虖 ʬ杫攄⳦╾⁴捜媖⋸㲰虖 ʬ㯮㨿概㘼⧀㝴㢮㟑㝆╴ᾜ卹䋅Ҹ
亊伀栝ⷳ!issue ʬ戇✽刌―ᾘ㲰㢹刌⎿嬐䠓ⷀ娺亊伀䢃㔴㔪㝆虇㊮孉ㄗ⽽虖 ʬ刌ⴛ戇✽ㄛ䠋䖍ᾜ⃕ᾜ䥴懢㆝灋⡭⎿ᾙᾏⷳ虖 ʬ㢘㟑↨亊伀㸡㢘刁概⡭櫚虇⁴䉉㝆佩―虖
䢐㟑!issue
ʬ惇⋴ⴛ⿂埮⁴ㄛ尜䉉╾⁴䢃㔴惇⋴ⵕ䩋虇仟㤫憯㎟㙜⃫撾尳虖
ʬℎ䚷冔⾁伢宧㍅㒘#攄Ὶㄛ╾⁴䢃㔴惇⋴怺⎕虖
ʬℎ䚷尭概亊伀䢃㔴寊摆⓰䏖㢒ᾜ䥴懢㞾▵㢘幊䚷䚱䚮虖
ʬℎ䚷怺⎕峘埮䩋䠊⋴梏嬐惇⋴⋸㲰虇孉ㄦ呀⪹⪩㟑朢虖
ʬ寊摆⓰䏖憨灋捜嬐䠓‚㉔㢒䢃㔴㐍♰㢜⑨Ҹ
ʬ╦㾻冔孉ㄦ㒘#攄╾⁴ㅺ尭概憮〵Ҹ ʬ孉ㄦ₊⃤尭概㙜⃫㍘⢷2⎕斧⋶ⴛ㎟Ҹ 怺⎕ issue 㻊⑤!issue ʬ㻊⑤⋶ⵈ刌―䲻‛㲰孉ㄦ㢘灭䋸虖 ʬ⬑㤫䚷㏅䜅⪸ℕ梊䲻‛㲰㞾ᾜ㞾╾⁴徂懝ひ◙㘼憐虖 ʬ孉ㄦ㻊⑤嬐䠊⋴㏜劌╒ㄗ灊䋸虖 ʬ孉ㄦ㻊⑤㘼⧀ᾜ嬐弔懝20䭡㢒㵣悒⬌Ҹ
ʬ㜿㏅ℎ䚷冔刌⎿Ӂ㢻姛⓰╚屚惇⋴///ӂ䊰㹤䩉尜卹⾀㞾▵䉉⓰╚虖 ʬ怺⎕䩉尜ㄛ㍘封嬐╾⁴䢃㔴䥴懢卹⾀㼗幊捠槜虖
Reference 䚱♐╜㍘⓰(Product Reac on Cards) ╜㍘ㅺ憮䠓
䢐㟑䠓
ᾜ幊ㅒ䠓 ⁉㊘ㅺ䠓
㢘䚷䠓
⁉䂎㊞䠓
㢘亊伀䠓
Reference A
㝈ⅎ䠓
㾔㫩䠓
㢘⿺䠓
㢘⊈⇋䠓
㢘㛗㤫䠓 株䠓 ╾榟㜨䠓
ㅺ憮䠓
⏜ㄛᾏ厃䠓 ⁉厡㢜䠓 䌮㈘䠓 ⵈ㞢ℎ䚷䠓 䢃孉䠓 ╾棯䠓
幊㟑䠓
Reference B
⦉㢻ㅔ嬐䠓 㻐㠱䠓
ⵈ㞢╥ㄦ䠓
╾⁴㔛㕰䠓
Bloom, J., Gilbert, J. E., Houwing, T., Hura, S., Issar, S., Kaiser, L., et al. (2005). Ten criteria for measuring effec ve voice user interfaces. Speech Technology, 10(9), 31-35.
㢘㛗䔖䠓
⇋ㄦⅰ広䠓
╾䖕孲䠓
⋔䂎㻊䠓
䊰杫余嬐䠓 ⁉⡿㉠䠓 ⁉ᾜ䥴㏏㔹䠓
╾䚷䠓 戁佸䠓
10⃜╦㾻冔俌⌀㒠戇―235㲰懸▗憨↚尭概亊伀䠓ヱⵈ寭虖 ⌜懁ᾏ㳴㒠戇㢏懸▗憨↚亊伀䠓ヱⵈ寭5↚虇⌀㢘32↚ヱⵈ寭娺戇⎉Ҹ
㢮ㄔ捞〵(Expecta on Measure)⎕㜇⽽ Easier than I expected
Harder than I expected -0.5 Task 1 Task 2 Task 3
-0.4
-0.3
-0.2
-0.1
0.1
0.2
0.3
0.4
0.5
SUI㢜⑨♐幹⛞┆ (Speech user interface service quality) ʬℎ䚷冔䡽㮨■!(User goal orienta on) ʬ尭概䐈ㅄ (Speech characteris cs) ʬ㼗幊冔㢜⑨姛䉉(Customer service behavior) ʬ⪩檧䠓宏寭 (Verbosity)(Polkosky, 2008) Polkosky, M. D. (2008). Machines as mediators: The challenge of technology for interpersonal communica on theory and research. In E. Konjin (Ed.), Mediated interpersonal communica on (pp. 34-57). New York, NY: Routledge.
SASSI尭概亊伀⁚棱Ὴ孏寤⊈⛞┆ Subjec ve assessment of speech system interface) ʬ亊伀⡭㍘䀥䩉(System response accuracy) ʬ榎厖✫⬌〵(Affect / Likeability) ʬ尜䥴梏㷑(Cogni ve demand) ʬ帯棱⋶ⵈ(Annoyance) ʬ㬑ㆄ㮰ゞ䠓懸⎖ㆶ(Habitability with conceptual model) ʬ憮〵(Speed) Hone, K. S., & Graham, R. (2000). Towards a tool for the subjec ve assessment of speech system interfaces (SASSI). Natural Language Engineering, 6(3-4), 287-303.
