Bulletin of Human Centered Design Organization
Online ISSN : 2435-0605
Print ISSN : 1882-9635
Volume 4, Issue 2
Displaying 1-12 of 12 articles from this issue
Front Matter
Commentary
  • Kentaro Go, Hayato Konishi, Yoshisuke Matsuura
    Article type: Contribution
    2008 Volume 4 Issue 2 Pages 1-5
    Published: December 01, 2008
    Released on J-STAGE: October 15, 2021
    JOURNAL FREE ACCESS
    In this paper, we report the design and evaluation of a Japanese text input method called IToNe. It uses a dual joystick game controller to input Japanese text. The left and right joysticks are respectively assigned to the left and right halves of the Japanese syllabary chart. The combination of left and right joystick signals selects a character. IToNe is theoretically faster than the Japanese selection chart. Results of a preliminary user study show that users prefer IToNe to EGCONVERT: its smoothness during operation and accuracy measures are significantly higher. In addition, the learning curve of IToNe suggests that it can be learned easily and that it potentially provides higher.
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Original Paper
  • Yuko Ishibashi, Mitsuhiko Karashima, Hiromi Nishiguchi
    Article type: Original Paper
    2008 Volume 4 Issue 2 Pages 7-15
    Published: December 01, 2008
    Released on J-STAGE: October 15, 2021
    JOURNAL FREE ACCESS
    This study focused on the text-based scenario for the usability tests of products or systems involving elderly users. Some studies revealed that the usability tests with elderly users did not always succeed because they frequently forgot a part of the scenario or changed a part of the scenario when they carried out the task for the test. This study proposed that photographs be attached to the scenario for maintaining the scenario in their memories and avoiding changing the scenario. The effectiveness of the photographic attachment was examined through the experiment which was consisted of two usability tests of the rice cooker with elderly subjects. One used the text-based scenario and the other used the text-based scenario with several photographs. The results of the experiments revealed that the number of elderly subjects who could not carry out the test because they forgot a part of the scenario or changed a part of the scenario was decreased by the photographic attachment to the text-based scenario. These results suggested positive effects of photographic attachment to the scenario on elderly users in usability tests.
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  • Ayako Hashizume, Masaaki Kurosu, Takao Kaneko
    Article type: Original Paper
    2008 Volume 4 Issue 2 Pages 16-23
    Published: December 01, 2008
    Released on J-STAGE: October 15, 2021
    JOURNAL FREE ACCESS
    It is frequently said that there is a regional difference in the use of high-tech device such as a cell phone. But the empirical evidence is few to be found regarding the detail of the literacy and the use of such device. In this paper, authors focused on the use of the cell phone by senior people living in Chiba City and Ishigaki City. The result of the questionnaire research showed that there are differences in the literacy and the use of the cell phone between Chiba and Ishigaki. Although the self-evaluations on the literacy for the cell phone were same for both districts, the substantial literacy level was high for Chiba. This is related to the difference in the life pattern and the environmental factors in both districts.
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  • Tadashi Kobayashi, Hiromasa Nakatani
    Article type: Original Paper
    2008 Volume 4 Issue 2 Pages 24-33
    Published: December 01, 2008
    Released on J-STAGE: October 15, 2021
    JOURNAL FREE ACCESS
    There are many sets of usability guidelines that could be used to quantitatively evaluate products or systems. There were, however, no quantitative means so far to evaluate a set of usability guidelines by comparing with another set of usability guidelines with an established reputation. In this paper, a new evaluation method of usability guidelines is introduced and verified as an applicable evaluation method to all kinds of usability guidelines. First, we remove unnecessary guidelines that are not directly concerned with human-system interface to evaluate only appropriate usability guidelines. Next, we compare and analyze two sets of distribution patterns of usability guidelines mapped onto user's temporal viewpoints. Our method has characteristics of employing two temporal scales, forming a user's temporal viewpoint matrix with a scale of utilization timeline and a scale of applied principles, as the means of improving the comparison accuracy. By comparing the graph patterns for each scale, we can provide a means of qualitative evaluation of the targeted guidelines; by comparing the computed similarity value of user's temporal viewpoint matrix, we can provide a means of quantitative evaluation of the targeted guidelines.
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  • Kazuhiko Yamazaki
    Article type: Original Paper
    2008 Volume 4 Issue 2 Pages 34-39
    Published: December 01, 2008
    Released on J-STAGE: October 15, 2021
    JOURNAL FREE ACCESS
    The purpose of this study is to develop design method for user experience. This paper proposes the definition and method of user experience design including process and team. And also, for user experience design, UED (user experience design) tool was proposed to support designer and UED team. After proposal, experiment for UED tool V1.0 is developed and had user testing to evaluate proposed design method. The results of experiment indicate that the proposed approach has possibility to help designer and multi-disciplinary team to consider user experience.
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