Bulletin of Human Centered Design Organization
Online ISSN : 2435-0605
Print ISSN : 1882-9635
Volume 20, Issue 2
Bulletin of Human Centered Design Organization 2024 Vol. 20 No. 2
Displaying 1-16 of 16 articles from this issue
Front Matter
Original Paper
  • Leon Takemura, Jun Iio
    Article type: Original Paper
    2024 Volume 20 Issue 2 Pages 1-9
    Published: September 30, 2024
    Released on J-STAGE: October 18, 2024
    JOURNAL FREE ACCESS

    Subscription services have a characteristic in which they maintain the contract until the user requests cancellation. There is a strong correlation between the service provider's desire to prevent user defection and dark patterns, resulting in a complex cancellation procedure that becomes currently at issues. Furthermore, subscription services often require payment information such as credit card details to initiate usage, and if these data are not erased simultaneously with the cancellation procedure, the user's intentions are not fully satisfied. This paper focuses on identifying the actual situation of subscription service cancellations in Japan. To evaluate the user interface, we measured the number of clicks and screen transitions during the cancellation process. In assessing the retention of personal data, we paid attention to the timing of erasure of credit card information. We have collected 35 cases, but it does not mean that this paper directly assesses and predicts all existing subscription services.

    Download PDF (2163K)
  • Mitsuihko Karashima
    Article type: Original Paper
    2024 Volume 20 Issue 2 Pages 10-17
    Published: September 30, 2024
    Released on J-STAGE: October 18, 2024
    JOURNAL FREE ACCESS

    This research was focused on “Eye-catch” inserted just before online video advertisement and aimed to reveal the effectiveness of Eye-catch for reducing the viewers’ sudden feelings due to appearance of advertisements through an experiment. In the experiment, 16 participants were required to watch four different 5-7 minutes videos. Each video was composed of one of four kinds of games being played and one of four different video advertisements being inserted twice. The participants were also required to answer seven subjective items in the questionnaire to the insertion of the advertisement in the video after watching each video. The experiments were designed in a 2 x 2 within-subjects factorial design with independent variables: the twice inserted methods of the advertisement in the video (the settled or the derived from the number of comments) and the Eye-catch conditions (existence and absence). The results of the experiments revealed the effectiveness of Eye-catch for increasing viewers’ anticipation to advertisements appearing and reducing viewers’ sudden feelings due to appearance of advertisements regardless of the inserted methods of the advertisements. The results also suggested that the combination of Eye-catch and the inserted method derived from the number of comments could be effective for reducing viewers’ feelings of annoyance though it could not establish that the Eye-catch conditions have a statistically significant effect on them.

    Download PDF (1181K)
  • Yoshiharu Miyachi, Kohei Oda
    Article type: Original Paper
    2024 Volume 20 Issue 2 Pages 18-24
    Published: September 30, 2024
    Released on J-STAGE: October 18, 2024
    JOURNAL FREE ACCESS

    This study proposes a development method for creating new businesses and services in emerging countries such as the Association of Southeast Asian Nations (ASEAN). It verifies the method's usefulness and makes recommendations. The approach focuses on responding to development challenges and environments specific to ASEAN, such as the problem of development man-hours and the lack of UX human resources. The system makes it possible for people without research experience or knowledge of development information to create ideas. This report includes three workshops and extensive verification.

    Download PDF (1371K)
  • Takamasa Kikuchi, Hiroshi Takahashi
    Article type: Original Paper
    2024 Volume 20 Issue 2 Pages 25-34
    Published: September 30, 2024
    Released on J-STAGE: October 18, 2024
    JOURNAL FREE ACCESS

    Targeting customers in the asset formation domain necessitates analysis that considers both current customer attributes and future attribute changes. The authors have proposed a simulation-based quantitative persona creation method, but it is limited to establishing persona skeletons, and creating customer stories with additional narratives remains a challenge. Our previous method involves a cross comparison of several skeletons based on a combination of current customer attributes, the possibility of future attribute changes, and the assumed effects of measures, and thus there are limitations to conventional manual story creation. To address this, our study proposes a methodology to generate customer stories based on skeletons mechanically and semi-automatically, using a large language model. The main findings of this research are as follows: our methodology could 1) generate a set of stories with a certain level of consistency in terms of structure, 2) write stories according to the attributes of each skeleton, 3) generate logically coherent stories, incorporating future attribute changes, and 4) provide suggestions to foster awareness among stakeholders involved in the final phase of persona creation. The proposed method is applicable not only to persona creation but also to lifecycle management, such as version upgrades, and is expected to find industrial applications.

    Download PDF (1108K)
  • Yoshihiro Kawano, Yoshiha Goto, Ryota Kadokura, Eriko Harada
    Article type: Original Paper
    2024 Volume 20 Issue 2 Pages 35-42
    Published: September 30, 2024
    Released on J-STAGE: October 18, 2024
    JOURNAL FREE ACCESS

    It is crucial to foster an attitude in elementary school children that encourages them to look at themselves, focus on their future, and discover their strengths and possibilities through opportunities to reflect on their creative thinking and proactive lifestyle in their early childhood. In the elementary school years, career development focuses on enhancing "basic and generic skills," which are career planning skills are particularly vital as they are essential throughout one's life as a functioning member of society. Collaboration between schools and the community through learning activities is crucial to cultivating children's career planning skills. This study developed a Learning Feedback System (LeaFeS hereafter) with gamification method to support community activities that create opportunities for children to gain work experience. The community activity in focus is "Children's Town," where children plan and operate facilities like government agencies and shops, using local currency. LeaFeS offers learning feedback, including career recommendations based on user type classification within gamification. In addition to job recommendations, LeaFeS provides feedback on the progression of enjoyable and achievable tasks, awards based on the job experience, and career history to encourage the next steps. The effectiveness was verified through participant experiments involving community activities.