Task 4 Task 5 Task 6 Task 7 Task 8 Task 9 Task 10
MOS。⣖㊞嬚捞姷(Mean opinion scale) Subjec ve assessment of speech system interface) ʬ╾䖕孲ㆶ(Intelligibility) ʬ卹䋅ㆶ(Naturalness) ʬ刁ㄚ(Prosody) ʬ䫍㢒⓿巰(Social Impression) Polkosky, M. D., & Lewis, J. R. (2003). Expanding the MOS: Development and psychometric evalua on of the MOS-R and MOS-X. Interna onal Journal of Speech Technology, 6, 161-182. 33 96
Design research of Pregnancy tracking devices - Fetus Care years: 2012 - 2013 ID designer/ SZU-YANG CHO & CHIH-HSIN LEE Tex le designer/ CHENG-YU PAN Technology / CHENG-YU HSIEH & YU-CHUNG KAO Researcher / SZU-HSIN WANG & SHIH-CHIEH CHEN Background, ╿䇲。⣖㵞〃㢘慠‛ⓐ喻↚㜿䚮⋡䠓尤䚮虇军㝸䚱⋡䠓⎉䚮㵣ℚ亓⃣8%-10%虇㵞〃㢘慠‛ 喻↚㝸䚱⋡⎉䚮虇⌅ᾼ虇㵞〃亓2504-3338▜㜿䚮⋡㴊‰虇㬄⃝⎉䚮汣捜㝸䚱⋡ⷀ⃣―75%⁴ ᾙ虇柳―㴊‰䠓⮐劔⪥虇样㝸䚱军ℕ䠓▓䮽ㆴҷ㋱ㆶ⛞槛虇⿇ℎ㜃↚ⵅ〼䰽㝋㍘虇⡯㳳 ⬑⃤榟柁㝸䚱䠋䚮虇ᾣ⢷㝸䚱ㅄ⋕⎉䖍ㄛ懁姛│㟑埤䖕䉉㳳宗䛺䠓⑤㯮Ҹ
A ⎕㤟䦣䰅 ℎ䚷冔屎㥴容屖 䲅♐屎㥴
⛞┆屎㥴 ⓙ仟㭚ゞ容屖 ⁉䏸尛宼宗(Persona)
䢇杫㐏姢䦣䰅 挺䟑ⴘ⋷㹤嬞
C
B
宼宗㕟㧗
╾姛ㆶ㮰㙻
ℎ䚷冔梏㷑儸
Prototype
ℎ䚷㉔⨒儸
㍘䚷䮚ゞ㮰㙻
㐏姢嬞㧋⎕㤟
梁䱾幖㜨〺ら䱚
㍘䚷䮚ゞ宼宗
㐏姢╾姛ㆶ㮰㙻
㠅䏖㜃▗宼宗
A B The structure of ques onnaire and interview come from different stages as follows. 㝴⿇梏㷑
姛⑤婬僽ℎ䚷兡㋲
―孲䡽㮨ℎ䚷冔䠓䚮㻊⤚㋚
C 㝋㢜⑨㕟K䠓㢮㢪
␄憯!Persona
25 pregnant moms (by purposive sampling) ⪶扷⎕䠓ⱌⱌ↠㢒ㄭ⁴ᾚ䠓䴰懢ㄦ䥴㎆ⳤ㢮朢㍘封㹷㊞䠓‚榔處
25%
21%
18%
12%
10%
7%
4%
1%
嬹㢚⬌╚ Friends
挺䚮崆䖕⾺
佁䱨履⩖ SNS
扷嗌㧋 Blogs
㢇⧀桫尛
Doctors & nurse
Books & Magazine
梊嬥䵏䡽 TV Show
䢇杫㍘䚷䮚ゞ Applica on
⌅ Others
⪶扷⎕䠓ⱌⱌ↠㢒㙣ㅒ⁴ᾚ䑏㹐處
25%
19%
15%
11%
7%
7%
6%
6%
2%
2%
剝⋡⇴う Fetal health
㻐䚱㎥㝸䚱
䍮檙㚬╥ Nutri on
汣捜 Weight
⬙⮯汧姏⩢ hypertension
⬙⮯乥ⷎ䝔
㷃勺
坴䏸
剛䝪
Edema
Medicine
Back Pain
惊ⶓ梊䩐㹱 Radia on
Miscarriage or premature birth
Gesta onal Diabetes
⢷㢹⎿挺柱㢮䚱㰱㟑朢㟑虇⪶扷⎕䠓ⱌⱌ↠䚷⁴ᾚ㝈ゞ埤䖕怺汣䑏㹐處
57%
33%
10%
憲仰挺䚮 Call doctors
䥴懢卹⾀㞾㳲 ⿇╜㍘虇卹姛₠ㇾ
ᾙ佁㥴幖㜨 google
ⱌⱌ↠柳―㢮䚱㰱Ὶ⪥虇㞾▵㢒╵⪥亏撓卹⾀怺ㅒ䖕䑏㹐處
67%
33%
ᾜ㢒 Nope
㞾䠓 Yes
ⱌⱌ↠柳―㢮䚱㰱Ὶ⪥虇㞾▵㢒╵⪥亏撓ⶅⶅ䠓䑏㹐處
亏撓榔䡽 ㅒ㉔㝴宧 38%
ⱌⱌ㏚⌙ 宧‚㢻 29% 29%
29%
亏撓槊䔖
ᾜ㢒 Nope
㞾䠓 Yes
样㟑亏撓 43%
67%
33%
㞾䠓 Yes
ᾜ㢒 Nope
ⳟⴽ㛅侽 15%
⌅ⴒ 23% (ᾘ⢜崙⒥ҷ姏⩢)
亏撓㝈ゞ
71%
屚⛞ⱌⱌ↠㞾▵槧㊞ⶖ㎆ⳤ㟑㢮↚⁉䠓䚮䖕幖宙㕟K仵挺䟑㯮 㭚ら䱚幖㜨〺(⬑處姛㛎柱姪䚮儁ⳤ⯵杫㎆佁䱨ҷ╿⪶挺柱)虇 崢挺崆⁉♰╒冒?
