We investigated the effects of adhesive interlining on wearing and moving comfort and garment pressure exerted on the body. Scheffe's paired comparison test was performed for sensory evaluation of four jackets of the same pattern: one without interlining and three with different adhesive interlinings. The bonded fabrics have different shear and bending rigidities. Nineteen subjects performed four postures and movements while wearing the jackets. They compared wearing and moving comfort, and the feeling of garment pressure on designated parts of the body on a seven-point scale. Analysis of variance revealed significant differences in preference scores between jacket types. A jacket with lower stiffness was evaluated as more comfortable and as placing less pressure on the body. We conclude that adhesive interlinings affect wearing and moving comfort of jackets and the pressure exerted by a jacket on the body, especially in the shoulder, back, forearm, under the arm and bust areas.
This study aimed to identify common words in order to evaluate the appearance and tactile sensation of clothes in online shopping. Initial data collection extracted 170 words, which three groups of observers evaluated for appropriateness by describing the look and feel of the clothing they encountered. These groups consisted of 13 female students majoring in fashion design (FFS), 13 male students majoring in engineering (EMS), and 13 female students majoring in subjects other than fashion design (OFFS). After comparing the results of the three groups, 66 terms for appearance and 76 expressions for tactile sensation were selected. Then, each group of observers sorted the words into clusters using the KJ Method. After comparing the clusters for each group, common terms were derived. Ultimately, the results produced 17 shared expressions (8 for appearance and 9 for tactile sensation).
Many practices about using AR (augmented reality) contents have been reported in education fields, and the usefulness of teaching materials made by AR technology was verified. However, the study cases about using AR contents for book publishing are still scarce. With the publication of eBook, the possibility of AR contents increases and the synergistic effect could be expected. This study introduced the AR contents into book publishing field, gives three-dimensional depth to the visual information of two-dimensional original that in order to create multimedia “pleasure”. We targeted parent and child as our custom, and developed character AR contents to the picture-book. Readers can acquire the 3D data and of characters and compounds on the picture-book by using iPhone or iPad. We made comparative experiments by using manufactured AR contents. As the results, there was a tendency that the story in picture-book forms and with AR contents increased the understanding than the story written only in the text. Moreover, by adding AR contents to the 2D picture-book form, “pleasure”, “fun” and “unpredictability” can be improved.
Designers seek to create environments which offer their inhabitants comfortable, desirable, meaningful or other qualified forms of experience. Some successful models/solutions involve synthesis of space and person as mutually constitutive. There is understanding of union of space and person as dynamic. Models of space inhabitation or design which recognize such a dynamic relationship are said to view space as relational. In this paper, we claim space as relational. We also present the case that emergent in actualizing the relational idiom is the idea of threshold. Threshold is many things and complex. It symbolizes crossing but also pause, end but also beginning, a brief moment but also extended duration. We explore the concept of threshold within physical, perceptual and rational frames. City and cultural spaces have pleasures embedded in the idea of threshold. Through critical analysis and intervention the designer can tap into those pleasures for the benefit of the user.
Lyrics influence human affection toward music as same as the acoustics. All phrases in a lyric are not remembered; there are some “attractive phrases” in lyrics. This paper proposes a method to detect attractive phrases from musical lyrics focusing on typical expressions on lyrics that are uncommon in natural document. Through the interview on impression for lyrics, “uniqueness of co-occurred terms” and “repetition” were founded as typical expressions that significantly attracted human. Therefore, these expressions were modeled as mathematical features. The proposed method detected attractive phrases using support vector machine with the modeled features. The results of the model evaluation experiments showed the 69% accuracy and 86% precision. The detected results were compared and discussed with the key sentences detected by using the existing summarization methods. As the result of the comparison, it was concluded that the proposed method detected attractive phrases more accurate than the existing summarization methods.
Waiting is an inevitable part of life and the spaces in which we wait can contribute to either improve or worsen the experience. This paper covers the process and results of “The waiting room”, analyzing if the presence of specific smells has a significant impact in how the room and the waiting experience are perceived. Two different odorants were selected, lavender (relaxing) and orange (stimulating); 63 participants from 32 different countries were assigned into three groups (between-groups approach): Control (unscented), Orange and Lavender. Results show that both scents affected the room and waiting experience evaluation in different ways and overall increased the surrounding space perception compared to the unscented condition. Participants exposed to lavender scent were inclined to rate higher the ‘psychological’ properties of the room such as pleasantness and warmth; in addition the lavender-evoked memories were emotion based. Participants exposed to orange scent tended to rate higher the ‘physical’ properties of the room such as brightness and height; orange-evoked memories were object based. Lavender scent had a stronger influence in space perception than orange, suggesting the relevance of congruence and coherence between scent and physical environment when incorporating it as a tangible design tool in architecture.