    Download PDF (2381K)
  • Masayuki Ihara, Hiroko Tokunaga, Hiroki Murakami, Shinpei Saruwatari, ...
    Article type: Original Paper
    2024 Volume 20 Issue 2 Pages 43-53
    Published: September 30, 2024
    Released on J-STAGE: October 18, 2024
    JOURNAL FREE ACCESS

    This paper reports the results of workshops to improve work at a nursing facility. For service sustainability achieved through work improvements, not only user-centered but also worker-centered design is important. We conducted 17 workshops with care workers for a year to design a work improvement. Though the workers tried to design a solution to create safe aisles between tables where wheelchairs would not hit the tables or chairs, the trial resulted in a failure to implement the solution. A qualitative analysis on the results of a review workshop, which was conducted to analyze why the workshops had failed, revealed that the workers were too cautious to implement the solution, considering not only advantages but also disadvantages such as insufficient preparation. This paper analyzes the reason for the failure from the viewpoint of motivating the workers and making them to feel the values of implementation and includes a discussion on changing the organizational culture of the care worker team.

    Download PDF (10402K)
  • Hiroko Tokunaga, Masayuki Ihara, Hiroki Murakami, Akihiko Koga, Takash ...
    Article type: Original Paper
    2024 Volume 20 Issue 2 Pages 54-62
    Published: September 30, 2024
    Released on J-STAGE: October 18, 2024
    JOURNAL FREE ACCESS

    In the future when AI helps with service design, designers should also focus on methodologies that consider users’ individual backgrounds and deeply empathize with them. Particularly in designing nursing care services, it is important to empathize with the unique demands of each user based on principle of personcentered care. However, since those demands are not necessarily obvious, it is necessary to design services while searching for points of sympathy. This paper reports the results of extracting and analyzing selfdisclosure utterances from the target user's narratives in interviews and chats conducted with the user in a design project for an online rehabilitation exercise service.

    Download PDF (2976K)
Technical Report (Case Report)
  • Hideo Zempo, Takashi Hirano, Yukinori Nagano, Azusa Hirosawa, Natsuki ...
    Article type: Technical Report(Case Report)
    2024 Volume 20 Issue 2 Pages 63-70
    Published: September 30, 2024
    Released on J-STAGE: October 18, 2024
    JOURNAL FREE ACCESS

    Since 2020, Fujitsu Ltd. has been promoting company-wide activities aimed at instilling design thinking skills among employees. The human resources department conducted a participatory usability evaluation with the participation of novice employees as well as designers and experts. As a result, 90% of the participants felt that the usability evaluation practice was meaningful for their work, and even beginners recognized its effectiveness. On the other hand, in terms of execution, 50% of the participants felt that it would be difficult to practice in the future without support, and many of them felt that it would be difficult in terms of the difficulty of the task. In the future, we believe that an effective approach is to increase participatory usability evaluation practices in order to foster a mindset in which each person faces his or her own issues.

    Download PDF (1010K)
Technical Report (View Report)
  • Kiko Yamada-Kawai, Takahiko Kusakabe
    Article type: Technical Report(View Report)
    2024 Volume 20 Issue 2 Pages 71-76
    Published: September 30, 2024
    Released on J-STAGE: October 18, 2024
    JOURNAL FREE ACCESS

    One of the most promising fields for Human-centered Design is public infrastructure. As Japan's government stipulated, "Human-centered society enabled by highly innovative ICT," the way to achieve this goal has been discussed. The authors review research and activities in the infrastructural planning area by four provisional patterns and discuss the future direction of the research and development. The patterns include (1) improving usability, (2) improving user research, (3) introducing HCD in the planning phase, and (4) introducing HCD in the whole project cycle. The discussion aims to accelerate the research and development in infrastructural planning by clarifying the achievements by these patterns.

    Download PDF (814K)
Technical Report
  • Kenta Kawamoto, Tatsuya Sashizawa, Jun Iio
    Article type: Technical Report
    2024 Volume 20 Issue 2 Pages 77-87
    Published: September 30, 2024
    Released on J-STAGE: October 18, 2024
    JOURNAL FREE ACCESS

    This study investigated the most suitable representation of online communications. We prepared six types of content representation to examine the degree of understanding and impression. This paper compares viewing on a 2D screen and in a 3D space, indicating that the former was easier to understand than the latter. In the 3D space, the effects of visual information other than the content and the discomfort of the audio description were disturbing the participants' concentration. Furthermore, our experiments disclosed the following findings. Their comprehension also decreased, even though the audio speed was not uncomfortable. The 3D space environment reduced the participants' interest in the content. The visually dominant person could understand the content both in 2D and 3D space. On the other hand, the hearing dominant person was particularly susceptible to the discomfort of audio description, which is auditory information in 3D space.

    Download PDF (2718K)
Back Matter
feedback
Top