Page 1





/ About Me





/ Augmented Reality Social Stories Learning System

廢棄物 & 音樂

/ Singing Wastes


/ Raxi




/ The Nepenthes



/ Dr.Cooking



/ Stand Up



關於我| About me

鍾其軒 / Chi-Hsuan Chung

聯絡方式| Contact Information

0903 182 755

專長| Speciality

技能| Skill

User Research

Voice User Interfaces Design




UX Design

Augmented Reality

Adobe Illustrator Adobe Photoshop Adobe InDesign

Solidworks Maya





Unity Vuforia

工業設計師鍾其軒,重視「設計」與「人」之間的對話, 無論虛擬或實體,透過設計來傳達產品的「個性」,在 使用者操作時達成雙向的溝通,此外,「故事」也是產 品重要的元素,希望往後的發展能結合這一點,讓作品 成為故事的載體。

設計之餘也熱愛學習,喜歡探索自然、文化與藝術,並 對科技的發展與應用感興趣,其中,特別著迷於各種尖 端科技,諸如擴增實境、虛擬實境或人工智能相關的議 題,具有在新創科技公司開發智能機器人的經歷,在畢 業專題中探討擴增實境如何改善職能治療的效果,希望 能藉由「設計」去連結科技、傳統工具與使用者的三個 端點,往後也會持續涉足這塊領域並發掘潛在的可能。

相信「任何事物都有可能成真」,期望能為世界帶來好 的改變,設計出能讓用戶自然操作的應用,使尖端科技 步入日常以改進我們的生活,透過將所學投入設計跟研 發,我會持續努力朝著目標前進。


My name is Chung, Chi-Hsuan. I am an industrial designer, focusing on a conversation between "Design" and "Human" and using design as a tool to convey characters of either virtual or tangible products, and thus two-way communications are achieved when an user operates the products. Besides, I also take "Story"elements seriously and hope to combine them with my future development. Let my work be a carrier of a story. Besides design, learning new things is interesting, including the development and the application of technology, nature, culture and art. Among of them, the issues of a variety of advanced technologies, such as augmented reality, virtual reality or artificial intelligence, are my favorite parts. I have worked for a startup technology company which focuses on developing an AI robot, and my graduate thesis was about exploring the ability of augmented reality to improve current occupational therapy. I wish to utilize designs to connect the dots between technologies, conventional tools and users. In the future, I will keep studying the field and find hidden possibilities. My belief is that everything is possible to come true. Bringing a good change to the world is my expectation. Through designed applications which can be naturally operated by users, useful advanced technologies will come into our daily lives and make a good change. I will continue to work hard at applying what I have learned to design and development for the purpose of approaching my purpose.

經歷| Experience 麗暘科技股份有限公司| Robotelf Technologies Co. 產品企劃| Product Planning Specialist| 2017. 10-2019. 4 負責開發智能機器人小貝(Robelf),規劃新模塊的功能和UX,並協助產品測試及展示,後期則著 重於企劃NLP的技能主題與編撰會話,使機器人能理解自然語言,這些經驗讓我熟悉機器人的軟硬兩 端,以及人工智能的實作方式,也對語音介面的設計有更深入的了解。 穆德設計團隊| Motor Design 設計實習生| Intern Designer| 2012. 6-2012. 8 在這間設計公司學習設計專業的實務技巧,並參與多項專案,負責撰寫企劃、繪製草圖、製作草模跟 電腦建模,有許多與廠商接洽和討論的經驗,從而了解台灣設計業界的運作。 工設系系學會| Student Association of Industrial Design Department 活動組組長| Minister of Event Activities Department| 2011-2012 主辦數項系級活動,包含聖誕晚會、送舊晚會與經營為期一週的傳情攤位,負責企劃活動內容與協調 參與人員,且帶領團隊設計活動商品擺攤販售,除了獲得管理經驗,也為系會帶來營收利益。

學歷| Academic Career 國立成功大學工業設計研究所 碩士| | Master of Industrial Design, National Cheng Kung University| 2015-2017 隸屬人因與互動設計組,在專題研究「擴增實境結合社會性故事促進自閉症孩童會話社交技能訓練之 系統」中與職能治療系跨領域合作,利用擴增實境為傳統的自閉症介入工具引入新的互動方式,並 投稿參加第七屆應用人因工程國際研討會,前往美國奧蘭多與來自全球各洲的學者交流,完成口頭論 文簡報,發表之文章刊載於「AHFE2016-Conference-Proceedings-Edited-Springer-Books-(22-Volume-Set)」。 國立成功大學 工業設計系| | Industrial Design Department, National Cheng Kung University| 2010-2013 主修工業設計,除了學習工業設計的各種專業技能,也選修跨領域的課程,包含藝術欣賞、化學、環 保、心理學與倫理學等,在畢業專題中以台南爆發的登革熱為主題,研究並設計誘捕與阻礙蚊子產卵 的裝置,在新一代設計展中獲得佳作。

其他| Other Things 語言| Language 中文流利,英語可進行日常溝通跟閱讀文獻 興趣| Hobby 閱讀,寫作,模型製作,桌上遊戲 社團| Student Association 奇幻社,箭術社,漫研社



ROBELF 小貝智能機器人 智能助理 / Intelligent Assistant

Year 2018

小貝(Robelf)是一款從家庭服務出發,逐步延伸至各種商 業運用的智能機器人,秉持著有趣、驚奇、無限可能的理 念,打破機器人價位和使用門檻高昂的限制,我們推出迎合 一般家庭且價格親民的智能移動監控守護者。 Robelf is a family for the departure and has extended to a variety of business fields. The idea of fun, surprise, infinite possibilities, to break the high price of robots, the use of technical barriers to the restrictions, the introduction of the general family to meet the needs and prices of the people-friendly intelligent mobile monitoring Guardian - robelf Robot.

麗暘科技 「麗暘科技」為一個開發智能服務機器人的新創公司,不同 於傳統高端機器人的技術研發,改以整合現有技術與服務為 主,壓低製造成本,並發展有潛力的商業應用。 Robotelf Technologies Co. is a startup which develops intelligent services robots. Unlike traditional advanced robotics corps, the company aims to integrate existing techniques with services instead of creating new techniques. It focuses on keeping the cost down and looking for potential business applications.


機器人小貝| Robelf, the Robot 我們以高階智能玩具的角度切入來設計小貝機器人, 產品訴求是一個能認識你、能自主移動、能與你對話, 且兼具平板電腦功能的類人型裝置,企劃小貝的功能 時,我們特別強調人臉辨識和語音識別為產品帶來的主 動性,並體現在小貝的互動反應跟執行流程上,主打遠 端遙控、監控保全、聊天互動,以及與手機專屬App結 合的行為編程,截至目前為止小貝機器人已榮獲2018 年的美國消費性電子展創新獎(CES 2018 Innovation Awards)和台灣精品獎,並在2018年5月正式上市。

What we’ve developed Robelf intelligent robots, at the beginning of the product design setting was defined as the higher-order smart toys. Robelf is a human-like device that will proactively recognize you and be able to move around with you and talk to you with all the tablet computer features. We emphasized on the initiative brought by face identification and speech recognition during the plan time, and also presented it through Robelf’s respondences and working flow. We focused on the functions of remote control, security monitoring, conversations and behavior coding supported by the exclusive Robelf app. At the moment, Robelf has awarded the CES 2018 Innovation Awards and the Taiwan Excellence Awards and hit the store shelves in May, 2018.

發展方向| Direction of Development

家庭助手 Home Assistant

商業應用 Business Application

·語音通話 ・行為編程 ・遠端遙控

・警戒模式 ・智能監控 ・生活資訊查詢

・Video Call ・Behavior Coding ・Remote Control

・Security Mode ・Security Monitoring ・Life Information Inquiring

·廣告推播 ・招攬顧客 ・第三方整合

・商務導覽 ・大數據收集 ・客製化功能

·疾病追蹤 ・整合智慧穿戴裝置

長照應用 Long-term Care

・Disease Surveillance ・Smart Wearable Devices

·兒童教材 ・繪本故事書

・Push Advertising ・Business Guide ・Solicit Guests ・Big Data Collecting ・Third-Party Integration ・Customized Functions

兒童教育 Education

・Interactive Storybook ・Children’s Materials

客製化系統| Customized System

To Customer

To Business

小貝機器人在出廠時都是消費者版本,為了讓商業客戶能 切換為客製版本,我們設計了一套版本轉換與更新流程, 用戶透過掃描二維條碼來下載對應版本,並能在客製伺服 器上管理與檢視所屬裝置。 All Robelf robots are installed consumer version when leaving the factory. For the reason that business customers should be able to change the software version from a consumer type to a customized type easily, we designed a version replacement and updating flow. Users can scan a QR Code to download a corresponding version and manage their devices on the customized server.


小貝專屬行動APP| Robelf Exclusive Application Robelf手機App是用來綁定、管理、控制小貝機器人和 Elf Eye網路攝影機的應用程式,它連結小貝跟用戶,讓 用戶能遠端監控、遙控跟打電話給小貝,此外,行為編 程是另一項手機端支援的重點功能,我們仔細企劃編程 的方式和內容,透過積木化的元件,希望用戶為小貝拼 出獨一無二的行為,創造更加生動靈活的機器人。

Robelf App is an application softeare used to bind, manage and control your Robelf and Elf Eye. It links the robots and users, so the latter are able to use the functions of security monitoring, remote control and ringing their Robelf robots up. In addition, behavior coding is another important function supported by the app. The contents and the way of programming were planned by us carefully. We hope that the users will build unique behavior for the reason of creating more lively robots by using our block-like programmed parts.