This paper presents a cross-cultural research on the perception of trustworthiness in home medical device (blood pressure monitor or BPM) in Thai and Japanese young adults. The paper focuses on the method and effectiveness of incorporating social role image into the device's design to strengthen the product image of trustworthiness among Japanese and Thai users. Literature review and cross-cultural survey on trustworthiness impressions of 7 social roles relating to home care were first carried out. A controlled experiment was then conducted to investigate different methods of incorporating “Caretaker/Nurse” social role image into BPM's cuff, and their effectiveness in conveying impression of trustworthiness of BPM to Thai and Japanese young adult users. In both Thai and Japanese group, there were statistically significant changes in mood and ratings of components that have been found to be related to perception of trustworthiness.
The development of a theory-driven scale to measure tactile interaction based on user affective experience with two physical characteristics of fabric of vehicle seats was examined. Volunteers slid their fingertips on samples of fabric, giving assessment ratings on kansei statements. Roughness of the fabric surfaces was obtained using a metallic probe. Coefficient of friction was measured through an artificial fingertip attached to a tribometer. Using the Rasch model, a scale with quantitative properties was constructed. The resulting interval scale allowed the regression between the fabric locations on the linear continuum originating from affective responses and samples' roughness. The regression was noticeably non-linear, pointing to a cluster of stimuli with relatively higher likelihood of endorsement to the pool of kansei statements. However, a similar cluster for coefficient of friction was not identified. Nevertheless, the alignment of coefficient of friction with affective responses was indirectly established using roughness as a sharing component.
In this article, twenty-seven experience-centered industrial design projects leading to kansei representations were analyzed. Information was gathered from interviews with former project team members and from an analysis of the projects' final reports. All of the projects involved at least the Toyota Motor Europe - Kansei Design (TME-KD) division. Three types of projects were identified: “exploratory concept,” “product lining strategy,” and “pre-development direction.” For each project groups, the analysis detailed specificities in terms of context (purpose, design team members), design activities (information, generation, evaluation & decision, communication), and regarding the nature of their outputs (kansei representation) and the type of design information they conveyed. This led to a comparison of the different types of projects and a discussion about the kansei-related design information exchange in early design stages. A model of kansei-related design information based on these discussions is finally presented.
This paper presents an evaluation of the effect on viewer recognition of viewing at an angle a sign with arrow markings. Focusing on the case in which a sign at an intersection is marked with an arrow pointing in the direction of a given destination, this paper (a) investigates, using linear transformation, how to represent such an arrow in a manner which ensures that drivers follow the proper direction, even when the arrow is viewed from different angles, and (b) proposes a specific approach to representing such an arrow. It has been shown that the direction and magnification of a given arrow marking are important factors in the recognition of the proper direction on the part of observers.
The presence of pictures that people recognize as great beyond the borders of cultural differences over 100 years could suggest that such paintings would have certain aesthetic elements in common, and if people are able to recognize them through a shared sense of beauty, it might be able to study what kinds of properties influence people's evaluation of paintings. This paper investigates influences of motif compositions on impressions of pictures. In the first experiment, participants were asked to answer their impressions of the printings using two kinds of rating scales: information rate scale and semantic differential scale, Results showed that particular three perceptual features influence strongly on people's impressions. However, this experiment poses some questions. To find answers to the questions, we conduct the second experiment to analyze the relationship between motif compositions and gaze movements detected by an eye-tracking system.
In this study we tried to reveal the correlation and distinctiveness of the two primary modalities, touch and vision. In the first stage of the study, we used expert interview to obtain visual and tactile stimuli (35 pieces of modern design works and 37 materials). We also concluded a set of 21 opposite adjective pairs as image vocabulary for the semantic differential evaluations. Thirty five subjects were then recruited to conduct the evaluations. The result of factor analyses revealed that the components of adjective pairs in each factor of the two modalities are slightly different. This variation may imply that although tactile and visual sensation often function cooperatively to enhance the perception of each other, they sometime work competitively. The result of the investigation can help researchers to further understand the influence between multisensory images and can help designers to design products with demanded tactile and visual feeling.
Customers base their emotional quality judgments on their product perception. Therefore, the aim of customer-centric product development should be to satisfy needs and requirements of the specific target group and to develop products that attract user attention and evoke positive emotions. Since visual impressions are crucial for the evaluation of the Perceived Product Quality, the ascertainment of data about visual impressions should be of high importance. To use Perceived Quality data of visual impression there is a need to investigate how latent needs and requirements are influencing the conscious and unconscious visual perception. This paper presents a methodology that extends the traditional Kansei Engineering method for design evaluations for gathering customers' requirements and evaluations (e.g. questionnaires) by using Eye-Tracking. The elicitation of visual impressions with Eye-Tracking means to derive objective data of customers' product perception and evaluation. The methodology uses comparisons of design alternatives on a general as well as on an even more detailed level of product perception based on a structured approach. The paper also presents precisely a study design for applying the developed methodology and shows valid results of a conducted Eye-Tracking study by using descriptive (e.g. Pareto-analysis) and statistical analysis procedures (e.g. repeated-measures ANOVA). In conclusion, knowledge about and interpretations of the customer product evaluation and about latent and implicit requirements can be derived from the parameters ascertained with Eye-Tracking (e.g. fixations). By gradually integrating the methodology into the product development process, it can be applied by product designers for evaluating product design concepts from the customer's perspective.