認知科学
Online ISSN : 1881-5995
Print ISSN : 1341-7924
ISSN-L : 1341-7924
特集:デザイン学
未知なる活動をかたちづくるデザインの創造過程― ミュージアムにおける表現の場のデザインを事例に
須永 剛司小早川 真衣子
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ジャーナル フリー

2010 年 17 巻 3 号 p. 549-562

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One important goal of design is for people to know how to use something unfamiliar. There are two design issues involved. The first is to give the product or service shape. The second is to shape the activities that will emerge as social artifacts when people use the product or service. How do designers organize these activities as spaces for people? What are the design challenges? What are the forms of activity? How are they given shape? This paper presents a framework for museum learning involving two complementary aspects of design: physical, functional artifacts and the activities that develop as social artifacts from their use. It then discusses characteristics of the creative process when designing to shape the unknown.

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© 2010 日本認知科学会
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