汣捜 23%
扷嗌㧋 29%
㵞⪸1㲰 43%
APP 14%
㢘㊮孉㏜宧 14%
亏撓榔䡽 剝⑤ 20%
剝⋡汣捜 40%
剝⋡怺朆 40%
亏撓㝈ゞ 屚⛞ⱌⱌ↠㞾▵槧㊞ⶖ㎆ⳤ㟑㢮剝⋡䠓䚮䖕幖宙㕟K仵挺䟑㯮 㭚ら䱚幖㜨〺(⬑處姛㛎柱姪䚮儁ⳤ⯵杫㎆佁䱨ҷ╿⪶挺柱)虇 崢挺崆⁉♰╒冒?
24%
㞾䠓 Yes
ᾜ㢒 Nope
扷嗌㧋 25%
APP 13%
亏撓槊䔖 样㟑亏撓 33%
㵞⪸1㲰 33%
1懀1㲰 17%
㢘㰱㥴ⷀ亏撓 17%
37
76%
ⱌⱌ㏚⌙ 宧‚㢻 13% 50%
96
How do pregnant moms use mobile device? ⵅᾼ㢘♹憲佁婬僽處
Ὴ嬐䠓憲佁㝈ゞ處
31%
27%
22%
19%
2%
48%
32%
19%
㠉㋶⤚㏚㯮 Smartphone
䳕宧⤚梊勵 Laptop
㧛ᾙ⤚梊勵 PC
。㤎梊勵 Tablet
⌅ Others
䊰佩佁彾 Wifi
3G佁彾 3G net
Cable network
⢷㎆ⳤ㢮朢ℎ䚷憲佁䠓㟑朢?
㢘佩佁彾
㢹㎆ⳤ㢮朢ℎ䚷憲佁䠓㟑朢?
24%
48%
29%
14%
43%
43%
2㟑⁴ᾚ
2-6㟑
6㟑⁴ᾙ
2㟑⁴ᾚ
2-6㟑
6㟑⁴ᾙ
㞾▵㢒ℎ䚷㎆ⳤ䢇杫APP
㞾▵㢘梊䩐㹱䠓䜠㋽?
38%
62%
43%
57%
㞾䠓
㸡㢘
㞾䠓
㸡㢘
Interviewing 10 par cipants, 屚㈷䶰慿䲻ᾏ㲰㊮╦⎿剝⑤㟑䠓ㅒ㉔Ҹ
屚㈷䶰慿䲻ᾏ㲰刌⎿剝ㅒ概㟑䠓ㅒ㉔ ㄗ㊮⑤Ҹ
厗⫽䅏⑤Ҹ
㢘䮽彮ㅒ㢘棗䐏ᾏ灭憩䠓㊮孉Ҹ
ⶅⶅ䠓ㅒ徂ㄗㅺ虇䢮䠓㢘㎆―ⶅⶅ䠓䢮㊮Ҹ
ㄗ⫖ㆹ虇㊮孉⬌≞㢘↚䛿ヱ⢷利ⳟ婰⑤Ҹ
厗⫽╙㊮⑤Ҹ
屚⛞㈷㞾▵㢍伢㢘ⴘ剝䠓伢毦虚屚㈷䶰慿䜅㟑㉔㹐 扷₌ⱌⱌ⢷20懀⽵▂㟑ⵈ㞢㢘嗌姏㉔㹐虇䜅ᾚ抌㞾桱╊挺柱 䢚挺䚮虇㉔㹐⡃捜䠓ⱌⱌ梏嬐却〙ⴘ剝ᾏ䢃⎿彂㢗䉉㳱虖΅ 㢘ⱌⱌ䠓㉔㹐㵣悒ᾜ⡃捜虇⃕⁜梏嬐ㄔ⢷ⵅᾼⴘ剝Ҹ ΅㢘ⱌⱌ䥴懢卹⾀䠓汣幹㵣悒ᾜ⬌虇㏏⁴䥴懢㎆ⳤㄛ虇䱚⏊ 愼―⽴⃫⢷ⵅ婰䜅⋷分ⱌⱌҸ 㢘╊挺柱䢚―挺䚮㐤坴虇Ὶㄛⷀᾏ䢃却〙ⴘ剝䢃⎿彂 㢗䉉㳱Ҹ 㙣ㅒ榎⎿㏏⁴ⷀ愼―⽴⃫䜅↚⋷分ⱌⱌҸ ⡯䉉㢘㻐姏虇ⴽ侽╗槊俐虇㏏⁴ㆴ寉―⋸㲰虇⃞柱ⴘ剝 ᾏ⪸ⷀ㝸䚱䚮ᾚⶅⶅ―Ҹ
屚⛞㈷㞾▵㢍伢㢘ⶅⶅ㵣榟䚱㢮㝸㎥㟩䠓㉔ヱ䠓䑏㹐虇屚㈷ 䶰慿䜅㟑䑏㹐 㢘ⱌⱌⴘ剝坴֫⇫Ὶㄛ䱚⏊ⷀ䚮䚱―虖╵⪥㢘ᾏ⃜ⱌⱌ⡯䉉 ᾜ彛↡虇⃕㞾䜅ᾚ㸡㢘ᾜ厡㢜虇΅㸡㢘⪥≆虇㏏⁴ⷀ悤 ㆌ―虇Ὶㄛ╗㸡㢘⬌⬌₠ㇾⷀ厃⎉姏憐ㆴ寉虇䱚⏊ⴘ剝虇 ⃕㞾㸡㢘」⪸㫙㷃ⷀ䧃―ⷀ弤余惘柱䚮䚱Ҹ ΅㢘ⱌⱌ䚮䚱䠓㟑朢㵣榟㢮䠓㟩虇䳘ㄔㄗᾏ柲ⳟ儙㷃㏜䧃懁 姛䚮䚱Ҹ ⴘ剝坴ᾏ⇫Ὶㄛ欻ᾙⷀ䚮―Ҹ 亓唺䚮―ᾏ⪸Ҹ 卹⾀䠓䜞ㆌ憯㎟ⶅⶅ㕟㝸⎉䚮Ҹ
If we provide a product that can track your baby, how do you think ? 憨⫦ⳤ⯵厖剝⋡䚮䖕幖宙孏㾻䚱♐虇㈷孉ㄦ ㈷㞾▵梏嬐@
呴㢘ᾏ⫦ⳤ⯵厖剝⋡䚮䖕幖宙孏㾻䚱♐(㝈ⅎ㚫⿅虇 懸䚷㝋ⴳ⋶㎥㏅⪥)虇㈷孉ㄦ㞾▵劌⿺㎆ⳤⱌⱌ@
90%
10%
71%
29%
㞾䠓
ᾜ劌
㞾䠓
ᾜ劌
憨⫦ⳤ⯵厖剝⋡䚮䖕幖宙孏㾻䚱♐虇㈷孉ㄦ梏嬐⌆㢘♹劌@
22%
21%
18%
16%
16%
4%
1%
剝ㅒ概
ⴽ侽
ㅒ徂
姏⩢
剝⑤
汣䀺
⌅
憨⫦ⳤ⯵厖剝⋡䚮䖕幖宙孏㾻䚱♐虇憞懝佁彾㢜⑨ ╾㢃㜿幖宙虇㈷⾛㢪幖宙㢃㜿㝈ゞ@
憨⫦ⳤ⯵厖剝⋡䚮䖕幖宙孏㾻䚱♐虇憞懝佁 彾㢜⑨╾㢃㜿幖宙虇㈷⾛㢪幖宙㢃㜿槊䔖@
90%
10%
71%
29%
29%
卹⑤㢃㜿 Auto
㏚⑤㢃㜿 Manual
样㟑㢃㜿 Any me
6-8㟑 6-8 hours
1⪸1㲰 24 hours
屚⛞㈷㎆ⳤ㢮朢孉⎿ⳟⴽ㛅侽ᾜ㳲⿇㎥⌅䛿⿇䑏㹐虇㢘 ⃤╜㍘㎥埤䖕 㢘ⱌⱌ㢒䱚⏊ᾙ佁㥴寱⎴⁉䠓㉔㹐⁴╙埤䖕䠓㝈ゞ虇⢷″╘ 㵣卹⾀䠓㉔㹐Ҹ⃕㞾⬑㤫ⴽ侽ᾜ㳲⿇⎿㢘⎉姏䑏㹐―ⷀ㢒 弤余⎿挺柱ⷀ寉Ҹ 㢒㒐倛孏ҷ₠ㇾ虇呴㸡⌅䛿䑏㎥㒐倛ᾜ懸虇ᾜ㢒䐈⎴ⷀ 挺虇柳棭㒐倛ᾜ懸ⷀ㢒ⷀ挺Ҹ
⬑㤫挺柱挺䚮㔷圵㈷ℎ䚷▓䮽怺ㅒ䖕䡲㔶䚱♐虇㈷㢒刌╥ら 峿❝虚 ⬑㤫㢘杫⅑⎿剝⋡彮卹怺⇴う虇㢒冒㋽ℎ䚷 䢚梏㷑虇呴挺䚮テ㔷圵ⷀ㢒冒㋽ℎ䚷 㢒ℎ䚷 䢚㉔ヱ虇呴㢘梏嬐䠓尀
屚⛞㈷㢘⡯䉉㎆ⳤ军䐈⎴庋幆䠓䚱♐❝虚 㢘庋幆柁梊䩐㹱剛ㅒ虇弆〙Ὶㄛⷀ㢒拜㏃虇ᾏ䢃㒐倛 䰎㏃⎿彂㢗䉉㳱虇桥䋅䜇ヱ㞾䠋䚮⢷⎬㢮⛵Ҹ 䳕宧⤚梊勵虇⡯䉉㸡⎴䠓‚㉔㏏⁴ⷀᾏ䢃䚷梊勵Ҹ
呴刌╥ら峿庋幆䢇杫怺ㅒ䖕䚱♐虇槧㊞庋幆䠓▗䖕⊈㧋䵓⢜ ⊈㧋⪶亓3000-5000Ὶ朢虇弔懝ⷀᾜ冒㋽―Ҹ 庋幆1喻⁴⋶䠓⊈㧋㵣悒╾⁴帯㙣䠓弆Ҹ 2喻⋒⁴⋶䠓⊈㧋Ҹ
