Summary: | 碩士 === 華梵大學 === 工業設計學系碩士班 === 98 === Enterprises start selling products which are experience-oriented with the the burgeoning experience economy. The products of experience not only sell but tell stories about people’s childhood; so is designer toy. As a subcultural product, designer toy attracts and is favoured by the subcultural groups. The spark between the experience economy and the creativity of subculture brings designer toys and hence is in fashion.
The main purpose of this research is to examine the development of the consuming styles of Designer Toy(subcultural)groups in the experience era, Participant Observation and In-depth Interviewing will be used as my research methodologies to verify my arguments. Additionally, the designers, retailers, and collectors of designer toys will be my objects of study so that the effects designer toys have upon commercial and cultural activities will be analyzed.
The conclusions of this reaserch are as follows: (1) the designers, retailers, and collectors of designer toys are regarded as people who make up, who tell, and who listen to stories; (2) the integration among designs, commerce and markets, which are the three elements to establish a good story—its substance, the story-teller, and people who appreciate it; (3) designer toy as a modern art, represents the subcultural creativities of the young generation; (4) subcultural groups use symbols as personal style identity card, consumption and repetition of the symbols are the main features; (5) the features of the subcultural behavior reflect on collect, creativity and community; (6) designer toy in Taiwan has small market, lack of originality, consumers more fancy foreigner’s products. Furthermore, as a subcultural outcome reflects the significance of the development of the design industry as well as the cultivation of designers which the government should put stress on, hence strengthen our national capabilities with culture.
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