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題名 結合電子電路與觸控平板之原型設計工具
Designing a visual programming toolkit for prototyping electronics with mobile devices
作者 林廷達
貢獻者 余能豪<br>張寶芳
Yu, Neng Hao<br>Chang, Pao Fang
林廷達
關鍵詞 電子電路
互動設計
原型製作
圖型化編輯器
開發工具
electrical
interactive design
prototyping
visual programming
Toolkits
日期 2013
上傳時間 1-Oct-2013 13:45:42 (UTC+8)
摘要 近年互動設計、產品設計、設計思考等學門,無不重視原型設計,透過使用者快速的測試回饋,反覆修正,使產品更符合使用者的需求。如今科技產品不斷推陳出新,與無所不在運算的普及,科技產品以及感知互動的服務與日俱增;設計團隊須了解電子電機相關技術,以完成各種測試原型。但對於一般的設計師而言,必須額外費時學習電路設計、焊接與程式設計等專業技術,已成為原型製作的一項門檻。
許多研究學者注意到這樣的需求,針對不同的使用族群發展各種電子電路創作工具,希望降低互動產品的創作門檻,舉凡Arduino、Phidgets與Gadgeteer等,但使用者仍須具備基本電路知識或參與訓練課程;近兩年推出的Littlebits與Atoms選擇捨去電路設計、焊接與程式設計的過程,讓沒有電子電路經驗的使用者也可輕易使用,卻降低了創作時的彈性,侷限了原型製作的變化性。
本研究將針對非電子相關背景的設計師,設計一套電子電路創作工具 「Rapid Prototype」,藉由分析過去電子電路創作工具的使用族群與設計思維,結合電子電路物件與智慧型載具,設計一套圖型化編輯器,透過物件順序的編排,及物件行為的選擇,快速製作出原型產品,降低設計師學習門檻及提昇創作自由度。
本研究原型設計工具,有以下功能:
• 增加智慧型載具的支援:智慧型載具提供圖型化的編輯器與電子電路互動模組結合增加製作彈性。
• 降低學習門檻:降低電子電路相關知識需求,且透過圖形化編輯比傳統程式語言更容易學習。
• 擴展創作空間:核心物件與行動載具無線溝通,減少距離限制。
• 分析使用經驗:分析使用者在電子電路互動模組的使用經驗與操作,作為未來電子電路原型製作工具的參考。
As the demands for interaction design with electronics increase, it is necessary for design groups to understand the technology related to electronic and electrical engineering in order to produce different kinds of prototypes. However, there is a large gap between concept design and prototyping. Designers have to spend a lot of time to learn electrical circuit design, welding, programming, and other professional skills.
More researchers have noticed the aforementioned demands and have thus developed various creative tools for use by different groups working in this field in the hopes of lowering the degree of creativity required for interactive products. This has already been seen in Arduino, Phidgets, Gadgeteer products and so on. These toolkits are target on developers that have basic knowledge on electronics and programming. In the last two years, meanwhile, Littlebits and Atoms have decided to abandon the need for designing electrical circuits, welding, programming, and other sophisticated processes. Instead, they have opened the way for young people to be able to use their tools easily, despite the fact that doing so has also limited flexibility in terms of the creativity and variability of prototypes. In this thesis, we present RapidPrototype: a tool for designers without electronic engineering backgrounds and programming skill. By using RapidPrototype, users can transform their creative ideas into a workable prototype easily and quickly. In addition, the study sought to determine how RapidPrototype combines with electronic and electrical circuit objects, visual programming toolkit, and tools that practically meet designers’ demands to enhance the degree of freedom in terms of creativity and lowering the basic skills demanded.
參考文獻 Alice, (2003) Retrieved 2003, from http://www.alice.org/index.php.

App Inventor, (2012) Retrieved 2012, from http://appinventor.mit.edu/
explore/.
Asgar, Z., Chan, J., Liu, C., & Blikstein, P. (2011). LightUp: a low-cost, multi-age toolkit for learning and prototyping electronics. In Proceedings of the 10th International Conference on Interaction Design and Children (pp. 225–226). New York, NY, USA: ACM.
Banzi, M., Cuartielles, D., Igoe, T., Martino, G., Mellis, D., & Zambetti,
N. (2005). Retrieved 2010, from http://arduino.cc/.
Bdeir, A., & Rothman, P. (2012). Electronics as material: littleBits. In Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction (pp. 371–374). New York, NY, USA: ACM.
Cubelets, (2012) Retrieved 2012, from http://www.modrobotics.com/.