Elf Eye網路監控攝影機| Elf Eye, the IP Camera Elf Eye是一台自帶電池的IP攝影機,除了充當小貝的後 鏡頭,也能根據需求設置於不同地方,作為一個獨立的 監控點,Elf Eye能提供動態偵測和即時通話,用戶能在 手機App或小貝機器人上隨時觀看監控畫面,並透過讓 小貝連結更多Elf Eye來打造更完善的監控防護網。 Elf Eye is an IP camera with a battery. Apart from being Robelf’s rear lens, it can also be placed at different locations according to your needs. Being an independent monitoring point, Elf Eye offers the functions of abnormal motion detection and instant calling. Users are able to watch the monitor videos played by the Robelf app and the Robelf robot at any time. After connecting more Robelf robots with more Elf Eye cameras, a better monitoring protection network can be established.


公開展示| Public Exhibition I have attended many exhibitions and activities with Robelf and had designed different types of interactive content according to different ones. Through introducing the robot’s functions and possibilities, I got many valuable ideas and feedbacks, and then let Roblf be even better.

我曾經帶著小貝機器人去參加許多展會和活動,並依據 不同活動的性質來企劃特製的互動內容,藉由向潛在使 用者介紹機器人的功用和可能性,我獲得許多寶貴的意 見與回饋,也讓小貝機器人能變得越來越好。

2018 AI4IA 應用大展| 2018. 1

Robelf 產品發表記者會| 2018. 5



We demonstrated how to take an order through connecting Robelf with a POS system.

We launched Robelf and introduced the four main aspects of her to general consumers.


【Mercedes me future talks】未來論壇| 2018. 8



I planned the displayed content and flow before I explained Robelf’s educational and long-term care applications to business clients.

I was responsible for planning an interactive flow between the boss and Robelf before we were invited to the forum.

美廉城超內湖店| 2018. 8

CQ2 十分有型客製化小貝| 2018. 9

依照情境來設計語音,讓小貝作為攬客用途導入實體商店。 I designed voice content according to different situation, so Robelf could solicit customers in a brick and mortar store.



I planned punching time card and calling the number functions for CQ2. Robelf could also solicit or amuse your customers at her leisure.

自然語言處理-開發聊天機器人| Natural Language Processing - Develop a Chatbot 自然語言處理能讓機器人理解人類的語言,並且模擬人 類對話,我們透過建構資料庫來處理自然語言,讓小貝 成為聊天機器人,用戶能向小貝詢問最近的新聞、查詢 股市資訊或是請她計算BMI,其中,我負責企劃每項技 能主題的對話流程、解析對話意圖,再透過正則表示式 來編寫提問與回覆,致力於設計出能滿足使用者行為的 對話式體驗,當前小貝的聊天功能已經上線,擁有的技 能主題也將隨著時間經過而亦趨豐富。


設定小貝的角色人格 Define the persona of Robelf


定義技能領域(Domain) Raise a domain of the skill


連結領域和實體(DomainEntityMapping) Connect the domain and the entities


用正則表示式撰寫觸發語句(IntentRemapping) Use regex to write trigger statements for each intent

設計對話流程(ContextRelation) Design a dialog flow between the intents



彙整所需意圖(Intent) Compact needed intents


Natural language processing is a branch of artificial intelligence focused on explaining how a machine comprehends human language and how to speak like a human. We have been able to process natural language by constructing a database, which makes Robelf be a chatbot. Users can ask Robelf about the latest news, stock information or their BMI values. In the process of developmental phase, I was responsible each skill domain for planning the conversational flow, considering the conversational intents, and then writing the questions and replies through using regular expressions. We devoted to designing a conversational experience which could satisfy various user behaviors. Right now Robelf’s chatting function has been online and she will have more and more skill domains as time goes by.


為意圖設定插槽,制定反問(Slot) Set up slots for each intent and make questions in return

識別各意圖的實體(Entity) Recognize entities from each intent


撰寫回覆內容(Reply) Write replies for each intent










警戒模式的小貝看到陌生人時會發 出警報,並傳送通知給你的手機。 When Robelf is on guard mode, it will sound the alarm and send a message to your phone if it sees a stranger.

小貝的高度跟造型能自然地融入居家環境。 Robelf’s height and style are easy to engage household environment naturally.

小貝頭部的角度可調整至接近水平,即使站 立時也可輕鬆操作觸控螢幕。 Robelf’s head can be rotated to close a horizontal line, so that anyone can be a more comfortable height operation, even when standing can easily operate the touch screen.


麗暘科技是個年輕的團隊,從無到有開發能夠進入消費市場的 機器人,我有幸參與這個團隊,並深刻體會到機器人的架構複 雜性,為了讓小貝能聽、能說、能看、能動,必須整合各種 模組和元件,而若要讓她能看懂或聽懂,更是需要人臉辨識及 NLP等技術支援,能作能學的東西很多,工作過得相當充實, 對我來說智能機器人是個充滿魅力的領域,其中我對自然語言 溝通特別感興趣,曾不斷嘗試去擴展小貝的對話能力,因此, 能為小貝企劃自然語言對話技能、改善其用戶體驗,並熟悉其 中的脈絡跟實作方式是我認為這段期間最有價值的收穫。 往後,麗暘科技將朝著建構完整的小貝生態系去努力,計畫把 小貝當成連結用戶與各項裝置的樞紐,配合IOT技術和大數據蒐 集,在未來的智慧生活中能扮演領先腳色。 Robotelf Technologies Co. is a young team. We developed a consumer robot which grew out of nothing. I have a happiness of joining this group and realized deeply that the framework of a robot is so complicated. In order to make Robelf be able to hear, speak, see and move, we required to integrate various modules and components. If we wanted to let her understand the meanings of what she saw and heard, we should need the support of the techniques, including face recognition and NLP. Therefore, I could do and learn many things, the work gave me a sense of fulfillment. Make an AI robot is very attractive to me, I particularly have an interesting in the communication using natural language. I have tried again and again to extand Robelf’s conversational ability. That’s why I think the most valuable harvest which I have gotten in this period is the experiences I planned the new natural language conversational skills for Robelf, improving user experiences, and being acquaint with the sequence and operational method during the process. Next, the company will do its best to construct a complete Robelf ecosystem and plan to let Robelf be a hub linking users with a variety of devices. In the future, through an integration of IOT techniques and big data collecting, the robot can be the leader of the smart living field.

本章圖片來源為麗暘科技官方網站和官方FB。 This chapter’s photos are taken from official website and official FB of Robotelf Technologies.



擴增實境 社會性故事 社交技巧學習套件 Augmented Reality Social Stories Learning System 自閉症介入治療工具 / Autism Therapeutic Tool

Year 2017

嚴重的社交互惠缺陷是自閉障礙症狀的一項特質,當需要和他人互動 時,患有自閉症的孩童通常缺乏適當的社交技能,社會性故事治療法是 一項用來教導自閉症患者各種社交技能的策略,我利用擴增實境科技來 視覺化地呈現社會性故事,這個嶄新的呈現方式讓社會性故事的解讀更 具有吸引力,並提升自閉症孩童學習社交技能的成效。 Profound social reciprocity deficits are a core feature of the autism spectrum disorders. Children with autism often lack appropriate social skills when they need to interact with others. A social stories training is one type of autistic intervention for teaching social skills. I used augmented reality technology to visually present social stories. The new way to interpret social stories demonstrates an improvement of attraction and enhances effects of social skills training.

Member /



背景| Background 自閉症是一種神經性的發展障礙,全世界平均每155人就 有1人得到這個症狀,嚴重的社交互動缺陷是自閉症患者 的特色,主要的三項缺陷為社交情感的互惠能力、非口 頭的溝通行為與發展和建立關係。現有的研究已列出許 多缺陷的細節,包括開始與結束互動的能力、理解他人 的興趣、參與社交團體、保持眼神接觸、和他人輪流對 話、辨識臉部表情以及理解社交線索,當需要與他人互 動時,自閉症孩童經常缺乏適當的社交技巧,因此也造 成許多令人沮喪和困窘的情境。

Autism is a spectrum neurodevelopmental disorder that affects approximately 1 in every 155 people worldwide. Profound social interactive deficits are a core feature of the autism spectrum disorders (ASD). Three major deficits are manifested including social-emotional reciprocity, nonverbal communicative behavior used for social interaction and developing relationships. Other researches listed more details containing the ability to initiate and terminate interaction, learn the interests of others, join social groups, eyes contacting, turn taking, recognize facial expressions and social cues understanding. Children with autism often lack appropriate social skills when they need to interact with other people, and then result in a frustrated and embarrassed situation.

開始與結束互動 Initiate and terminate interaction

理解他人興趣 Learn the interests of others

智力 Intelligence

參與社交團體 Join social groups

情感互惠 Emotional Reciprocity

維持眼神接觸 Eyes contacting

輪流對話 Turn taking

溝通技巧 Communicative Skills

辨識臉部表情 Recognize facial expressions

發展關係 Develop a Relationship

理解社交線索 Social cues understanding

Deficits of 13



1. Gray, C. (2010). The new social story book: Future Horizons. 2. Gray, C. (1993). The social story kit and sample social stories. Future Horizons.