╹㢘幆ⳤ⯵懸▗䰎嗦䠓姲䏸Ҹ 㢘庋幆剝㛨概㮑ҷⱌⱌ㤤Ҹ
㢘庋幆剝㛨概㮑ҷⱌⱌ㤤Ҹ ㎥㞾䭮䚷䠓⊈㧋䵓⢜虚 䭮䚷䠓尀⪶亓200-500⋒0ᾏ↚㢗Ҹ 39
䭮䚷⏖⾛㢪⢷6000㢗⁴⋶䠓⊈㧋Ҹ
96
C
Persona 䔚⭟
ツ⭟
圪⭟
仟⯩3〃034㴁
仟⯩1〃028㴁
仟⯩2〃035㴁
分㫼䉉宼宗⾺虇䡽⏜⇫分⢷ⵅ₠ 檙ᾼ
ⵅ〼Ὴ⯵虇⋷分ⱌⱌ
⋻⑨♰
✫㊪㜿⫖䠓‚䏸
㝋➦寵ҷ␄㜿
Ⅼⴗ虇✫㳰䯸
✫㳰姏㒋ҷ懚⑤
㚬ҷ䊈橹ҷ佁彾庋䏸
庋䏸姏㒋ҷ㏚⽴坬
朚恙ᾙ▗㳰⸀棁䍮ҷ⎉⢚卹㝔 姛䜅㸨䠋ⴱ
㳟㻁10㝴懙)彮⢧*
⹖捛⺅墫㢗㝔姛
愵⋻ⴳ)洽ⶠ⎉⽽*
⽴⃫ⴳ)㚬㩩*0ⵅ婰
愵⋻ⴳ
⪩⁉凩檟ҷ㢚╚凩㢒
ⵅ婰0梊勵佩ᾙ懙㏁
ⵅᾼ
䲻ᾏ剝022懀
䲻ᾏ剝0䚮䚱ⴛᾘ↚㢗⋶
䲻ᾏ剝0桨剭剝0䚱ⴛᾘ↚㢗⋶
䲻5懀⡯尳橮圞⁐厃ⶠ捞嗌 姏虇余ㆴ厂挺柱ⴘ剝虇样ㄛ愼 ╊⽴⃫⢷ⵅᾼ棫檙Ҹ
䊰ⴘ剝伢毦
㔴慠䚱㢮㟑⢷ⵅᾼⴘ剝―ᾏ↚㞮 㢮虇ᾏ⇫㳱ⴘ剝ㄛ䱚⏊ⷀ䚮䚱Ҹ
㢮䚱㰱厖ℎ䚷䳕宧㢻宧撓ㅒ ㉔㝴宧Ҹ
㢮䚱㰱
㢮䚱㰱虇╵⪥ℎ䚷㏚㯮BQQ Ӂⲿ⋡厖㵜嬹ӂ亏撓Ҹ
捬ᾜ▛㟑㢮䚷ᾜ▛䠓Ⅼ⇴ 橮♐ҷⷉⶇ悒⪶䠓姲嫁ҷ柁惊 ⶓ姲䏸Ҹ
䳕宧⤚梊勵ҷ剝㛨概㮑
剝㛨概㮑ҷⱌⱌ㤤⁴╙ⲿ⋡ҷ 䚱⯵䚷♐)姏⩢宗ҷ㏧匈⿅*
✽䣋䢇㯮)2⎕) ᾏ去3c䚱♐(3⎕)
✽䣋䢇㯮)5⎕) ᾏ去3c䚱♐(3⎕)
ᾏ去3c䚱♐(2⎕)
iphone4sҷ䳕宧⤚梊勵ҷ 㧛ᾙ⤚梊勵
㠉㋶⤚㏚㯮ҷ䳕宧⤚梊勵
㠉㋶⤚㏚㯮ҷ䳕宧⤚梊勵
㎠㞾↚✫㳰㚬䠓⁉虇柳―⽴ ⃫虇㵞⪸柹⿺㑜䋶⃫ 亏撓㞾㢏朚ㅒ䠓ᾏ₅‚
㎠㞾↚≂伀䠓⾁⯩⯵⬂虇 䚮㻊䶰✽
₊⃤ⳤ⯵䢇杫䠓䚱♐䠕㢒⋗寤 ₿卹⾀䠓䚮䖕䑏㹐虇梏嬐ⷀ㢒 ℎ䚷虖ᾣ幊䚷ᾜ捜嬐虇䚱♐ 䠓㛗㤫䉉⊹⋗冒捞
Data accessibility
Service integra ng ability
Portability
S W
Portability
㜃▗㠉㋶㊮㾻婬僽厖梁䱾挺䟑㢜⑨ ⌋槶ℎ䚷冔ㅒ䖕厖拜㏃厡懸〵 䚮䖕幖宙│㟑䡲㔶厖䶰㞢◗䖍 懯䱾䋶崆㮰ゞら僽
O
⡯㍘ⶠⳟ⒥厖汧烰䚮䚱虇ⵅ〼挺䟑♐幹䠓嬐㷑㕟ⓖ ⪶捞䚮䖕幖宙㛅桕╾㕟K挺䟑䋶崆幖㜨〺䠓ら䱚 ⋔彂䠓䚱♐㚃ツㆶ虇㐏姢厖劌╾惘⤚
㎟㢻懝汧 䚱♐ⅰ広〵桲⁴㕟ⓖ 挺䟑⾑⧃桲⁴㑢ⷤ
T
䚮剁䔖ᾚ柜虇ℎ䚷冔摂㾪 䘿⨒⮐劔䚱♐ⅰ₊〵虇⬑處ⳤ⯵䜠㋽ҷ梊䩐㹱ҷ桀䭐 41 96
Pregnant mothers couldnâ&#x20AC;&#x2122;t be cared for instantaneously outside hospitals. The health care system canâ&#x20AC;&#x2122;t reach into homes.
Premature delivery is hard to foresee due to the unprofessional devices. Pregnant women get confused with these devices.
It is hard to no ce the signs of premature delivery, such as uterine contrac on and fetus heart rate.
Belt and App design for premature delivery With the appropriate suppor ng of novel belt dress design and a smart phone app to record the detected data, the related informa on are sent onto the cloud, health care system, to assist an establishing online medical care database and an emergency contact system, providing users and doctors the informa on about the baby.
43 96
Suppor ng belt
Sensor system
Control unit Device pocket
ECG sensing posi on ECG
Design Features: Detachable design allows ease of use when taking apart for washing.The ECG and EMG send the signals of uterine contrac on and fetus heart rate to the control unit, and then update to cloud database.
