Since the technology of ubiquitous computing has pervaded everyday applications, it makes people overloaded with redundant information and emotional feedback. We wonder how these various and overloaded information could be presented by means of existing emotional form, for example, the historical experience, habit, faith, and ritual that are often thought as everyday behavior to inherit meanings. By employing augmented reality, social computing via Internet, and crossing the boundary of time and space, this project explores whether the pleasurable sense of multiple dimension could be delivered with the media of everyday objects.
In the coming years, this research will further explore methods and procedures of pleasurable design. Moreover, we will use contextmapping method at first, summarize issues of social interaction patterns, propose applicable archetype to develop, and then apply in designing everyday objects. Connected by large quantity of social interaction on Internet, thus it will enable the possibility of social communication by presenting the mixed interaction of virtual world and physical world while transmitting messages in social software in real-time.
This project will also explore how people perform social interaction by using everyday objects, and how people feel pleasurable by mixing virtual and real world. Instead of employing traditional interface of communication, we are planning to find novel vocabulary of communication. Practicing social interaction in daily life by integrating everyday behavior and surrounding context, the pleasurable experience of interaction fluency would be enhanced.

Keywords: interaction design, augmented reality, virtual reality, pleasurable design, everyday object, social computing, internet of things.


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