社會性故事是一種短篇形式的故事,被用來提示、解讀 和反映自閉症患者的社交困境,Carol Gray在1993年提出 社會性故事的構想,她描述社會性故事可以作為解釋不 同社交情境的工具,且能夠涵蓋相關的社交線索和定義 適當的回應方式,自閉症孩童能透過閱讀社會性故事來 模仿這些容易困惑他們的因素,並藉此學習與他人溝通 的方式。

Social Stories is a type of short stories constructed to mention, interpret, and reflect on social deficits that individuals with autism have. Carol Gray (1993), who is the initiator of Social Stories, described Social Stories as a tool to explain different social situations in terms of relevant social cues and often defined appropriate responses. Children with autism can minimize those factors identified as potentially confusing during interaction and learn how to communicate with other people by reading social stories.

洞察與機會| Insight and Opportunity

呈現社會性故事 Present a social story


故事板| Storyboard 1 接收訊息的方式是單向的。 The act of receiving messages is one-sided. 2 無法讓讀者實際參與社交情境並 練習社交技巧。

角色扮演法| Role-Play

3 自閉症孩童難以產生他們在熟悉 的生活中使用社交技巧的實感。

1 參與者和背景難以使用真實人 物、裝扮與環境的圖片及外觀。

Autism children have difficulty to feel that they are using social skills in their familiar lives by themselves.

The participants and the environments often have difficulty to use the real images or appearances of the actual ones.

It lacks a method to let users participate social situations and practice social skills.

2 自閉症孩童經常不擅於進行假想 式的遊戲。 Children with autism usually are not good at doing pretend play.

擴增實境 角色扮演法| Augmented Reality Role-Play 此研究的目的是發展一個新方法來呈現社會性故事,藉 由引入擴增實境,我將透過擴增實境角色扮演法來幫助 自閉症孩童學習社交會話技能。 1 擴增實境能容易地使用實體介面與觸碰設備來操作資 訊,學習者與學習內容間有多種彼此互動的方式。 2 藉由模擬自閉症孩童所熟悉的社交情境,擴增實境能支 援各式各樣的社會性故事。

This research aimed to develop a new way to present social stories by using augmented reality role-play to help autism children learn conversational social skills.

AR can use tangible user interface and haptic device to operate information easily. Learners and contents have a variety of ways to interact with each other. AR supports various social stories by creating simulative social situations that the children with autism are familiar with.


框架設計| Design a Framework 從傳統的形式到擴增實境互動動畫的形式,社會性故事 的呈現有明顯的改變,然而,兩者具有強烈相關且其中 心觀點是一樣的,我想要找出這些相關性和準則來將一 種形式轉換為另一種形式,我也希望這些準則能夠在未 來的研究中被各個研究員使用,因此,我創造了一個框 架來滿足我的需求。

紙本 社會性故事 Conventional Social Story

From conventional form to AR interactive animation form, the presentation of social stories has evident change. However, the central notion between them is the same and both are strong interrelated. I would like to order the relevance and find a rule to transform one form into another form. I also hoped the rule could be used by any other researchers in the future study or treatment. Therefore, a framework was created to satisfy the needs.

首先,社會性故事的內容由不同句型所構成,我將使用 這些句型在故事文本與擴增實境動畫間打造一座橋樑。 First, social stories contents are composed of different sentence types. I would use these sentence types to build a bridge between story texts and AR animations.

句型 Sentence Types

接著,我透過分析擴增實境的結構找到三個準則,我希 望能將不同的句型連結到這些準則,並結合為最後的擴 增實境社會性故事。 Next, I analyzed the structure of augmented reality and found three rules. The rules are the result I want to get through sentence types and can be combined to the final AR social story.

六種疑問詞 5W1H 物理,虛擬與 互動準則 在定義社會性故事和擴增實境的結構後,我使用「5W1H」 這六種疑問詞來連結擴增實境的準則與社會性故事的句型, 這六個問題的答案能透過檢視社會性故事的句型來獲得。 After establishing the structures of social stories and augmented reality, I defined "5W1H" questions to link the contents of AR rules with sentence types of social stories. The six questions can be answered by checking the sentence types.

框架測試原型 The framework’s prototypes


Physical,Virtual, Interactive Rule 擴增實境 社會性故事 AR version Social Story

框架| The Final Framework 這是最後得到的框架,根據「5W1H」六種疑問句,我 們先從上到下填入不同的社會性故事句型,接著我們 能從左至右得到適當的擴增實境準則,在最後一行的 「Findings」顯現各種創作擴增實境情境所需的元素,包 含虛擬模型、互動行為與配音。

In this framework, according to the sequence of "5W1H", we fill different sentence types from top to bottom; then we get appropriate AR rules from left to right. The final column of "findings" shows various elements needed to create AR scenarios including 3D models, interactive actions and sound.

根據以上框架得到「提供背 景資訊」這項社交技巧的擴 增實境分鏡圖。 According to the framework above, this is AR scenario scenes of the social skill called "Giving background information about what you are saying".


會話技能| Conversational Social Skills 這項研究教導自閉症孩童二十項不同的會話社交技能, 並為每個技能編寫社會性故事,會話能力的缺陷一直是 自閉症患者相當普遍的問題,它也具有許多現成的社 會性故事文本可以用來參考,我參照由Jed-Baker博士在 2003年編撰的社交技巧目錄來選定我所使用的二十項會 話技能。

In this research, I decided to teach autism children twenty different conversational social skills and wrote a social story for each skill. The conversational deficit is very common and basic in autism community and everyday lives. It also has many existing social story scripts. I referred to a social skills menu that was ordered by Jed Baker, Ph.D. (2003) for all the twenty conversational skills.

在此研究中所使用的社會性故事板。 A part of the storyboards used in this research.

1. Maintain appropriate physical distance from others 2. Listening position 3. Tone of voice 4 Greetings 5. How and when to interrupt 6. Staying on topic and maintaining a conversation 7. Taking turns talking 8. Starting a conversation 9. Joining a conversation 10. Ending a conversation


11. Asking a question when you don’t understand 12. Saying “I don’t know” 13. Introducing yourself 14 Getting to know someone new 15. Introducing topics of interest to others 16. Giving background information about what you are saying 17. Shifting topics 18. Don’t talk too long 19. Sensitive topics 20. Complimenting others

概念| Concept 根據社會性故事的內容,操作者使用數個實體辨識標 誌,這些標誌對應的虛擬角色和物件模型會覆蓋於其上 方,透過使用者和擴增實境系統的互動,自閉症孩童可 以觀看生動的社會性故事動畫,這些動畫由他們的虛擬 分身與熟悉的場景模型所組成,依照目標的社會性故事 內容,虛擬角色會在特定的虛擬場景模型上展現正確的 社交行為,並伴隨適當的動作與配音音量。

According to the content of certain social story, several tangible markers are used and then corresponding virtual character or object models will overlay them. Through interaction between users and AR system, children with autism can watch vivid social stories animations composed of their virtual avatars and their familiar living environment models. virtual characters will play correct social behavior based on the studied social story on the specific virtual stage model with appropriate motions and voices.

透過使用框架去轉換二十篇會話社會性故事,現在我已 經得到它們的擴增實境情境圖,我需要透過情境圖來製 作這個擴增實境系統中所有的擴增實境動畫內容。

Now I had AR scenario scenes transformed from the twenty conversational social stories through the framework, I needed to use these scenes to make all AR animation contents in this AR system.

此系統徵求三位自閉症孩童來進行測 試,他們來自不同國小,並是20篇會 話社交性故事中的主角。 I had three autism children in this research to test the AR system. They came from different elementary school and played leading roles in the twenty conversational social stories.


硬體設計| Hardware Design 使用者能透過操作實體物件去控制畫面的呈現,以辨識 標誌為基準的追蹤法常見於擴增實境的運用,它能達成 我的需求且為自閉症孩童提供易於理解的人機介面。

Users could use a tangible approach to control the displays. Marker-based tracking that is commonly used in AR applications can achieve the goal and provide a more well understanding human-computer interface to children with autism.

場景辨識標誌原型 The environment marker’s prototypes 原型| Prototypes 外型很基礎,但在操作時手容易遮擋到辨識標誌。


It had a basic structure, but user’s hands were easy to obstruct the markers.

Its operability was good, but forming an image of the environment was unstable.

場景和角色的辨識標誌 會互相干擾。 The environment marker and the character markers might interfere with each other.

測試不同形式的硬體在使用者操作與系統運作時的流暢性。 Test the different forms of the hardware for fluency of the user’s operation and the system’s work.


操作性和穩定性表現良好,並且易於整理和攜帶。 Its operability and stability were good. It was easy to clean up and carry about as well.

角色與場景的辨識標誌| Character Markers and Environment Markers 根據社會性故事中出現的角色和場景,我使用參與孩童 熟悉的照片來作為辨識標誌。

According to characters and backgrounds of the social stories, I used photos familiar to the participants as the markers.

角色| Character -

自閉症孩童| Autism children 孩童的父母| Their parents 孩童的同學| Their classmates 一個陌生的新朋友| A new friend

場景| Environment -

自閉症孩童的家| Autism children' houses 孩童的教室| Their classrooms 一座公園| A park 一座圖書館| A library 一間麥當勞| A McDonald

情境觸發辨識標誌| Card Markers 這些卡片標誌能被用來轉換不同的會話情境,並在一些 特定的擴增實境社會性故事中觸發不同的社交回應。

These cards can be used to switch different conversational scenario scenes and trigger different social responses in some specific AR social stories.