Abnormal warning
Emergency call bu on
Warning Mode When the supporÂ?ng belt detects an abnormal condiÂ?on in the fetus heart rate or uterine contracÂ?on, it vibrates and begins to alarm. At the same Â?me, the app warns the pregnant woman and her family. They can quickly press the emergency call bu on and call the doctor for help. Doctors would receive the signals and judge the situaÂ?on.
Opera on step
Bu on up the ECG pads.
Put the control device in the pocket.
Adjust the right sensing posi on.
Fasten the suppor ng belt.
Turn on the sensing device .
Family
Cloud database
Smartphone Healthcare pla orm
Doctor
Pregnant women A real- me physiological monitoring system of pregnant women provides pregnant women, family members and medical personnel, with a communica on plaÂorm of immediate medical care cloud. We employ the projected contrac on of the abdominal muscles (EMG) to conduct contrac ons frequency detec on, and non-invasive way of monitoring maternal fetal electrocardiogram (FECG) signal, to assess fetal heart condi on. With wifi wireless transmission, physiological informa on is sent to the cloud database.
ECG / EMG
App design and Belt design (LeÂ&#x2C6; page) The suppor ng belt monitors the fetus heart rate and uterine contrac on, and then transmits the signals to the cloud and App. A pregnant woman and her family can get her body condi ons through App. The green circle indicates the condi on of uterine contrac on, and the orange circle shows the condi on of fetus heart rate.
47 96
Interac ve toy design Designer: Petronella Nordmann, Szu-Hsin Wang, Melanie Wi g Child Culture Design MA level 1, Introduc on course/ year:2014 The task of this course is CURIOSITY. How can we as designers encourage curiosity? How can we enhance and support an explora ve playing situa on? What creates interest?