Elenco® Electronics, (2012) Retrieved 2012, from http://www.elenco.
com/.
Fourney, A., & Terry, M. (2012). PICL: portable in-circuit learner. In Proceedings of the 25th annual ACM symposium on User interface software and technology (pp. 569–578). New York, NY, USA: ACM.
Greenberg, S., & Fitchett, C. (2001). Phidgets: easy development of physical interfaces through physical widgets. In Proceedings of the 14th annual ACM symposium on User interface software and technology (pp. 209–218). New York, NY, USA: ACM.
LabView, (1986) Retrieved 1986, from http://www.ni.com/labview/zht.

Lego, (2006). Retrieved 2012, from http://mindstorms.lego.com/en-us/
Default.aspx.

Lily, (2012) Retrieved 2012, from http://www.lilyapp.org/.
Millner, A., & Baafi, E. (2011). Modkit: blending and extending approachable platforms for creating computer programs and interactive objects. In Proceedings of the 10th International Conference on Interaction Design and Children (pp. 250–253). New York, NY, USA: ACM.
OpenHCI, (2012). Retrieved July 6, from http://www.openhci.com/.

PureData, (2010) Retrieved 2010, from http://puredata.info/.
Resnick, M., Maloney, J., Monroy-Hernández, A., Rusk, N., Eastmond, E., Brennan, K., … Kafai, Y. (2009). Scratch: programming for all. Commun. ACM, 52, 60–67.
Rosenblatt, M., (2012). ATOMS Express Toys. Retrieved November 18,
2012, from http://www.kickstarter.com/projects/atoms/atoms-express
-toys.
Schweikardt, E., & Gross, M. D. (2006). roBlocks: a robotic construction kit for mathematics and science education. In Proceedings of the 8th international conference on Multimodal interfaces (pp. 72–75). New York, NY, USA: ACM.
Seeed Studio, (2010).Retrieved 2012, from http://www.seeedstudio.com/
depot/grove-starter-kit-p-709.html.

SynthMaker, (2007) Retrieved 2007, from http://synthmaker.co.uk/.

Villar, N., Gilleade, K. M., Ramdunyellis, D., & Gellersen, H. (2007). The VoodooIO gaming kit: a real-time adaptable gaming controller. Comput. Entertain., 5. doi:10.1145/1316511.1316518
Villar, N., Scott, J., Hodges, S., Hammil, K., & Miller, C. (2012). .NET gadgeteer: a platform for custom devices. In Proceedings of the 10th international conference on Pervasive Computing (pp. 216–233). Berlin, Heidelberg: Springer-Verlag.
Wu, K.-J., & Gross, M. D. (2010). TOPAOKO: interactive construction kit. In CHI ’10 Extended Abstracts on Human Factors in Computing Systems (pp. 3619–3624). New York, NY, USA: ACM.
Zicarelli,D., (2003).Retrieved 2012, from http://cycling74.com/products/
max/.

