This study was based upon the premise that individual Kansei works to evaluate an object, and that Kansei differs from person to person. It focused on a three-dimensional impression from the various elements which provoke this impression in an object. It aimed to investigate the characteristics of a product thickness, felt when a person recognized and/or touch an object. This study approached a sensitive measure method about the impression of thickness using several objects of different forms. To classify evaluation results by a standard, subjects were grouped based on their response similarities. As a result, we were able to suggest a new Kansei category by the way of evaluation and feeling of objects' thickness. Three types of experiments were carried on, and physical objects were produced using a three-dimensional printer. Experiment A was to discriminate a three-dimensional object from a plane one; experiment B was to evaluate the thickness by difference of weight; and experiment C was to evaluate the thickness by the shape of the top and sides of the objects. As a result, the objects were separated in plane and solid by area and thickness. In the objects that fit into one hand, it became the standard that around 10% of the length and breadth divides a plane and a solid. In addition, the impressions of the thickness were different by the shape of the sides. When the side shape was concave it was felt thinner than the real thickness, on the other hand, the convex was felt thicker than its real size. This study suggested a standard of the Kansei category, namely generality and accuracy. In this study, simple shapes were used and possibility of a new Kansei category was proposed. This method might be applied to the evaluation of more complicated products.
The accessibility of information on web-space is considered to be focused on the characteristics of hyperlinks. Although the reasons to put a hyperlink are multifarious, only one kind of link exists in HTML structure. As a result of this, users have to search for links by using syntactically techniques so as to retrieve information in web-space. In this paper, four kinds of hyper links are introduced into HTML, in order to improve the accessibility of information in web-space: Outbound links, Internal links, Navigation links and Intra-unit links. Designers and users can share the image of the link target page by using these kinds of links. Furthermore, the information flow between designers and users is described using mathematical framework, and experiments are carried out in order to verify the scheme.
The relationships between color of control panel and operators' behavior are discussed. Color has a lot of influences on human's psychological condition. For instance, red has danger image and blue has peaceful image. Consequently, an operator's action is controlled by colors of interface devices, and it can be said that color is one of the most important factor of interface design. In this paper, guidelines of items' color on control panel are proposed, and are discussed based on Rasmussen's SRK model. By using the guideline of color design, an operator's action changes from rule base to skill base, and operator's load is reduced. In addition, some experiments are carried out in order to verify efficiencies of the guideline.
This paper considers clothes as one of methods for self-expression and aims at the construction of a clothes design support system. Interaction between a user and the proposed system is performed in order to design clothes reflecting user's Kansei using Interactive Genetic Algorithms, one of interactive evolutionary computations. The system presents several designed clothes candidates to a user and a user evaluates them. According to the user's evaluations, the system gives genetic operations such as selection, crossover and mutations to clothes candidates. Repeating the procedures, presentations, evaluations and GA operations, satisfying clothes designs are obtained. This paper also applies concepts of a migration model for island GA and re-search of candidates to the clothes design support system for the support of creation. The paper also confirms that users can design clothes with high satisfaction reflecting their Kansei for clothes using the presented system through subjects experiments.
Current map systems fail to provide the information that a walker really needs. Because the information that the walker wants is always changing. Current map systems are inadequate because of giving only one index in indication of a map. The conventional map expression technique have used only one kind of indexes such as a sight substance, a hearing substance, or a sensitivity substance. In contrast, an aim of our study is map expression of the forms that system compound, and each layer supplements them each other. Our map is made by investigating at first which kind of map should be used for the promotion of the human geographical recognition. Therefore this paper investigated the number of the landmark in their recognition and the difference between persons who could read a map well and who could not. We carried out three experiments. The first experiment is designed to find out the differences in the concrete landmark between persons who understood a map and who cannot read a map. The second experiment was based on the result of the first experiment and clarified of the important element except the visual object in the human cognitive map. The third additional experiment was performed with the result of the second experiment to examine how map system show multimedia elements. The technique of four kinds of map expression designs was implied from the result of three experiments. And the Layerd-map model is proposed as a presentation method to display them adequately.
