OMUSE

系列互動椅

起名於amuse/ 遊樂,是以遊樂場為主題所設計的一系列互動椅子。我們分析遊樂場帶給人們的感覺及元素後設計一系列椅子,探討並記錄觀展者使用椅子的方式。我們不完全預設使用方式,不同於一般設計語彙強調 affordance - 加入限制讓使用者能照著設計師預設的操作方式。我們想要讓使用者自己決定物品的使用方式,創造自己覺得跟物品合理的互動方式。

Named after “amuse”, OMUSE is a series of playground-themed interactive chairs. We designed with the feeling and elements analyzed to be representative of playgrounds, aiming to discuss and record the way people interact with the chairs.

互動/參與式設計/家具設計

設計概念
Design Concept

我們希望在能達到家具最基本功能性的前提下,以互動元素為切入點進行設計。
蒐集資料後發現,多數家具都是以機能性作為設計考量,除兒童家具外很少以互動作為主要切入點。但我們認為人跟物件之間的互動很重要,因為設計師心中所預設的未必會是使用者的真正使用方式,物品雖然有他自己的預設用途,但要怎麼使用仍然取決於使用者。

We hope to design with interactive elements as the starting point under the premise of achieving the most basic functionality of furniture.
We found that most of the furniture is designed with the function as the design consideration, with the exception of children's furniture, which rarely takes interaction as the main point. However, we believe that the interaction between people and objects is very important, because the way the customers use the products may not necessary accord with designer’s thought. Although the object has its own preset purpose, how to use it still depends on the user.

設計主題
Theme

我們選擇遊樂場做為設計主題,因為它是最多互動的地方。抽取遊樂場的感覺及元素後,發想測試不同結合元素和家具的手法。

We choose  playground as our design theme as it is the most interactive place. Extracting the feelings and elements of the playground, we tested different ways of combining elements and furniture.

我們的作品並非只由設計師設計,而是由所有觀展者一起完成。希望能記錄並觀察使用者與這些椅子的各種不同互動方式,並和所有觀展者分享成果。

Our works are not designed only by designers, but by all visitors. We hope to record and observe the various ways users interact with these chairs and share the results with all visitors.

設計師
Designers

林祐謙
Yu-Chien, Lin

程郁雅
Yu-Ya, Cheng

江承旭
Cheng-Xu, Chiang