小林茂著,許郁文譯(2012)。Prototyping Lab「邊做邊學」,Arduino
的運用實例。臺北市:馥林文化。

吳冠穎(2009)。互動設計輔助學習套件。未出版之碩士論文。國立交
通大學建築研究所,新竹市。

提姆.布朗著,吳莉君譯(2010)。設計思考改造世界。臺北市:聯
經出版公司。
描述 碩士
國立政治大學
數位內容碩士學位學程
100462005
102
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0100462005
資料類型 thesis
dc.contributor.advisor 余能豪<br>張寶芳zh_TW
dc.contributor.advisor Yu, Neng Hao<br>Chang, Pao Fangen_US
dc.contributor.author (Authors) 林廷達zh_TW
dc.creator (作者) 林廷達zh_TW
dc.date (日期) 2013en_US
dc.date.accessioned 1-Oct-2013 13:45:42 (UTC+8)-
dc.date.available 1-Oct-2013 13:45:42 (UTC+8)-
dc.date.issued (上傳時間) 1-Oct-2013 13:45:42 (UTC+8)-
dc.identifier (Other Identifiers) G0100462005en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/61195-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 數位內容碩士學位學程zh_TW
dc.description (描述) 100462005zh_TW
dc.description (描述) 102zh_TW
dc.description.abstract (摘要) 近年互動設計、產品設計、設計思考等學門,無不重視原型設計,透過使用者快速的測試回饋,反覆修正,使產品更符合使用者的需求。如今科技產品不斷推陳出新,與無所不在運算的普及,科技產品以及感知互動的服務與日俱增;設計團隊須了解電子電機相關技術,以完成各種測試原型。但對於一般的設計師而言,必須額外費時學習電路設計、焊接與程式設計等專業技術,已成為原型製作的一項門檻。
許多研究學者注意到這樣的需求,針對不同的使用族群發展各種電子電路創作工具,希望降低互動產品的創作門檻,舉凡Arduino、Phidgets與Gadgeteer等,但使用者仍須具備基本電路知識或參與訓練課程;近兩年推出的Littlebits與Atoms選擇捨去電路設計、焊接與程式設計的過程,讓沒有電子電路經驗的使用者也可輕易使用,卻降低了創作時的彈性,侷限了原型製作的變化性。
本研究將針對非電子相關背景的設計師,設計一套電子電路創作工具 「Rapid Prototype」,藉由分析過去電子電路創作工具的使用族群與設計思維,結合電子電路物件與智慧型載具,設計一套圖型化編輯器,透過物件順序的編排,及物件行為的選擇,快速製作出原型產品,降低設計師學習門檻及提昇創作自由度。
本研究原型設計工具,有以下功能:
• 增加智慧型載具的支援:智慧型載具提供圖型化的編輯器與電子電路互動模組結合增加製作彈性。
• 降低學習門檻:降低電子電路相關知識需求,且透過圖形化編輯比傳統程式語言更容易學習。
• 擴展創作空間:核心物件與行動載具無線溝通,減少距離限制。
• 分析使用經驗:分析使用者在電子電路互動模組的使用經驗與操作,作為未來電子電路原型製作工具的參考。
zh_TW
dc.description.abstract (摘要) As the demands for interaction design with electronics increase, it is necessary for design groups to understand the technology related to electronic and electrical engineering in order to produce different kinds of prototypes. However, there is a large gap between concept design and prototyping. Designers have to spend a lot of time to learn electrical circuit design, welding, programming, and other professional skills.
More researchers have noticed the aforementioned demands and have thus developed various creative tools for use by different groups working in this field in the hopes of lowering the degree of creativity required for interactive products. This has already been seen in Arduino, Phidgets, Gadgeteer products and so on. These toolkits are target on developers that have basic knowledge on electronics and programming. In the last two years, meanwhile, Littlebits and Atoms have decided to abandon the need for designing electrical circuits, welding, programming, and other sophisticated processes. Instead, they have opened the way for young people to be able to use their tools easily, despite the fact that doing so has also limited flexibility in terms of the creativity and variability of prototypes. In this thesis, we present RapidPrototype: a tool for designers without electronic engineering backgrounds and programming skill. By using RapidPrototype, users can transform their creative ideas into a workable prototype easily and quickly. In addition, the study sought to determine how RapidPrototype combines with electronic and electrical circuit objects, visual programming toolkit, and tools that practically meet designers’ demands to enhance the degree of freedom in terms of creativity and lowering the basic skills demanded.
en_US
dc.description.tableofcontents 摘要...i
Abstract...iii
致謝...v
目錄...vii
圖目錄...ix
表目錄...xiii
第1章 緒論...1
1.1研究背景與動機...1
1.1.1電子電路的設計需求...1
1.1.2電子電路創作工具的興起...2
1.1.3圖型化編寫程式環境...3
1.2研究目的...5
1.3研究問題...5
1.4研究架構與流程...6
第2章 文獻探討...7
2.1 設計思考之原型設計...7
2.1.1設計流程...8
2.1.2設計活動觀察及參與...9
2.2電子電路創作工具案例...13
2.3圖型化程式語言環境案例...32
2.4小結...45
第3章 系統設計...47
3.1概念說明...47
3.2電子電路物件設計...49
3.3圖型化編輯器設計...52
3.3.1介面區域劃分...53
3.3.2圖型化物件設計...54
3.3.3操作互動設計...57
3.3.4操作流程步驟...59
3.4系統設計前測 ...59
3.4.1測試概念原型...60
3.4.3測試結果與修正...66
第4章 系統實作...69
4.1硬體實作...69
4.2軟體實作...72
4.2.1軟體功能實作...72
4.2.2實際案例示範...77
4.3系統原型評估 ...80
第5章 結論與未來展望...83
5.1研究貢獻與設計建議...83
5.2限制...88
5.3未來展望...89
參考文獻...93
zh_TW
dc.format.extent 9915889 bytes-
dc.format.mimetype application/pdf-
dc.language.iso en_US-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0100462005en_US
dc.subject (關鍵詞) 電子電路zh_TW
dc.subject (關鍵詞) 互動設計zh_TW
dc.subject (關鍵詞) 原型製作zh_TW
dc.subject (關鍵詞) 圖型化編輯器zh_TW
dc.subject (關鍵詞) 開發工具zh_TW
dc.subject (關鍵詞) electricalen_US
dc.subject (關鍵詞) interactive designen_US
dc.subject (關鍵詞) prototypingen_US
dc.subject (關鍵詞) visual programmingen_US
dc.subject (關鍵詞) Toolkitsen_US
dc.title (題名) 結合電子電路與觸控平板之原型設計工具zh_TW
dc.title (題名) Designing a visual programming toolkit for prototyping electronics with mobile devicesen_US
dc.type (資料類型) thesisen
dc.relation.reference (參考文獻) Alice, (2003) Retrieved 2003, from http://www.alice.org/index.php.