Iyashi is a word that everyone often hears of in Japan. However, is it a feeling? a state? a process? The essence of Iyashi has not been clarified. Our target is to clarify the Iyashi structure and to use Iyashi to keep people's minds peaceful any time in the contemporary society to solve various problems by a scientific method. In our previous research, we analyzed and integrated the historical and social usage of Iyashi and several researchers' opinions and defined “Iyashi” as a stimulus and “Iyasareru” as a process. In this paper, we report the analysis of goods and that induce Iyashi to the mind of the observed persons. However, this time the first stage about goods analysis was recorded and we could get the elements of Iyashi goods. The final purpose of the analysis is to extract the main characteristics from goods to develop the machine that can make people's minds calm.
This research focused on the design activities, considered as one of the human's Kansei processes. We have examined the effects of constraints on design by cerebral blood flow measurement (using Near-Infrared Spectroscopy: NIRS). Subjects were asked to perform chair design based on a single color restriction (Task S) and multicolor restriction (Task M). After the both tasks were achieved, subjects were asked to answer subjective evaluations concerning both tasks. The differences of the Oxy hemoglobin value accompanying the tasks and subjective evaluations were examined. Result: Comparing Task S (considering only modeling) and Task M (considering modeling and color scheme), two channels showed a higher value, and one channel showed a lower value for Task M. Four channels showed a higher value for the task evaluated as “difficult.” Two channels showed a lower value for the task evaluated as “satisfying.” A significant difference could not be observed between the tasks evaluated as “pleasant” and as “creative.” (p < 0.05) These results suggest that the restrictions and some subjective evaluations of design activity could correlate with, and be observed from cerebral blood flow measurement.
The cosmetic puff is commonly said to have compatibility between sense of use of the puff and the cosmetic product at the cosmetic industry. When the cosmetic is designed, the cosmetic makers spend many hours for complex sensory evaluation to judge the compatibility. If there isn't compatibility between the puff and the cosmetic, the cosmetic maker can reduce the judge time. In this study, we focused on oil quantity in powder foundation. This is a large factor of its composition and influences the sense of use. First, we performed the availability of combustion test. We would use the test for identification of oil ratio in the powder foundation. We measured the mass of the puffs payoff from the foundation and coating test to skin when we use different oil ratios. We used the puffs which had higher marks in the payoff and coating test for sensory evaluation by experts of cosmetic evaluation. We found a difference trend in the samples that had high marks of evaluation. When we calculated the principle component analysis of sensory evaluation, we found the difference trend in the rank of principle result. In the case of low oil quantity foundation, the first principle was the puff's good impression and adhesion impression of the foundation. However, in the case of high oil quantity foundation, the first principle was good retention of puff and foundation's coating ability. Next, we calculated the correlation coefficient between sensory evaluation result and physical data. When we calculated low oil quantity foundation, we found significant correlation coefficient between foam cells and sensory evaluation results. When we calculated high oil quantity foundation, we found significant correlation coefficient between hardness or compressive load and sensory evaluation results. In conclusion, we found the trend-like relationship between the cosmetic puff and the powder foundation's oil quantity.
To identify the characteristics of the two-color combinations called “Kasane-Irome” which are found in the noble attire of the Heian Period, we calculated their estimated values of the affection factors by using color affection prediction formulas and compared them with the values calculated for two-color combinations of 201 colors of Practical Color Co-ordinate System (PCCS). The result showed that in 120 types of “Kasane-Irome”, the average value of the “contrast” factor was lower and those of the “floridness” and “warmth” factors were higher as compared with the values of 20100 two-color combinations of PCCS 201 colors. However, there was no statistically significant difference found in the average value of the “pleasantness” factor that shows degree of good harmony. There was no statistically significant difference in the average values of the factors such as “pleasantness” “contrast” “floridness” and “warmth” which are caused by “Kasane-Irome” used in different seasons.