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-up ock
M
hib -ex Pre
s
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t g en rin pm r r uto t a o l n i ina ciety ve on ng m m i e o s r e e d o ts ts nd ’s ’s s Tut Ha Tex dren Tex dren il il Ch Ch
ry
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a ng Ide elopi v de
a Ide ision c de
ing ing tor tor r u u t t l ina on m ica s e n h ts nd Tec Ha Tex s Toy
p ho rks o lw de Mo
g rin uto
ry
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ng ork ori lw t a u T u up ivid Ind Gro
-up ock
M
i o
ib Exh
n
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ry
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h ic T
s
Ba
ry
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Explore
Interact
Interpret
Curiosity ‘’what if’’
Create
Curiosity Star ng with a vast research about curiosity, how it works and how it can be invoked, we soon moved on its basic principles of explora on, interpreta on, crea on, interac on and the ques on "what if".
Instead of making something the child can explore and be curious about, we decided on making a tool that aids the child in exploring the world and wan ng to find out more things about it. Idea Soon the idea of this tool turned into more of a friend and companion with its own reac ons and emo onal responses towards the things it comes across together with the child. This adds a social aspect since a friend is treated very differently from a basic tool, and the child also feels responsible since we decided to make the "tool" a small fox. 51 96
different emo on
Color
Different sounds different lights of tail p Easrs blinking in different ways
Playing by sensing color
HCI Model The FOX toy
touch to trigger Tac le
Child (4-7 years old)
Heart beats Feeling FOX is alive
Robin can also mix colours which might help the child to understand the concept of colours be er and gives it more things to explore. To find out about this feature, the children needs to move Robin from one colour to another one quite quickly. This changes the colour of the foxes tail to the mixed colour and he will react to that one. The heartbeat, the emo onal reac ons and the animalis c sounds should make the child think of Robin as a companion, so they will take be er care of him than they would of a simple wooden toy. Robin can be used in different ways at different ages, so he‘s a good toy for children between 4 and at least 7 years, and he‘s also not aimed at a specific gender. We chose this age group according to Piaget’s theory, in which in the 2nd - the preopera onal stage, children have strong magic thinking. We consider this group as the best users to play with Robin because they can use their imagina on to create their own story inside their environment and in this way to explore the world.
Storyboard
For both young and older children it could be an interes ng idea to use Robinâ&#x20AC;&#x2DC;s reac on to blue as an aid in going to sleep and having his tail light as a night lamp. 53 96
Fabric tes ng
Final prototype - Robin
Curiouss Natural
Ac ve
Fox is a symbol curious animal.
3D simula on
CNC
Arduino tes ng
For the younger ages there could be s ckers coming with Robin so the child can make its environment more Robin-friendly and know where to start with its explora on. But the s ckers are very likely not necessary for the older age groups.
Letâ&#x20AC;&#x2122;s explore your world with Robin!
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- sound creator Child Culture Design MA level 1, year:2014-2015 DEMCD1 - Course: the construc on of Childhood: 30 HEC´s SF - Sara Förbom Sub course: Homo Ludens: 15 HEC´s
r ou dt at e d i ram us g Gu hus o f urh l pr n o ltur ica Kult c o rg Ku g u o g ag ber rod be Int ns Å Ped ns Å o o Alf Alf le t en yab Pla ironm v en
ork lw a u ” ivid nal Ind y sig a “Pl
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on
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ne
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Play signal What’s the play signal in this project? The defini on of the signal itself from Oxford Dic onary describes signal as follows; Signal is a gesture, ac on, or sound that is used to convey informa on or instruc ons, typically by prearrangement between the par es concerned. (Retrieved from: h p://www.oxforddic onaries.com/defini on/english/signal) Thus, play signal is like a clue that you know you can play and how to play spontaneously without any instruc ons. And what kind of toy has a strong play signal? In my project, I found drum s cks could be play signal. A er tryout with children, indeed, it has a strong play signal which is not difficult to connect to the ac vity – making sounds! Consequently, playing with sound become my central concept in this project.
Alfons Åbergs Kulturhus and Daily Life Philosophy I got the inspira on from Alfons Åbergs Kulturhus a lot. When we conducted observa on during the first visi ng, I found this playful environment was quite noisy. Children played with toys while making sounds like taking toy pots and hi ng on the table, or throwing plas c dolls on the ground which. Actually, they really enjoyed that and had fun. And we also know that this world is composed of many kinds of materials. Besides, it’s important that we got the experience from environment since we born. And we know that children learn things by playing which is an important part of their life. So I took sound as an entrance to my project and used different materials to make sounds in different ways.
av r “S a in ” Sem dren il Ch
e ssu al i n i c e Spe hildr c of
the ve
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n
ng ori Tut r you s ’ at al? Wh sign y pla
cs an m Se e“ urs rm” o C o dF an Ba
s
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ory
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ck
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nd ta Tes on va ser ob n sig De rm fi con
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at on hus a t ur sen Kult e r g al p ber Fin ns Å o Alf nd na o lua n Eva ussio n c s i o d nta e cum Do 59 96
Why/ how is sound so important to children?
Interac on
Purpose
User
toy / my design
•
Children
How do they play?
• •
eyes
ears Uncertain unpredictable
hands
• •
Experience their environments, ex. Alfons house, home, kindergarten etc. Explore their daily life Play toys in different ac on(find various way to play) Find the endless fun Make different sounds
the s o arrange
From pedagogical perspec ve • Enhance different kinds of sense. • Building children’s mental model and strengthen the connec on to their life.
wood (ma
plas tic lid
Observa on And Try-out
From children’s perspec ve • Fun • Experimental play • I want to create/explore something
In this project, I want to make toys (or tools) for children to play with sound and create various sounds by interac ng with different objects and environments, unlike playing piano toy or ordinary flute. With my design, I expect this can encourage children to know the environment where they play, like Alfons Åberg Culture House, their home even kindergarten. Furthermore, they can get experience from their ordinary life to know the connec on with different materials, shapes and form. And find the endless fun in their lives.
metal can
1. beat the drum s urface and figure out the different pitch. 2. and try to find the lowes t and highes t pitch
play with s ound in a different way (with different material drum s ticks )
3. to ''s ee'' the s ound by different media.