舞台| Wood Box Stage 舞台盒子能提升圖像呈現的穩定度 並減少晃動,它的高度則能避免孩 童的手臂在設置辨識標誌時會阻擋 到標誌的成像。 It enhances the stability of image formation by reducing jiggling. The height of it also prevents the obstruction from arms of the children when they are setting the markers. 我設計了一個木頭盒子來作為擺放 辨識標誌的舞台,我們能在盒子上 設置一個場景的辨識標誌,並將其 他的辨識標誌收納在盒子裡。 A wood box was designed to place markers as a stage. The box can be equipped with an environment marker and stow other ones in its inside.

設置| Setting


軟體與內容設計| Software and Contents Design 根據社會性故事中登場的角色,第一部分即是建構三維 的角色頭部模型,這些頭部模型將透過「FacialStudio」 此軟體來製作,所有完成的頭部模型會輸出成「FBX」 檔,再接著匯入「Maya2015」。

According to the characters of the social stories, the first part was to construct three-dimensional models of the characters’ heads. The heads of characters were made through the software named Facial Studio. All performed head models were exported as FBX files to Maya 2015.

我使用「Maya2015」來建構角色的身體模型並製作動 畫,接著透過設置「human-IK」作為模型的骨架,成果 將同樣輸出為「FBX」檔並匯入「Unity」。

I used Maya 2015 to construct body models of the characters and make animations from these models. Each character would be set human IK to be a skeleton. The results were exported as FBX files for the formatted need of Unity.

第三個使用的軟件是「Unity-version-5.4.0f3-personal」, 我另外安裝一個叫作「Vuforia」的插件,這個插件可以 為「Unity」賦予製作擴增實境的功能,此外,我也將配 音檔匯入每一個會話情境,最後再藉由編寫程式碼來控 制角色模型間的互動,至此即可呈現所有的擴增實境會 話社會性故事。

The third software was Unity, version 5.4.0f3 personal. I installed a SDK called Vuforia, which added the function of augmented reality to Unity. Besides, I also inserted sound recordings about every conversation. After that, I wrote scripts to operate and trigger interaction between characters for presenting all the AR conversational social stories.

模型與內容原型| The Prototypes of the Models and the Contents

關鍵點| Key Points

以社交技能「送禮物」作為原型 來測試與改良此擴增實境系統。 The prototypes based on a social skill called "Giving a Gift" were used to test the AR system and improve it.

操作性 | Operability

穩定性 | Stability

邏輯性 | Logicality

真實感 | Reality

外觀 | Appearance






以 設 計 師 為 藍 本 , 使 用 「Maya2015」試做人物模型。 Try to use Maya 2015 to construct a simulated human model based on the designer's appearance.

模型與擴增實境內容製作| Models and AR Contents Making 利用「FacialStudio」製作自閉症 孩童的頭部模型。 The heads of the three autism participants were constructed with Facial Studio.

自閉症孩童與其母親的模型 The models of the autism children and their mothers


在「Unity」中結合「Vuforia」的功能將模型與辨識標誌連結。 In Unity, Vuforia SDK could connect the models with the markers.

此系統的程式碼能透過辨識標誌間的距離來觸發不同的擴增實境動畫。 I wrote the code of this AR system to control the distance trigger between the markers for different AR animations.


操作| Operation

這個會話技能是「稱讚他人」。首先,將 場景辨識標誌與兩個角色辨識標誌分別設 置在木頭舞台上。 The conversational skill is "Complimenting others". First, set an environment marker and two character markers on the wood box.

自閉症孩童的模型和其媽媽的模型面朝彼 此站立,透過讓兩個角色辨識標誌互相靠 近會啟動第一個擴增實境情境,此時,孩 童的模型將對媽媽的模型打招呼。 An autism child’s model and his mother’s model are standing toward each other. The first AR scene actives by moving one of the character markers closes to another one. At this time, the child model will greet to the mother model.

接著,將「新衣服」的情境觸發辨識標誌 設置在舞台上,即可進入下一個場景。 After that, a card marker called "New clothes" can be put on the box to trigger next scene.

媽媽的模型會隨之改變裝扮,而孩童的模 型則稱讚:「哇!這件衣服真漂亮。」我 希望參與者能夠透過這些擴增實境情境來 學習如何稱讚他人。 The mother model will change her dress and the child says, "Wow! The dress is so beautiful." I expected that the participant could learn how to compliment others through these AR scenes.


評估| Evaluation (A-B-A Design) 我在每一次課程結束後會透過一份單選題來評估參與者 的學習成效。

The evaluation method was to test the participants’ learning effects with single-choice questions after every session.

在基準期階段,我讓孩童觀看傳統的故事板並透過單選 題來收集基準的答題正確率,以作為後續介入階段的參 考,下方的表格指出三位參與者在介入階段的擴增實境 訓練後,每個人的答題正確率都有提升,此外,他們也 能在接下來的維持階段繼續保有所學的會話技能。

In the Baseline phase, I let the children watch conventional storyboards and aimed to collect basic correct assessment rates of the single-choice questions before the intervention phase. The Table below indicates that the correct assessment rates of the all three participants had enhanced after the AR training in the intervention phase. Besides, they could also maintain the conversational skills that they had learned in the next follow up phase.

受測孩童平均正確評估率百分比| Average Correct Assessment Rate of Perceptions of Self

擴增實境社會性故事| Augmented Reality Social Stories

這個研究顯示自閉症孩童對於擴增實境系統表現出明顯 的興趣,他們會嘗試主動操作各個辨識標誌,並且比起 傳統紙本的社會性故事教學更能維持較長的專注力在學 習擴增實境社會性故事上面。

The study showed that the autism children expressed significant interests toward the AR system; they attempted to operate the markers on their own initiative and maintained longer concentration to learn the AR social stories than the paper version.

我發現擴增實境社會性故事能夠提升自閉症孩童的注 意力與學習動機,因此能改善其會話社交技能。綜上所 述,我肯定擴增實境能夠賦予社會性故事更多吸引力且 更加貼近患者實際的生活。

I found that the AR social stories were able to enhance autism children’attentions and motivations, and then improved their conversational social skills. Thus AR has positive abilities to make social stories more attractive and near to life.


擴增實境為"內容"帶來新的支援。 AR supports contents what we need.


Singing Wastes 廢棄物 & 音樂 玩具 / Creative Toy

Year 2015

「Singing Wastes」是一組特別的音樂玩具,它使用電磁鐵當 作鼓槌,再將身邊隨手可得的物件作為鼓膜,透過圖像化介 面的控制能讓使用者組合出豐富的曲調,請試著隨興地更換 不同物件來聆聽各種材質被敲擊的聲音。 "Singing Wastes" is a set of special musical toys. It used a solenoid as a drumstick, and then used a common object as a drumhead. Through controlling the graphic interface, users could make up various tones. Please try to change different objects freely and listen to the sound of a beat of different materials.

Member /



我們的身邊總有許多平常不會特別注意的物件,你可能對 它們習以為常,你可能經常忽略它們,它們曾經貢獻自己 的功用,然而,它們現在之於我們是「廢棄物」。 小時候,走進廚房,就著鍋碗瓢盆一陣亂敲亂打,想像自 己是位鼓手。我希望能用這項作品喚回我們的童心,並進 而探索各個物件的音色,試著發掘熟悉的「廢棄物」中, 我們所不熟悉的那一面。 There are always many objects ignored by us around our lives. You may be accustomed to them or even neglect them. They have contributed their functions to us, but they are "wastes" for us now. When I was a child, I usually knocked various cookware in the kitchen casually and imagined myself to be a drummer. I hoped this work could take our childlike innocence back and make us explore more tones of objects. Try to find a new face in our familiar wastes.

概念| Concept 電磁鐵有近似蜂鳴器的頻率變化能力,透過高低電位的 配合即可模擬音階,此外,與蜂鳴器不同,電磁鐵能放 在各種表面進行敲擊,因此能探索不同材質被敲擊後所 發出的音色。這項作品能觸發電磁鐵去敲擊使用者所設 置的物件,並透過控制音階來演奏熟悉的童謠,組合不 同的段落,用身邊的「廢棄物」創造屬於自己的樂章。

A solenoid can change its frequency just like a buzzer. It simulates different musical scales through various combinations of electric potentials. Besides, a solenoid can also be put on a surface of different types and knock it, so the users are able to explore the tones of different materials. This work made the solenoids knock objects which were set by users, and then played a familiar tone of some nursery rhymes through controlling musical scales. After a combination of different verses, an unique movement was created by the general wastes.

特點| Feature 這個作品透過電磁鐵敲擊出朗朗上口的童謠,系統預設 四首童謠,每首分別擷取三個段落,並分配給六個電磁 鐵,每個電磁鐵能敲擊兩個段落,透過操作介面來決定 敲擊段落就能隨性地組合不同的童謠。

這個系統容易在技術上修改與複製,採用「Arduino」作 為電磁鐵的微控制器,並以「Processing」設計圖形化的 操作介面,透過搜集資料與反覆嘗試,藉由自學完成系 統的建構。


This work used solenoids to beat out common nursery rhymes. The system had four nursery rhymes. Three verses of each one were extracted and were assigned to six solenoids. Thus each solennoid could knock two verses. It was possible to combine different nursery rhymes freely through operating an interface to select the verse of the beat. Technically, this system could be modified and duplicated easily. I adopted an Arduino board as the controller of the solenoids and used the Processing to design a graphic interface. Through data collection and attempts repeatedly, I finished the system by studying on my own.



控制電磁鐵| Controling the Solenoids 這個設計使用「Arduino」來控制電磁鐵的敲擊頻率與音 階變化,透過"PWM"模擬類比訊號,就能讓電磁鐵敲出 預設的童謠。 This design used an Arduino board to control the knocking frequency and the musical scale change of the solenoid. Through the PWM simulated analog signal, the solenoid could beat out a tune of default nursery rhyme.