The purpose of this paper is to clarify the influence that the system change to performance-based personnelsystem brings to the organization member. Especially, how influenced the motivation improvement and the action transformation to the duty by reflected of the organization member recognition concerning the system was paid to attention. The following hypothesis finding can be derived from the result of practitioner ethnography in a certain corporate organization. That is, the organization member's action transformation is brought by the organization design as architecture and the organization routine daily executed. Reflected recognition of the system by the organization member is the one staying at a constant level. And, it is difficult to say that the detailed understanding leads to the action transformation immediately.
Physical environmental factors of housing are affected to emotional feeling of human being who is living in the housing. The effect of some physical environmental factors of the housing on comfortableness (emotion) against the housing itself should be precisely investigated because physical factors such as sunshine, colour of interior, temperature, sound and so on would be set in comfortable degree. In the present study, physical and sensory environmental factors against the actual housing and comfortableness factors of the housing were collected by questionnaire sheet with Visual Analog Scale method and the correlation between those factors was analyzed. Three comfortableness factors such as “Kaitekisei”, “Okiniiri” and “Kenkoteki” was divided into three groups such as Comfortable(“Manzoku”), Unconfortable(“Fumanzoku”) and Medium. When the combination analysis of physical and sensory environmental factors affecting to these three factors was performed by means of Fuzzy Neural Network, more than 90% of accuracy was obtained. The values were fairly high compared with conventional statistical analysis, such as CART and LDA. From the acquired rule, it was found that intimate feeling “Kutsurogu” as emotional environment and lighting or color of housing as housing physical environment were affected to “Kaitekisei” and “Okiniiri” and those comfortableness factors could be elucidated by the housing environment.
It is experimentally clarified how the harmony of the audiovisual material influences its impression, and how “semantic harmony” and “temporal harmony” of the audiovisual material are related with “general harmony.” In the experiment, four patterns of audiovisual materials are used. These are created by combining the semantically matched and mismatched sound clips and the temporally matched and mismatched video clips. This experiment clarifies that the impression of the sound is more dominant than that of the video overall in that of the audiovisual material, and the rating of general harmony must be high in order to get an audiovisual material of high scores of the impression words of “Natural,” “Beautiful,” and “Impressive” included in “Naturalness factor.” In addition, the rating of general harmony of the audiovisual material could be estimated by using the rating of semantic harmony and that of temporal harmony.
Tactile sense as third human sensoria has been presently considered to apply to use for developing device of information presentation at international level. In this study, we focused on thermal and cold sensorial characteristic that has fully been not used until now, and investigated thermal and cold sensitivity and considered the possibility of effective use of the sense for some sort of working in daily life. Concretely, we examined threshold level of thermal and cold sense by reference to 30 degrees Celsius (°C). Spontaneously, the influence of positions (tip of thirst finger, ball of the thumb and tip of fourth finger) in palma on the threshold was investigated. And we also assessed the possibility of use of the thermal and cold sense as e-mail reception trigger during PC work. The results show that thermal and cold thresholds on ball of the thumb were smallest in the three positions (thermal threshold: 6°C, cold one: 4°C). It was also found that we can use the thermal and cold sense as e-mail reception trigger during PC work. From this study, these knowledge may be assistance to develop some interface for handicapped people (especially, hearing-impaired people and visual impairment) and weak sight-or-hearing aged persons.
Usability testing that makes a subject do some tasks with prototypes has been mainly used for evaluating user friendliness of home appliances in the past. However, consumers often choose the products according to their visual impressions of user friendliness when they purchase the products in the market. In addition to this, little attention has been given to these issues. This paper is intended to analyze the visual impressions of user friendliness based on rough set theory in the case of home appliances. First, we attempted to analyze the products in the current market, and extracted some factors which made users feel user friendly. Then, we made some visual prototypes that were based on the results of the previous analysis. Finally, we conducted the survey to compare these prototypes with some current products by thirty subjects. As a result, it was found that distinction of the buttons on the operational panel by means of size and colors was the most important factor of the visual impression of user friendliness. Additionally, we found rough set theory was useful in order to analyze the visual impressions.