to ''s ee'' how does s ound comes from experience the s ound not only in aural but als o in vis ual
4. follow the animal image and create more fun. drum s ticks
1. bouncing ball 2.wood ball
des ign concept
s hape
drum
purpos e pattern
ound object ed in order.
market material
ain)
us ibility others
dimention
DindinDondon It's a toy that can let you experience s ound in different way.
des ign feature
ordinary box s ize 30x30
Hexagonal Octagon
P olygonal
lands cape pattern becaus e this does n't have meaning for children
is it more eas ier for children to recognize than abs tract s hape?
components that you can ''s ee'' the s ound
mus ic book
s quare
animals pattern
double s ide drum
s mall table 40x40
circle
maybe can create a s tory?
a cas e/container which can attach on the drum s urface and s ee the vibration.
you can play with s eeds , rice and water, to s ee the different vibration on different media. like a image card that younger children can follow and play us e cute animal image to replace the note, maybe this can create more fun and gain confidence through play give them s omething can practice
I use mind-map to structure my project in the beginning and also for finding the main goal to follow. Later on, visualizing ideas by doing lots of mock-ups and choose which idea can be developed more and deeper. When I determine my project clearly, using sketches to design the forms, shapes and the way of playing. At this moment, the scope of this project could be expanded again and become vague. However, I can use evalua on in different criteria, such as “play signal”, “fun” and so on. I can also use the lo-fi prototypes for finding the project direc on, trying-out with children to see which idea has the most strong play signal and endless fun. A er evalua on, redefining and adjus ng concept several mes before entering into hi-fi prototype (final prototype) process. During this project, I can take an observa onal survey to see the real interac on with children. Using market research and reading different kinds of literatures to support my project.
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Dingding Dongdong “Dingding Dongdong” is an onomatopoeia in mandarin which means objects dropping or hi ng together and make sounds consequently. With this toy, children can experience sounds in different ways, like hi ng different drums, scratching the fantasy creatures’ pa ern. Each drums ck has different features which can trigger different sounds on different drum surfaces. Besides, children can use the special drums ck to trigger specific sounds in specific areas and encourage them to try more spontaneously. When children hold different drums cks in the same me and play on the drum, they can get the different sounds of materials and the feedback of vibra on passing from s cks. In this case, they can feel the difference between two materials and gain the experience.
The drum s ck The play signal of this project is “drum s ck” which has a strong connec on to sound. When you see it, you will know how to play immediately without any instruc on. I provide more than one pair of drum s cks in order to encourage children to play together, share with each other and create more fun. The fun factor of this project is that children need to try different drum s cks, each one can make dis nctly different sounds. When you hit the drum with the wooden one, you can feel the sound of hard. If you take the cork one, you can feel the sound is lower than the wooden one. On the other hand, if you use the one with a bouncing ball, you can feel the strong vibra on and it creates warm sound which is las ng longer than others. The most special one is cork with magnets, which you don’t need to hit the surface but s ll can make sounds. When you use that drum s ck approaching to monster’s mouth and boy, it will trigger sounds which are out of your expecta on.
There were different “fantasy creatures” on the drum surfaces and each creature can make different sounds because of the hidden materials under the surface. The reason that I didn’t choose animals as drum pa ern is the context while children playing. Animals are always being a good way when it comes to toys. However, in this case, it becomes like hi ng animals, the sounds we make in by the drum doesn’t have a strong connec on to animals. So I try to design fantasy creatures for this project, finding the balance between abstract and animal’s pa ern.
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Three drums The drum set is composed by three parts, and each part has different feature of sounds depending on the material it made from and the size. Three main bodies are made from wood but hidden parts are made from plas cs and different kinds of metals which can be triggered by special drums ck. Three drums are designed in different shapes which children can arrange by themselves. The special angles offer the metaphor that you can place them along the edge and crate arrangements. The size of the drum also has effect on the way you play. The large and medium one which you can play on the ground and use drums cks hi ng top surface. And the small one is light enough that children can play both on the ground and hands. Furthermore, you can not only play on the top surface but also waving surface on the side with scratching movement.
Visual Balls At the point of pedagogical view of this project, children can get the feedback by auditory sense as well as visual. Children can put the visual ball on the drum surface. When they hit the surface, they can see seeds, rice jumping in the ball. This ac vity has a strong connec on to Alfons Åbergs Kulturhus’s experimental ac vity. Children have to try different parts of surfaces and different visual balls, so they can see the difference results of materials as well as the size of the drum. On the other hand, for elder children (around 5-7 years old), they might figure out the rela onship between sounds and vibra on. For younger children (around 4-5 years old), they can get the experience of controlling strength to see the jumping materials in the visual balls.
Storage The issue of storage had been taken into account as well. You can put the drum s ck back to two sides of the biggest drum. Since the size of holes are signals for children to fit the drums cks. Final try-out and result During two days of exhibi on in Alfons Åbergs Kulturhus, that’s a chance to meet different children at different ages to see how well they interact with this toy. Mainly, children came during these two days are in the younger age group (some of them just know how to walk). It’s a li le bit hard for them to explore drums and create music. But you can s ll find out the drum s ck is a play signal for them even they just bit as hard as they can. The other interes ng thing is that younger children like the bouncing ball drums cks rather than magnet one due to the direct feedback. This feedback pushes them to hit the drum spontaneously and con nuously. 65 96
Joiiup icon for Apacer Technology Inc. 3D Icon design for Joii up smart TV / 2012-2013
There are three different types of icon design. One is 3D-style icon design. The most difficult part is all the icon should be designed in the same perspec ve and selected color. If I donâ&#x20AC;&#x2122;t keep in the same perspec ve and color, this series of icons might lacks of consistency.
Photo
Se ng
Share Files
Music
Movie
No ce Board
JoiiUp Box
Google Play
Web Radio
Web TV
Friends List
Weather
Web Printer
C00 M00 Y00 K50 C00 M00 Y00 K30 C42 M00 Y97 K00 - main color C30 M00 Y80 K00 C00 M51 Y91 K00 C00 M20 Y90 K00
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Joiiup icon for Apacer Technology Inc. 2D Icon design for Joii up smart TV
flat Icon design for Joii up mobile phone App / 2012-2013 The 2D-style icon was required to design in two colors. So I tried to use highlight and shadow to enhance the contrast of icons.