零件| Parts -

Arduino UNO 微控制器 X 1 12V 電磁鐵 X 6 1K 電阻 X 6 TIP120 電晶體 X 6 1N4004 二極體 X 6 9V 電池 X 2

- Arduino UNO X 1 - 12V Solenoid X 6 - 1K Resistor X 6 - TIP120 Transistor X 6 - 1N4004 Diode X 6 - 9V Battery X 2

接線| Wiring Reference:


程式| Programming 在連接電路後,我在「Arduino」的開發環境下編寫控制 After integraring with a circuit, I wrote the source code for con電磁鐵的程式碼,並將12段童謠曲調分配給6個電磁鐵。 trolling the solenoids in the Arduino developmental environment. Then, the twelve nursery rhyme verses were assigned to the six solenoids.

介面| Interface 這個作品使用「Processing」來設計富有趣味性的圖形化 I designed an interesting graphical interface by using the Process介面,並連結先前在「Arduino」中編寫的程式,可以利 ing and linked to the code which had been written with the Ardui用介面控制電磁鐵的敲擊。 no. Users could control the solenoids through the interface. 透過在「Processing」的開發環境進行編程,我用不同顏 色的圓形符號分別代表12個童謠段落,螢幕中,這些圓 形符號會隨機浮動,點擊圓形符號能讓對應的電磁鐵敲 擊指定的曲調,因此可以隨性點擊來組合自己的樂曲。


I used circle patterns with different colors to represent the twelve verses of nursery rhymes in the Processing developmental environment. These patterns floated at random on the screen. Clicking one of the patterns would trigger corresponding solenoid to beat out a specific tune. Therefore, users could click freely to build their own music.

原型| Prototype 透過製作草模來測試電磁鐵依照童謠旋律敲擊的效果。

The rough model was used to test the melody when the solenoid knocked according to established nursery rhyme.

筆記型電腦 A notebook notebook

電磁鐵 A solenoid 被敲級物 Something hitted by a solenoid 精模製作| Final Model Making 這個作品的骨架由壓克力構成,為了不讓電磁鐵因為重 力而影響敲擊,設置時,電磁鐵的軸必須向上,而各種 被敲擊的「廢棄物」則覆蓋於電磁鐵的軸上,隨著一陣 陣地敲擊發出材質特有的聲音。

The skeleton of this work was made from acrylic sheets. In order to prevent the influence of gravity, the axle of a solenoid must be set upwards. Then, these axles would be covered with various wastes. We could hear the sound from the wastes' materials when the solenoids knocked them.

透過雷切壓克力來準備需要的組件,由於有六個電磁鐵 而準備了六組,每一組經過黏著後形成右圖的樣子。 I prepared necessary units through using lasercutting to cut the acrylic sheets. There were six sets of the units because of the six solenoids. Each set is showed in the right picture after doing adhesion.


接著,我為六個電磁鐵分別設置不同 的「廢棄物」,它們是我生活周遭沒 有用到的物品。 Next, I gave the six solenoids different wastes that were usually neglected by me around my living environment.


廢棄物 & 音樂| Singing Wastes 在將電磁鐵接線,與「Arduino」連結後,我使用一台 「MacBook」電腦來運行程式,至此整個系統已經完成。

After connecting the solenoids with the Arduino, I used a MacBook to run a program. The full system had done at this moment.

操作時,使用者利用滑鼠去點擊螢幕中四處浮動的彩色 圓形圖樣,每個圓形圖樣會觸發特定的電磁鐵敲擊出某 段預設的童謠,請隨興地點擊圓形圖樣;隨興地組合不 同段落,搭配電磁鐵敲擊各種"廢棄物"來演奏屬於自己 的童謠。

Users could click colorful circle patterns which floated on the screen through their mice when they operated the system. Each circle pattern triggered a specific solenoid to beat out a tune of certain verse of default nursery rhyme. Please click the patterns and combine different verses freely. Create your own nursery rhyme through using a solenoid to knock a variety of wastes.

在底座設有能讓電磁鐵的 電線穿過的小孔。 The base has a hole for threading the solenoid’s wires.


衍生創作| Derivative Creation 根據這個作品的概念來提出另一個構想,同樣地使用電 磁鐵敲擊身邊各種物體來產生不同材質的聲音,但將電 磁鐵轉化為啄木鳥的形象,像是鳥嘴一般反覆敲擊物 體,並改以實體按鈕來控制,當按下按鍵時,對應的鳥 兒就會敲擊出預設的童謠,總共五隻小鳥,只要放在不 同材質的物件上,童謠的音色與響度就會不一樣喔!


According to the concept of this work, I offered another idea. The idea also used a solenoid to knock various objects around me for the sound of different materials. However, I transformed the image of a solenoid into a woodpecker. Its axle was like a beak and knocked objects constantly. The new system had tangible buttons rather than graphic patterns. When a button was pressed, corresponding bird would beat out a tune of default nursery rhyme. There were five birds in this system. The tone and volume of the nursery rhyme showed changes when the bird was put on different objects with different materials.


小鳥身體下的吸盤可以輔助其貼附於不同材質的 表面,再用鳥嘴進行敲擊。 The vacuum cupule under the bird’s body could help it stick on different material surfaces, and then knocked the surface with its beak.


在木頭鳥屋中設置了實體按 鍵與「Arduino」微控制器, 系統透過「Arduino」來運 作,不需要連接電腦。 I set tangible buttons and an Arduino board in the wood bird house. The system ran through the Arduino and needed no connection with a computer.


來!敲出童年的聲音 Come on! Let's knock and get the sound of our childhood.

Raxi 飛行雨傘輔助系統 概念設計 / Concept Design

Year 2015

如果雨傘能在天上飛且隨叫隨到,下雨天時一定方便許多, 我們在參與2015年由經濟部、教育部和美國麻省理工學院媒 體實驗室合作舉辦的未來城市工作坊中提出這個作品的構 想,並在經過四天的競賽後成功地獲得創新入圍獎。 If an umbrella were able to fly in the sky and were at our beck and call, we might feel more convenient on a rainy day. We offered this concept when we attended to Future City Workshop which was held cooperatively by Ministry of Economic Affairs, Ministry of Education and MIT Media Lab in 2015. After a competition for four days, we got the Certificate of Finalist successfully.

Team member /

鍾其軒 林郁欣 鍾佳恩 李昀靜

防水布| Waterproof cloth

電池槽| Battery base

LED光源| LED (dim rainy day)

防衝撞環| Crashproof ring


背景| Background 降雨的城市是美麗的,但有時候突如其來的壞天氣將對 路上的行人造成大麻煩,我們整理了雨天時會讓人覺得 不方便的情境,諸如忘記帶雨傘出門或由於手上已經持 有東西而不方便拿雨傘,我們甚至觀察到有人邊騎腳踏 車邊撐傘,對他們的安全造成威脅。

A rainy city is beautiful, but sometimes an unexpected bad weather will be a big trouble for people on the road. We found some inconvenient situations on rainy days, such as forgettingto bring an umbrella or being unable to hold an umbrella while you had held something in your hands. We could even see people holding umbrellas while riding bikes, which put themselves in danger.

概念| Concept 四軸飛行器具有重量輕、體積小與高便利性的優點,我 們將其結構與雨傘結合,並命名為「Raxi」。你可以使 用手機App來預約它,它則會透過「GPS」來追蹤位置並 前往你身邊,雨天時,「Raxi」會在你頭頂跟你一同前 進,保護你免於淋濕的困擾。 1 突然下雨了。 When it rains suddenly.

A quadcopter has advantages of small weight, small size, and convenience. We combined its structure with an umbrella, and then renamed it as Raxi. You can book it on an app, and it comes through tracking your location by GPS. Raxi follows wherever you go on rainy days and keeps you from getting wet .

2 你卻忘了帶雨傘出門。 You forget to bring your umbrella.

3 此時你可以拿出手機,使用「Raxi」 這個App租用飛行雨傘來幫你遮雨。 You can take out your cellphone, and use the app "Raxi" to help you.



The Nepenthes 居家生活用品

/ House Holding Year 2013

登革熱的疫情日益嚴重,「蚊清」是運用埃及斑蚊白天出 沒、找水產卵、循香味覓食等生活習性而設計的防蚊產品。 其中包含結合豬籠草意象的捕蚊器及充滿特殊尖狀凸起表面 的盆栽底盤及花瓶,進而避免積水容器成為病媒蚊孳生源。 Facing the severe problem of the Dengue fever, "The Nepenthes" applies the foraging, breeding and biting habits of Aedes into a new mosquito-control design, including a mosquito trap with the image of a Nepenthes, and containers with convex-covered surfaces in order to decrease breeding sources for Aedes. Material


Team member /

鍾其軒 林典群 羅妍婷


背景資料| Background 登革熱的主要病媒蚊是埃及斑蚊及白線斑蚊,它們最大 的特徵除了腳上的白線條以外,就是它們白天出沒的習 性,因此大多在黑暗中靠光來吸引的捕蚊燈便無法捕 捉。又因為都市充滿著積水容器及垃圾,成為病媒蚊孳 生的溫床,導致登革熱疫情日益嚴重。

Dengue is transmitted by several species of mosquitoes called Aedes. Besides the white strips on their legs, biting during daytime is one of their most special features, which makes the mosquito lights useless because of the weak temptation in the daytime. What’s more, lots of garbage and containers filled with water makes the city the best place for Aedes to breed, and that’s why the Dengue epidemic gets worse.

