新作坊

新作坊 Humanity Innovation and Social Practice

當腳本失效時:社會設計教學的牌卡設計與設計反思
When Scripts Fail:A Card-Based Tool and Design Reflection in Social Design Education

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摘要

社會設計作為一個定義模糊、邊界不穩定的知識領域,為教學實踐帶來根本性的挑戰。設計思考方法論雖提供了標準化的操作流程,卻也將關於權力、資源與規範的結構性問題系統性地排除在外。本文以臺灣大學創新設計學院開設的「社會設計導論」課程為研究場域,探討自行設計的教學工具「社會設計卡到陰」如何在教學現場運作。透過對修課學生的深度訪談,研究發現牌卡工具在「個案分析」與「設計發想」兩種教學情境中產生截然不同的效果。在個案分析情境中,牌卡製造的認識論摩擦往往是生產性的,學生被迫面對原本不會提出的問題,進而反思設計是在怎樣的結構條件中做設計;但在設計發想情境中,牌卡內建的「物件優先」腳本與學生習慣的「問題優先」邏輯產生衝突,導致工具被擱置或儀式化地使用。本研究指出,教學工具的效果並非單純取決於工具設計的優劣,而是鑲嵌在工具、學生與操作情境三者之間的關係網絡之中。

Abstract

Social design, as a knowledge domain with ambiguous definitions and unstable boundaries, poses fundamental challenges for pedagogical practice.While design thinking methodology provides standardized procedures, itsystematically excludes structural issues concerning power, resources, and norms. This study examines how a self-designed teaching tool, "Social Design Card 'Possession,'" operates in the classroom, using the "Introduction to Social Design" course at National Taiwan University's D-School as the research site. In-depth interviews with students reveal that the card-based tool produces markedly different effects in "case analysis" versus "design ideation" contexts. In case analysis, the epistemological friction generated by the cards tends to be productive—students are compelled to confront questions they would not otherwise raise, thereby reflecting on the structural conditions that shape design practice. However, in design ideation, the "object-first" script embedded in the cards conflicts with students' habitual "problem-first" logic, leading them to abandon the tool or use it ritualistically. This study argues that the effectiveness of teaching tools does not depend simply on design quality but is embedded within the relational network linking tools, students, and contexts of use.