Music
Video
Photo
Web Radio
Friends List
Share Files
Joiiup box
Se ng
No ce Board
Weather
Web Printer
Web TV
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Google Play
Music
Video
Photo
Web Radio
Friends List
Share Files
Joiiup box
Seツ地g
No ce Board
Weather
Web Printer
Web TV
Joiiup icon for Apacer Technology Inc. 2D Icon design for Joii up smart TV
flat Icon design for Joii up mobile phone App / 2012-2013 This 2D-style icon was required to design in line-style. I tried to keep it as simple as possible, but s ll recognizable. In this design project, I applied their business color into icons. Try to make this series, vivid and fun.
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WiFun x Apacer Technology Inc. Graphic User Interface design / year: 2013
Logo design I merged fun colors as follow into this logo. Furthermore, I enhanced the image of wireless which is the core value of this applica on - Organizing your files in wireless way!
C00 M00 Y00 K50 C00 M00 Y00 K30 C42 M00 Y97 K00 C30 M00 Y80 K00 C00 M51 Y91 K00 C00 M20 Y90 K00
File
Music
Photo
Video
Document
Se ng
Main-Menu Icon Design
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On the main page, this applica on provides 6 func ons to organize your files in the smart phone. Following the trend, I designed icons in linear style which can make GUI looks clear and simple.
Tools Bar icon design
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I designed the interface flexibly for different devices as well as the structure of APP. On the iPad (or tablets), you can reach main func on just by sliding leÂ&#x201A; side. On the mobile phone, due to the limited space, you have to go back to the first page to reach the main func on.
By the way, this applica on is already available on the App Store and Google play. The best thing is free of charge! Get it on & 79 96
Logout from J-Box
Joiiup for Apacer Technology Inc.
JBox 01
Graphic user interface design for Joiiup in android system and iOS system
JBox Spa
Private Spa
Style one (selected) 2012-2013
Public Spac J-box Space
J-box information
SD J-box Sharing
Welcome page
My mobile
USB
J-box Memo
Login J-Box
Login page
xindy
Welcome to ID
I post a memo o JBox01.
xindy Password
UserA post a me
*******
on JBox01.
Log in
Welcome to joiiup
Cancel
Forget
UserB post a me on JBox01 .
I post a memo o JBox02.
Selected Search/Filter mode
ace ....... ......
ace
ce
on
emo
emo
on
Search/Filter mode ....... ... ...
Unselected Selected
Unselected
Sharing 10/10 J-Box2 shares a file to J-Box01. User A invites you to join Jbox02. User A shares a file to user B. User A accepts your friend eequest.
Public Space
New Sharing To T o:
....... ... ...
Title01: JBox02 shares a file to JBox01.
Folder Name
JBox02 shares a file to JBox01.
Folder Name
Sharing File
Folder Name Folder Name File Name File Name
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Joiiup for Apacer Technology Inc.
Graphic user interface design for Joiiup in android system and iOS system (unselected) Style two (dark) & style three (bright) 2012-2013
Welcome page
Main manu
xindy
Welcome to ID
Log out
I post a memo on JBox01.
sdjkfh
Password
UserA post a memo on JBox01.
Log in Welcome to joiiup
Cancel
Forget
UserB post a memo on JBox01 . I post a memo on JBox02.
List manu
Bright version
Welcome to ID
sdjkfhaiuf
sdjkfh
I post a memo on JBox01.
Password
UserA post a memo on JBox01.
Log in Cancel
Welcome to joiiup
Forget
UserB post a memo on JBox01 . I post a memo on JBox02.
83 96
Joiiup for Apacer Technology Inc.
Graphic user interface design for Joiiup in android system and iOS system (unselected) Style four (gray) & other pages 2012-2013
Welcome page
Main manu
Welcome to
sdjkfhaiuf
I post a memo on JBox01.
ID sdjkfh Password
UserA post a memo on JBox01.
*******
Welcome to joiiup
Log in Cancel
Forget
UserB post a memo on JBox01 . I post a memo on JBox02.
List manu
Main manu styles
sdjkfhaiuf
Log in
sdjkfhaiuf
sdjkfhaiuf
sdjkfhaiuf
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An applica on help you to find a parking space immediately. Technical designer: Dennis Chen, James Liu, Ivan Chiou UI designer: Szu-Hsin Wang, Yu-Chang Huang
5
year: 2013-2014 1
SPEC defini on
Problems we found
4 Technical SPEC
Flow Chart
Idea on 1)⢷㐍⇫恙⃜㟑䊰㹤䥴懢抿慠⾆懢㞾 ▵㢘䰉⃜╾⁴⇫Ҹ
6
3 Brainstorming 5 person a group
Prototype (Wireframe) 2 2)⢷㐍⇫恙⃜㟑▛㮲䊰㹤䥴懢染慠㞾 ▵㢘⁉嬐桱朚虇╾⁴㔴㏚⇫恙⃜Ҹ
Exis ng product survey
7 Discussion & adjust
8
9
10
Prototype LFP
Discussion & adjust
Prototype HFP
Layout Design
Func onal SPEC
Icon Design
Logo Design
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Usage scenarios
Request!
If you want to find a parking space.
You can use “Parking partner’’ to find out a parking space immediately.
Yah!
I’m going to leave.
You can check is there someone going to leave. And tell the person that you need the parking space.
Free space! Thank you
You can also select the informa on you want by using filters.
Contac ng each other by Parking Partner, the APP will show you the direc on.
Got points!
When you finish parking and feel great, you can give the person a "like". The system will give points as reward for change into parking coupon.
If there is nobody going to leave, APP will show you the payable parking lots instead.
If there is nobody going to leave, APP will show you the payable parking lots.
Got points!
Iâ&#x20AC;&#x2122;m going to leave. Free
If you leave while nobody need the space.
You can report func on to tell system informa on of this parking space in order to get points.
When you finish report, you can get points for next parking.
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Welcome page
New message
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If you like my works, please contact me!
wangszuxin@gmail.com
+886.905-726096
New Taipei City, Taiwan.
szu-hsin-wang
岬岬㈷- Thank you, Tack så mycket !