分析研究| Research 我們請教了眾多寄生蟲科的專家學者,除了分析現有防 蚊設計的趨勢,也藉由親自養蚊來觀察埃及斑蚊的生活 及產卵習性。能誘引蚊子的方法有以下幾種:燈光、水 和香味。現有的捕蚊器多以昆蟲的趨光性來誘引,但通 常只能抓到晚上出沒的家蚊。因此藉由蚊子尋水產卵及 尋香覓食的習性來誘引,為我們的主要設計方向。

蚊子的一生 The life of a Aedes aegypti



We visited several experts in parasitism, not only analyzing the trend of mosquito-control design, but also did we observe directly by raising larvae. There are few attractant materials for mosquitoes: light, which is used by most of the traps nowadays utilizing the Phototaxis of insects, but turned out that they can only capture Culex pipiens who comes out at night; water, where they can breed; and incense for foraging. The water and incense will therefore be our main means to attract.

1.孑孓 2.蛹期 3.成蚊 4.交配 5.吸血 6.產卵於孳生源 1.Larval stage 2.Pupal stage 3.Adult stage 4.Mating 5.Blood feeding 5.Oviposition



我們跟著衛生所的檢測人員一起去家家戶戶尋找孳生 源,觀察民眾用水習慣及容易孳生孑孓的容器,例如: 盆栽底盤、花瓶、水桶等。要怎麼讓蚊子無法在這些盛 水容器的壁面產卵,便是我們希望可以解決的問題。因 此我們嘗試了很多不同的表面處理,觀察蚊子對產卵處 的選擇性及喜好。

In order to observe how the public use water and how those containers become breeding sources, we went from door to door for inspection with a staff from the Health Bureau. Our main task is to avoid Aedes from laying eggs on the inner walls of those containers, and thus we tried different kinds of surface to test how mosquitoes make choice.

1/登革熱 Dengue Fever 又稱為天狗熱或斷骨熱,是分布在熱帶地區的一種急性 傳染病,由埃及斑蚊和白線斑蚊作為傳染媒介,受到感 染的人會有疲倦或抑鬱症狀,嚴重者將出血甚至死亡。

Dengue fever is a topical disease transmitted by several species of mosquito within the genus Aedes, People infected with dengue virus may cause mild syndromes of fatigue or depression, and others have more severe illness or even decease.

2/埃及斑蚊和白線斑蚊 Aedes Aegypti and Aedes Albopictus 登革熱的主要傳染媒介,特徵是腳上有黑白的條紋,習 慣白天出沒,平常以花蜜為食。雌蚊在交配後會吸血以 攝取足夠養分,並產卵在能接觸水面的壁面。



The Aedes Genus is known to act as a vector of dengue fever. Their main feature is the black and white stripe markings on their body and legs. They feed on nectar and other sources of sugar, and they often appear during daytime. Female mosquitoes hunt for blood to obtain nutrients before they spawn on the walls around the water, which is how dengue fever is infected.



草圖| Sketches

設計的想法 The ideas of the design

思考方法來吸引與阻絕蚊子,或是妨礙牠們的成長。 Thinking what methods could attract and close off the mosquitos, or hinder the growth of them.


考量裝置的結構與零 件的配置。 Consider the device’s structure and the possible equipped parts.

預組線 Prefabricated line

蚊子培育與草模測試| Keep Mosquitos and Test the Rough Models 在蚊籠中培育白線斑蚊的幼蟲。 The larvicides were kept in a mosquito cage. 測試不同表面以尋找讓蚊子難以產卵的結構: 顆粒狀 - 波形 - 針刺狀 Different surfaces were tested for looking for a structure which made mosquitos be hard to breed: nutty structure - wave structure - needle structure


蚊清捕蚊器 The Mosquito Trap 172*108*246mm 這是一個以香氣和水來誘引斑紋的捕蚊器。經過觀察發現蚊子習慣的飛行高度在人的腰到肩之間,因此我們 設定它是被放置在書櫃上的。精巧的豬籠草造型,希望使用者可以像是在替植物澆水一般,記得隨時查看並 換水、換香氣補充包。 This is a mosquito trap with attractants of incense and water. We found that mosquitoes normally fly on the height between our shoulder and waist, so it should be placed on a cabinet. With a delicate shape of Nepenthes, users may remember to change water and incense package just like catering a plant.


葉片蓋子 The leaf switch

風扇 The fan 可拆的尾部 The detachable bottom 蚊子屍體積放處 The space to collect mosquitos’ corpses 小水箱 The water tank


1 2

The incense supplemental package

1 拆下尾部 Open the bottom

2 內部元件 contents

3 蚊子屍體積放盆 the space to collect mosquitos’ corpses

1. 打開葉片狀的蓋子,就能啟動開關。 2. 風由通風口送出,並帶出香氣。 1. Turn on by opening up the leaf switch. 2. Wind carry out the incense through the vent.

4 小水箱 water tank

5 香味補充包 incense supplemental package

特點| Feature 只要扳開補蚊器上的葉片,就能散發出香氣並啟動風 扇,蚊子便會被吸引而接近。

Just open up the leaf switch, the incense will diffuse and mosquitoes will come near.

風扇啟動後,有了葉片開口、加上尾部的通風口就能形 成對流,便把靠近捕蚊器的蚊子吸至底部。

The fan turns on and forms convection, which suck mosquitoes down to the bottom of the Nepenthes.

誘引物放在可以拆下的豬籠草尾部,拆下時,首先會看 到集中蚊子屍體的小空間,若蚊子屍體已經過多了便可 以取出並倒掉。另外附有裝水用的小水箱和放置香味補 充包的小隔間。尾部和本體以強力磁鐵連結,方便取下 及裝上。

The bottom can be opened. On the above, you can first see a little space to collect mosquitos’ corpses. You can remove the corpses once the space is full. There are also a water tank and a space to place the incense supplemental package. The bottom connects the body with magnets, which makes it easy to tear down and to load on.


概念| Concept 埃及斑紋會在容器的壁邊產卵,等到水積到該處便會孵化。我們將容 易成為登革熱孳生源的容器做了表面的設計,希望簡單的小改變,可 以大大地減少孳生的可能性。 Aedes lay eggs on the inner walls of containers, and hatch once they’re soaked in the water. We did some design on the surface of those containers, and expect to reduce their possibility to become breeding sources.

蚊清盆栽底盤 The Flower Pot Plate 158*158*24.5mm 盆栽底盤是衛生局搜查統計中,最常見的積水孳生源。許多 尖尖凸起設計能讓底盤保持盛接盆栽流水的功能,又能隔絕 蚊子接觸到水面的機會。 The plate for flower pots is one of the most common breeding sources for Aedes. Many convex on the surface isolate mosquitoes from getting close to the water and still maintain the function to hold waters from the pots.


蚊清花瓶 The Vase 88*88*195mm 必須裝水的花瓶如果生了孑孓是不容易被察覺的,也是主 要孳生源之一。因此我們在內壁長出許多凸起,避免蚊子 到壁上產卵。 It’s not easy to notice if there are larvae in the vase or not, thus we grow many convex from the walls to avoid mosquitoes lay eggs on them.


安心的生活,不用再戒備。 Live in peace without alert.


小 廚 神 Dr.Cooking 廚房幫手

/ Kitchen Helper Year 2012

小廚神是廚房的老師,它協助廚房新手完成美味的料理,透 過詳細的解說與圖示化的流程步驟,帶領使用者一步步達成 目標,體驗自己下廚的樂趣。 Dr.Cooking is a teacher in kitchen. It helps beginners who seldom cook make a delicious dish. Through commenting in detail and pictorializing the flow of all steps, it would lead users to their goals step bt step and find interests in cooking by themselves.

Team member /

鍾其軒 葉奕頡

林典群 許祐誠


觀察| Observation

目標族群:廚房新手 Target Group : Beginners at cooking

獨居在外的社會新鮮人,或是對料理有興趣的自學者。 They might be fresh graduates who live alone or autodidacts who have interests in cooking.

請四位甚少下廚的大學生擔任受測者,指定數道 較普通的菜色,觀察並紀錄他們的實況,從洗菜 到上桌,平均花費時間為2小時40分鐘。 We invited four college students who seldom cooked to be our subjects. First, we chose several common dishes to let them cook, and then observed and recorded the lives. From start to finish, they took on average 2 hours and 40 minutes.

訪談| Interview Survey


20 People

We interviewed 20 persons personally. In order to research differences between them, they included elders who were good at cooking and beginners who seldom cooked.

你會不會煮菜? | Can you cook? 你煮過什麼菜? | What dishes have you ever made? 你覺得下廚有什麼困難之處? | What's the difficult things that you think about cooking? 你平常是否想過要下廚,為什麼? | Have you ever thought about cooking by yourself? Why? 你有想嘗試煮的菜色嗎? | Have you ever thought about trying to make certain dish? 你有看著食譜做過菜嗎? | Have you ever cooked with recipes? 你覺得食譜有什麼問題? | Do you think recipes have any problems? 煮菜給你什麼感覺? | What’s your feelings about cooking?


問卷| Questionnaire 除了訪談,我們也進行網路問卷普查大眾資料,並將其 結果整理成圖表。

Besides interviewing, we also used online questionnaires to survey public data and then transformed the outcome into a chart.

Awful (6%) Bad (30%) Average (36%) Good (16%) Great (12%)

您覺得自己的下廚功力如何 How’s your ability of cooking?

