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第五卷 第一期

A Study on the Detection of Semantic Discontinuity between Product Expression and Consumer Perception of Appare

Abstract
Many studies have investigated the semantic difference between designers and consumers in the last decade, but there are few studies on the key vector for semantic discontinuity detection of the product. We interviewed three apparel designers and developed a questionnaire with six different elements. The questionnaire was randomly distributed to 30 consumers, Kappa coefficient does the questionnaire analysis. The results of the study indicate that consumers are more likely to perceive the semantic continuity with a designer's physical product than photography. The results provide a way of effective communication with consumers for designers and allow setting the goals for the intended semantic expression in design, decision-making, and establishing the basis for good communication between designers and consumers in the fashion industry.

Keywords: Clothing code, semantic discontinuity detection, communication

Internal Incentive Mechanisms for Crowdsourced Participants in Creative Design Tasks

Abstract
Growth in crowdsourced web platforms has produced a wide variety of opportunities for matching skills with employers. Participants in crowdsourcing systems are experiencing an increasing degree of choice and control over the tasks available to them. If requesters can correctly determine a participant’s internal incentive mechanism, they will be more able to configure and assign tasks. Correctly configured and assigned tasks will result in improved outcomes from crowdsourced creative design projects.
This paper presents the results of a survey concerning crowdsource participant opinions on internal incentive mechanisms during the completion of creative design tasks. A survey was issued and consisted of four primary dimensions of internal motivation: entertainment, personal development, humanitarian, and status. Pearson’s Correlation coefficient and linear regressions were used to analyze the data and it was found that entertainment, was the most important dimension for participants to experience a feeling of reward. Gamification and fun appeared to be driving the primary incentive effect within the entertainment dimension.
Keywords: Crowdsourcing, Creative design tasks, Internal incentive mechanisms

Prioritization of Design Innovation Value Indicators for Sustainable Ceramic Crafts

Abstract
Researchers are becoming increasingly aware of the importance of sustainability in the design and craft context. Craft products always have a maker, the presence of which is linked to sustainability. Craft practitioners must not only produce special artefacts to achieve business success, they must also be aware of sustainable production methods, information technology, ethical considerations, and ecological concerns. Ceramics have especially high prospects for design development and sustainability. Traditional ceramic crafts have substantial cultural and product value and innovative significance in contemporary design. Based on the perspective of design-driven innovation, this study prioritizes value indicators in order to provide craft practitioners with a powerful tool for making investment decisions and developing precise and effective strategies for sustainable ceramic crafts. The results of the analysis show that the five main value criteria for sustainable ceramic crafts are: aesthetic, functional, cultural, economic, and emotional.
Keywords: Ceramic

科技大學室內設計系色彩學教學方法與

摘要
目前國內科技大學室內設計系色彩學課程的教學法,大致可分為三種類型:一是併入設計課的實作法,二是以講授教學為主的講授法,三是講授輔以實務操作的講授/實作法;不同的教學方法對於色彩學習成效是否產生差異,是本研究企圖探討的課題。透過色彩學力評估測驗卷,進行學習成效評估,總計回收174份做為分析的基礎。研究成果可歸納出以下三點:1、講授/實作教學法,在四大專業核心之學習成效上,整體而言相對較佳,顯示學理透過實際的操作,能深化學習的理解度。2、以講授法為主的教學,在學理知識的表現上較為均衡,但與實務應用相關的學習成效明顯較弱。3、實作教學之受教學生雖然在應用面相對熟稔,但學理的學習與前兩者有較大落差,表示系統性、結構性的教學,對色彩學理之學習具有重要性。
關鍵詞: 色彩學、學習成效評估、教學方法

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