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    # Future progressive of Design: for experience and interaction - 江逸情 Chloe Jiang, Daisuke Sakai, 郭正澔 Nelson Kuo 會眾共筆 {%hackmd D_yXRZ3kQuiR5RjV0P_kPg %} > 請從這裡開始 ## 會如何結合科技去創造好的體驗? #### SaKai 1. 十年前iphone剛產出,硬體跟軟體的設計是分開的,有名的設計師再交給軟體工程師...(waterfall)。導致問題是東西很難用,但外型很帥,iphone時代軟體跟硬體結合在一起。 接下來的時代,工程師與設計師互動會越來越密切。 1. 現況,科技人與設計人喜好與愛用的東西有差異,這樣對使用者來說是負面的,因此會就會更多的碰撞產生。 #### Nelson 1. 擺機器人不代表提供好的體驗服務。 2. Smart office- 用APP開門。用戶訪談時,發現沒有那麼容易(開手機->找藍牙綁定) -> 應該要了解真正要解決的問題(e.g.效率) #### 孟芝 1. 好的體驗其實不需要科技 2. Gateaway- 山上空屋,讓人遠離開季。 #### 宋恆 1. 新的科技可以創造新的感知經驗 2. ARVR也是因為高效能的科技後才有其可能性。 ## 如何創造設計的亮點? ### 宋恆 1. 自己也在找答案。 2. 結構重組加新規則。 3. 拳王理論:如何當世界拳王? 不一定打得贏他,連拳王都可以認同的亮點- 但有自已的亮點。 ### 孟芝 1. 跟別人不一樣。 2. 盡量不要用模板。 ### Nelson 1. 回歸到人。 2. 80-90%透過理解人去切入。 3. 觀察用戶對於服務/場景的情緒,了解高低點。可以設計服務來解決低點。 ## 如何評量“好”的設計? ### 孟芝 1. 技術.設計.概念.點子的因素。 2. 簡單很重要-對用戶與使用者可以簡單應用你的設計產品。 ### Nelson 1. 好的設計不只解決客戶,還需要解決商業問題。 ### Sakai 1. Teamlabs會做一些嘗試,設計上會讓大家身歷其境(prototype),再去討論。e.g.空間設計會設計模擬室。 ## 請教孟芝,如評估自己創作是否好?創作跟商業作品是否有區分。 1. 創作就是要有強烈個人風格。要自己跟大家不一樣。 2. 商業上是服務大眾,就要符合大眾的目標。 ## Nelson coworking sapce的專案分享 1. 地產公司,有一些閒置空間。 2. 中國每個一省份的結構,喜好差異很大。上海:空間環境要求高,傢俱的品牌。成都:在意基礎功能,有辦公室可以認識人以及夠便宜。 3. 汽車品牌(三四線城市), 用戶不在乎體驗,只需要車子跟乾淨就好。 ## 孟芝專案分享 1. http://www.dear-data.com/theproject 2. 如何表達中心思想更重要。 3. 不一定要用library. ## Sakai分享公司影片 1. https://player.vimeo.com/video/260246565 ## 文化對於設計的影響? ### 宋恆 1. kkbox想要在台灣街頭放鋼琴,讓大家跳舞。 2. 後來是彈琴可以出現一幅畫。 ### 孟芝 1. 很少有留白.緊湊 2. 顏色:彰顯個人特色 ### Neslon 1. 支付寶功能對接,因為歐洲人覺得手機是不安全的東西,因此無法上線。 2. 中國習慣用瀏覽網頁去看奢侈品,所以期待更多細節的圖片以及更多真實場景的圖片可以增加engament。 3. 中國小額付款使用支付寶,朋友付款用wechat ### Sakai 1. teamlabs小案子,製作同一個作品去世界巡迴,在不同國家會有不同的反應。 ###### tags: `#FEDC2018`

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