App Inventor, (2012) Retrieved 2012, from http://appinventor.mit.edu/
explore/.
Asgar, Z., Chan, J., Liu, C., & Blikstein, P. (2011). LightUp: a low-cost, multi-age toolkit for learning and prototyping electronics. In Proceedings of the 10th International Conference on Interaction Design and Children (pp. 225–226). New York, NY, USA: ACM.
Banzi, M., Cuartielles, D., Igoe, T., Martino, G., Mellis, D., & Zambetti,
N. (2005). Retrieved 2010, from http://arduino.cc/.
Bdeir, A., & Rothman, P. (2012). Electronics as material: littleBits. In Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction (pp. 371–374). New York, NY, USA: ACM.
Cubelets, (2012) Retrieved 2012, from http://www.modrobotics.com/.

Elenco® Electronics, (2012) Retrieved 2012, from http://www.elenco.
com/.
Fourney, A., & Terry, M. (2012). PICL: portable in-circuit learner. In Proceedings of the 25th annual ACM symposium on User interface software and technology (pp. 569–578). New York, NY, USA: ACM.
Greenberg, S., & Fitchett, C. (2001). Phidgets: easy development of physical interfaces through physical widgets. In Proceedings of the 14th annual ACM symposium on User interface software and technology (pp. 209–218). New York, NY, USA: ACM.
LabView, (1986) Retrieved 1986, from http://www.ni.com/labview/zht.

Lego, (2006). Retrieved 2012, from http://mindstorms.lego.com/en-us/
Default.aspx.

Lily, (2012) Retrieved 2012, from http://www.lilyapp.org/.
Millner, A., & Baafi, E. (2011). Modkit: blending and extending approachable platforms for creating computer programs and interactive objects. In Proceedings of the 10th International Conference on Interaction Design and Children (pp. 250–253). New York, NY, USA: ACM.
OpenHCI, (2012). Retrieved July 6, from http://www.openhci.com/.

PureData, (2010) Retrieved 2010, from http://puredata.info/.
Resnick, M., Maloney, J., Monroy-Hernández, A., Rusk, N., Eastmond, E., Brennan, K., … Kafai, Y. (2009). Scratch: programming for all. Commun. ACM, 52, 60–67.
Rosenblatt, M., (2012). ATOMS Express Toys. Retrieved November 18,
2012, from http://www.kickstarter.com/projects/atoms/atoms-express
-toys.
Schweikardt, E., & Gross, M. D. (2006). roBlocks: a robotic construction kit for mathematics and science education. In Proceedings of the 8th international conference on Multimodal interfaces (pp. 72–75). New York, NY, USA: ACM.
Seeed Studio, (2010).Retrieved 2012, from http://www.seeedstudio.com/
depot/grove-starter-kit-p-709.html.

SynthMaker, (2007) Retrieved 2007, from http://synthmaker.co.uk/.

Villar, N., Gilleade, K. M., Ramdunyellis, D., & Gellersen, H. (2007). The VoodooIO gaming kit: a real-time adaptable gaming controller. Comput. Entertain., 5. doi:10.1145/1316511.1316518
Villar, N., Scott, J., Hodges, S., Hammil, K., & Miller, C. (2012). .NET gadgeteer: a platform for custom devices. In Proceedings of the 10th international conference on Pervasive Computing (pp. 216–233). Berlin, Heidelberg: Springer-Verlag.
Wu, K.-J., & Gross, M. D. (2010). TOPAOKO: interactive construction kit. In CHI ’10 Extended Abstracts on Human Factors in Computing Systems (pp. 3619–3624). New York, NY, USA: ACM.
Zicarelli,D., (2003).Retrieved 2012, from http://cycling74.com/products/
max/.

小林茂著,許郁文譯(2012)。Prototyping Lab「邊做邊學」,Arduino
的運用實例。臺北市:馥林文化。

吳冠穎(2009)。互動設計輔助學習套件。未出版之碩士論文。國立交
通大學建築研究所,新竹市。

提姆.布朗著,吳莉君譯(2010)。設計思考改造世界。臺北市:聯
經出版公司。
zh_TW