< 30 min (15%) 30~60 min (60%) 60~90 min (17%) 90~120 min (6%) > 120 min (2%)

您願意花多少時間來下廚? How much time are you willing to make a dish?

1 point (0%) No 2 points (20%) 3 points (31%) 4 points (27%) 5 points (22%) Yes

您覺得下廚是複雜的嗎? Have you ever thought about cooking is complicated?

您覺得安排料理順序很困難嗎? Do you think it’s difficult to arrange a sequence list of cooking process?

您如何安排料理的順序? What’s your basis for your cooking process?

1 point (2%) No 2 points (30%) 3 points (34%) 4 points (34%) 5 points (2%) Yes

Cooking techniques (15%) Ingredients (70%) Season (1%) Tools (2%) Others (12%)

您是否曾為食譜說明的份量與自己所需不同而感到困惑? Have you ever felt confused because a recipe showed more or fewer amounts of food than your requirement?

1 point (12%) No 2 points (10%) 3 points (28%) 4 points (33%) 5 points (17%) Yes

發現| Findings 時間 | Time

食譜 | Recipe

步驟 | Steps



They hope to finish in one hour.

They hope to adjust ingredients freely.

1.覺得下廚是複雜的。 2.安排料理順序是困難的。 3.下廚前,習慣優先考量現有的材料。

感覺 | Feelings 成就感、健康的、省錢的、家的感覺

They feel cooking troublesome. It is difficult to arrange the sequences of cooking. They often think of available ingredients first before cooking.

Accomplishment, Healthy, Economical and a feeling of home


人物塑造| Persona 藉由人物塑造能得到目標使用者的形象,做出真正符合 需求的產品。

According to the persona, we could get the image of target user to do the product which conforms real needs.

首先,根據分析訪談與問卷的資料,列出17種人物範本 與34組特性。

First, we listed seventeen samples and thirsty-four groups of questions according to the data from interviews and questionnaires.

接著,在依照相似程度收斂人物範本後,找出3個主要 的群集,並以折線圖呈現。

Second, we drew line chart based on our convergence. We found three main groups and made their each one’s line chart.

這3個主要群集代表3種不同類型的人物,我們根據他們 在問卷中的選項為他們評分,區別出3種人物塑造。

The three main groups meant three different types of people. We gave them scores for their answers of the questionnaires. These three personas were different because of the scores.




Three different types of sample person

Make a selection based on higher familiarity

Establish information of the persona

Persona 她叫作敏庭。

Her name is 敏庭.


22 years old. She rents an apartment with friends outside.

房子內有一間廚房,但敏庭很少下廚。 偶爾,她會在腦中想像自己下廚的模樣。

Her home has a kitchen, but she seldom cook. She occasionally imagines how to cook in mind.

外出購物時,敏庭喜歡去瞭解各種廚房用具,但因為自 己的烹飪技術並不好,她甚少下手購買。

She likes to understand or visit kitchen tools when she goes to shopping, but she’s cooking technology is not good, so she seldom buys them.

有時,她會與室友一同下廚,因為敏庭只會做一些簡單 的料理,她通常扮演協助室友的腳色。 喜歡和其他人共同下廚的感覺。 她習慣在動手烹飪前查閱食譜,然而卻常被誤導而出 錯,因此現在越來越不信任食譜了。


Sometimes she cooks with her roommates.She only knows some simple dishes so she often belongs to the character of helping her roommates. She likes the feelings of cooking with other people. She will check a recipe before she cooks, but often misled by it, so she doesn’t trust a recipe now.

產品需求| Requirement 敏庭需要: -

依照食材提供菜單與食譜。 料理選擇上難易度的標示。 可以複數人共同使用。 顯示已處理的下廚步驟。 意見分歧時的決斷方式。 提醒做菜程序。 食材處理的時間。 多人做菜的順序。 提醒現在要做的事情。 多人使用時避免重複的空間使用。 料理順序與時間的拿捏。 完成品的標準比較,紀錄與統整。

需求 needs

- A product which could offer manus and recipes according to the ingredients. - A product marks the degrees of difficulty to cookery on dishes. - A product which could be used by several persons simultaneously. - A product could show steps which have been dealt with. - A product could offer a way to reconcile users’ differences. - A product could remind users of the sequence of making dishes. - A product could inform its users of the time used to deal with ingredients. - A product could set the sequence when multi-users cook at the same time. - A product could remind users what should they do now. - A product prevents multi-users from using the same kitchenware in the same time. - A product could help users control the sequence and time when they are cooking. - A product offers samples of dishes for comparing, recording and summarizing.

關鍵點| Key Points 輕鬆 | Relaxation

分配 | Distribution

提醒 | Reminder

計時 | Timing

測量 | Measurement

感覺經驗| Experience Attributes 依據上述研究,列出符合產品形象的形容詞,並搜尋滿 足這些形容詞表現的圖片,奠定產品風格。

According to the research above, we found several adjectives that we thought conforming to our product, and then searched pictures that conforming to them. These pictures would establish a style of this product.

產品親和圖| An Affinity Diagram of the Product


流程| Sequence

產品「X」將結合無線傳輸,透過外部輸入或內建 的食譜資料來幫使用者打理完整的一餐,使其跟隨 流程,依照畫面指示進行下廚的操作。 The product "X" would connect with wireless transmission. It could help users decide a whole meal through the recipes’data from outside or inside. Users just follow its sequence of processes to cook with instructions from the screen.

畫面顯示 The scenes


初始介面紙模| Initial Interface Wireframe Sketches

開始烹飪,以時間軸顯示各 設備的進度。 Start cooking, the timeline shows each device’s progress.

每項進度呈現食材,使用器具與 烹調手法。 Each process includes the food, the tools and appropriate cooking skills. 紙模呈現出系統介面的完整操作流程,在經過目標 族群的實際測試後,根據所得回饋與建議,將在介 面添加更多細節來達成更好的使用者體驗。 展示成就與筆記功能。 Desplay the achievements and take notes.

The wireframe sketches shown a complete operated process of the interface were tested by several target users. According to their feedback and suggestions, more details were added for a better user experience.


介面| Interface 新增使用者。 Add new user. 回上頁。 Back to previous page. Page1-1 : 選擇使用者 Choose the user

Page1-2 : 新增使用者 Add new user

拉出鍵盤。 Outstretch the keyboard.

Page1-3 : 新增使用者資料輸入 Import new user’s data keyboard

在方格內安排自家廚房的 配置,以"icon"呈現廚房設 備。 Arrang the deployment of appliances of user’s kitchen with icons.

Page1-4 : 新增使用者廚房配置 Add with the deployment of kitchen’s appliances


「icon」分別為: 1.開始料理 2.食譜瀏覽 3.歷史紀錄 The icons are: 1.Start cooking 2.Browse recipes 3.Historic records

Page2 : 系統主畫面 The main picture of system

點擊料理圖示可以瀏覽食 譜。 You can browse recipes by clicking pictures of dishes. 將料理圖示拉近右邊的鍋 子作為選擇料理的動作。 Draging the picture of a dish which you want into the pot on the right is the action of choosing the dish.

Page3-1 : 選擇料理 Choose several dishes

可將不要的料理拖拉出鍋 外作為剔除的動作。 You can delete the dishes which you don’t want by draging them out of the pot. Page3-2 : 確認選擇料理 Confirm the choice

根據對料理的喜好來調整 份量。 Adjust the quantity with your favor to dish. 針對食用人數調整份量。 Adjust the quantity with number of people.

Page3-3 : 調整份量 Adjust the quantity


每格代表相同時間間距。 Every grid means the same temporal spacing. 按照自己的習慣調整料理 順序或增減步驟的時間。 You can adjust the sequence of making dishes and change the time of every step according to your habits.

Page3-4 : 調整料理流程 Adjust the flow of making dishes

按下X鈕可刪除已事先完成 的步驟。 Click the X button for deleting the steps which have been done. 刪除的步驟縮成線狀,按 O鈕可復原。 The step which is deleted would be transformed into a line. You can recover it by clicking the O button.

Page3-5 : 調整料理流程2 Adjust the flow of making dishes 2

進行中的步驟置中放大, 設備欄依相對位置左右移 動。 The ongoing step would center and enlarge. other appliances would move towards the left or right according to relative positions.

Page3-6 : 料理過程 The process of cooking

下一個步驟以較寬的視窗 呈現,提示使用者。 The next step shows on a wider window for prompting the user.

Page3-7 : 料理完成 Finish


作業超時的步驟將以紅色 外框表示,並在右下角註 明超出的時間,點擊方框 可做紀錄。 The overtime work will show with a red frame. Besides, system marks the exceeded time on the bottom right of the frame. You can also take notes by clicking it.

Page3-8 : 作業檢討 Review

點擊料理圖示,進入食譜 編輯頁面。 Click the picture of a dish to enter the page for editing the recipe.

Page4-1 : 食譜瀏覽 Browse the recipe

用C工具,將A材料B動作 至D狀態,以上代入對應的 icon。 The icons represent that you use C tool to do B action which makes A material be transformed into D status.

Page4-2 : 編輯食譜 Edit the recipe

筆記本功能。 Take notes.

圖示| Icons

溫暖和體貼的 Warm and Considerate


草圖| Sketches

模型| Model 電腦彩現| Render

1 觸控螢幕 Touchscreen

2 主機 Main frame 3 電子秤 Electronic scale 模型製作| Model Making 觸控螢幕 Touchscreen

觸控螢幕 Touchscreen

模型的材料是PU與ABS,首先利用 CNC將PU切割成各塊零件,再用補 土進行修飾。 使用ABS來拼接螢幕框架,並用壓 克力製作面板。 The model’s materials were PU and ABS. The first step was using CNC to cut the PU into different parts, and then their surfaces were needed to be level flat with putty. The screen’s frame was made by splicing several pieces of the ABS board, and its panel was made of acrylic glass.


繪製Logo、開關圖案與細 節,並輸出為透明貼紙。 A piece of transparent sticker was printed after we had drawn the Logo, switch patterns and other details.

小廚神| Dr. Cooking 小廚神是一台引導使用者完成料理流程的機器,使用者 能使用觸控式螢幕或無線傳輸將需要的食譜輸入機器, 準備下廚前,透過查詢食譜資料庫完成菜色的設定,機 器會提供調整份量與食材的選項,並列印購物清單。 進行下廚時,螢幕會依照菜色編排最有時間效率的步驟 與流程,根據使用者的設定,在符合使用者廚房配置的 前提下,告訴使用者該在什麼時機在哪個廚具上做什麼 事,並適時提供下廚小秘訣,讓做菜變得簡單又輕鬆。 另外,小廚神具有計時功能,讓使用者能進行事後檢 討,藉以加強對時間的掌控,透過小廚神,下廚將不再 令人卻步,而是有趣又好玩的體驗。

Dr. Cooking is a machine which leads users to finish the whole cooking process. Users could input dishes’ data into it with touchscreen or wireless transmission. Before cooking, users have set dishes which they want to eat by searching them in the database. After that, the machine would offer options to adjust quantities and ingredients and then print a shopping list. The screen would arrange the most effective sequence and process with the dishes when users are cooking. According to users’ settings, Dr. Cooking would tell them what they should do with different kitchen tools at different moments that conforms to users’ kitchen configuration. It also offers timely tricks to make cooking easier and more relaxed. Besides, Dr. Cooking has the ability in measuring time. Users could review of a completed meal for enforcing their holds on time. Through Dr. Cooking, making dishes would no longer let people step back. It also becomes an interesting and funny experience.


享受一頓自己做的飯。 Enjoy cooking by yourself.


STAND UP 筆筒袋 文房具

/ Stationery

Year 2011

「STAND-UP」是筆袋也是筆筒,能安穩地立在使用者的桌 上,內外兩面採用不同的布料,能自由搭配喜歡的顏色與圖 案,組合出專屬於自己的「STAND-UP」。 "STAND UP" is both a pen pouch and a penholder. It could keep its footing on the desk. Clothes which be used to be materials are different between inner face and outer face. You could combine your favorite colors with patterns and then form your unique "STAND UP".

Team member /

鍾其軒 石建宏

黃俊民 呂俊毅


設計流程| Process 這是一個為時2個月的案子,我們的目標是設計實際販 售的產品,在經過不斷開會討論與更換題目後,決定以 筆袋作為設計的對象,我們希望這會是個能表現自我且 可以陪伴在使用者身邊的作品。 透過一連串的會議,我們討論使用者、特色、造型與材 質,且實地探訪布莊與材料行,尋找適合又便宜的零件 與加工方式,最後決定採用外側帆布、內側棉布的形 式,在設定使用者為大學生後,我們依照大學生的偏好 購買數種花色的棉布,此時,材料已準備齊全,開始動 工製作。 我們雇用專業的裁縫師傅來生產,並且為筆袋取名與規 劃宣傳方法,不久,「STAND-UP」終於正式面市,藉由 訂製與特別版本等商業操作,成功達成販售目標。 願「STAND-UP」步入你我生活,成為長伴身邊的好友。

The project lasted for two months. Designing a product which could be sold actually was our target. After meeting and changing projects many times, we decided to design a pen couch. We hoped that the work could satisfy the demand for self-expression and accompany users. Through a chain of meetings, we discussed the users, features, styles and materials. We also visted cloth shops and tailor material shops personally to look for suitable and cheaper materials or processing methods. Finally, we decided to adopt the type whose material of outer face was canvas and inner face was cotton cloth. After setting users for university students, we bought several cotton cloths with different colors according to the favors of them. All the materials were now prepared, so we started doing our work. We employed a professional tailor and then named our work and planned propaganda methods. "STAND UP" was soon hit the market. By operating business techniques which included customized orders and the releases of special versions, we achieved our sales target successfully. We wished "STAND UP" would join your life and become your forever friend.


筆筒袋 STAND UP 「STAND-UP」是新型態的筆袋,我們賦予筆袋站立的能 力,使用者可自由選擇直放或平躺,在筆袋與筆筒之間 輕鬆切換,利用筆筒的特性可解決現有筆袋找筆不便的 困擾,使每枝筆都能一目了然。 另外,每個「STAND-UP」都是請專業的裁縫手工縫製而 成,外層使用厚實的帆布,內襯則是多采多姿的棉布, 使用者可以依照喜好來選擇搭配,呈現獨特的風格,也 為「STAND-UP」打造豐富的個性。

"STAND UP" is a new type of pen pouch. We endowed it with the ability of standing. Users could let it stand up or lie down freely and convert its type between pen pouch and penholder easily. The question that it’s unconfortable to find a certain pen from a pen-filled pen pouch would be solved by utilizing the feature of a penholder, so every pen would be observed at a glance. In addition, "STAND UP" was stitched manually by professional tailor. The material of outer face is thick canvas and inner face is colorful cotton cloth. User will be able to collocate favorite colors with patterns and then form a unique style. "STAND UP" will also be given more abundant individualities.


米蘭達 Miranda White 騎著單車穿過綠蔭蔽空的道路,微風吹動 裙襬,長髮輕輕飄揚,今天星期天,天氣 晴,好舒服的風。坐在長椅上,隨手在筆 記本塗鴉,一顆球滾到腳邊,幫孩子撿 起後,奮力丟回去,不自覺露出大大的笑 容。是個好日子呢。

喬尼 Johnny Yellow 中午,拿著麵包牛奶到草地野餐,陽光燦 爛,微風舒爽,燙捲的金髮輕輕搖晃,大 力伸懶腰,手環輕敲發出清脆響聲。 要不要一起玩?身後孩童問道,回過身,點 點頭,露出青春無敵的笑容。

夏洛克 Sherlock Gray 翻開時尚雜誌,口中啜飲香氣濃郁的咖 啡,關掉吵吵鬧鬧的手機,這是一天難得 的偷閒時光,拒絕任何人打擾。 看看錶,時間差不多了,站起身,手裡拿 著錄音筆和新聞稿,那麼,開始下午的工 作吧!下班的人潮需要報紙。


羅賓 Robin Black 陌生城市的早晨,由窗簾射進的陽光,搓 揉惺忪的睡眼,喝口侍者送來的咖啡,電 視傳出聽不懂的語言,隨意理理蓬亂的髮 絲,目光望向桌上攤開的地圖,拿起紅筆 在上面做記號: 今天,就去這裡看看吧!

產品故事| Product Story 「STAND-UP」預設五種款式,不同風格、類型的筆袋有 各自的名字,他們分別是米蘭達、喬尼、夏洛克、羅賓 與當肯,我們賦予他們人格,描寫他們的故事。

"STAND UP" has five preset styles which have different names. They are Miranda, Johnny, Sherlock, Robin and Duncan. We endowed them with unique personality and described their stories.

五種筆袋反映五種鮮明的性格,也反映出不同消費者的 偏好。

They reflect five distinctive characters and diverse preferences for consumers as well.

米蘭達 喬尼 夏洛克 羅賓 當肯

Miranda - Truth Johnny - Youth Sherlock - Elegance Robin - Maturity Duncan - Intellectuality


率真。 青春。 優雅。 成熟。 知性。

當肯 Duncan Brown 整整領口,在羊毛背心外加上長大衣,學 院紋章在冬日清晨的陽光下閃閃發光,手 上抱著厚厚的原文書,遠方傳來宏亮的鐘 聲,與口袋中古老懷錶的時間相同,邁開 修長的步伐,大步朝前走去。


品牌| Brand


我們為「STAND-UP」建立品牌,它是專業、幽默、具有 人文關懷的,也反映人格的多樣性。

We have a brand building for "STAND UP". It’s professional, humor, humane care and also reflect character diversity.

「STAND-UP」的「Logo」是一隻腳的意象,使其直覺性 地與產品作連結。

The logo of "STAND UP" is an imagery of a leg which might associate with the product on instinct.

宣傳與市集| Propaganda and Fair 我們帶著「STAND-UP」參加創意市集,開賣前,我們先 邀請羽球校隊的朋友拍攝宣傳照,接著在「Facebook」 上架設粉絲專頁作為與客戶互動的管道,並預計讓買家 自由選擇顏色搭配,開放訂購服務。 當天的銷售相當成功,「STAND-UP」全部售罄,讓我們 小賺一筆。

We brought "STAND UP" to attend a creative market. Before the product hit the market, we had invited players of school badminton team to photograph a series of model cards and then created a fan page on Facebook to be a channel between customers and us. Customers could also make favorite colors collocate each other freely. Besides, "STAND UP" would be able to be ordered. Sales of the day were very successful and all the pen pouches were sold out. We earned money for selling "STAND UP".


你的朋友 。 STAND UP。 STAND UP, be your friend.


TEL : 0903-182-755 MAIL :

Profile for Chung, Chi-Hsuan


This book is a portfolio which covers my works from 2011 to 2019. Just enjoy it, and if you have any further question, please feel free to c...


This book is a portfolio which covers my works from 2011 to 2019. Just enjoy it, and if you have any further question, please feel free to c...

Profile for chihsuan