Journal of the Science of Design
Online ISSN : 2424-2217
ISSN-L : 2424-2217
最新号
選択された号の論文の12件中1~12を表示しています
  • Evaluation of Visual Impression Based On the Perception of Japanese and Indonesian People
    Hari NUGRAHA, Sim Teck CENG, Koichiro SATO, Fumio TERAUCHI
    2020 年 4 巻 2 号 p. 2_1-2_10
    発行日: 2020/11/30
    公開日: 2020/12/15
    ジャーナル フリー

    The objective of this study is to identify the visual impressions of bamboo materials, then the results can be used as a reference for applying these materials to the products that can express the perception of visual impressions based on Japanese or Indonesian people, or both of them. In this study, we enhance the value of bamboo materials in a different method by applying carving patterns combined with colour variations on the surface of the materials. The impressions from the resulted visual appearance are evaluated based on the perceptions of two groups of people (Japanese and Indonesian) who have different cultural values and regions. It is necessary to improve the visual appearance, and the impressions coming out of it are considered based on cultural values because they can affect the differences in the perceptions. In the evaluation of visual impressions, the Structural Equation Modeling (SEM) method was applied to confirm the groups of samples that have visual impressions of Beautiful and Interesting. Japanese and Indonesian people have similarities in expressing the visual appearance of Expressiveness, representing the impressions of Beautiful and Interesting, while the Personality is strongly associated with the impression of Beautiful. Japanese people tend to associate the visual appearance of Cheerful and Unique with the impressions of Beautiful and Interesting. However, for Indonesians, the visual appearance of Comfortable represents the impressions of Beautiful and Interesting, while Modernity is usually related to the impression of Beautiful, and Active is associated with Interesting.

  • Shasha LI, Chien-Hsiung CHEN
    2020 年 4 巻 2 号 p. 2_11-2_18
    発行日: 2020/11/30
    公開日: 2020/12/15
    ジャーナル フリー

    The mobile wayfinding navigation system effectively provides information through interface visual design to help users complete the wayfinding process. However, only few research studies are related to the innovative visual design to inform the progress information on the mobile app. The purpose of this study is to investigate the factors of different progress information designs and gender on user's time perception, usability, and emotional aspects in a mobile wayfinding navigation interface. The authors also attempted to design an innovative visual progress information that can intuitively inform users the c urrent progress, while improving their user experience in the wayfinding process. This study conducted a two-factor experimental design to evaluate the effects of four different progress information ( i.e., text, progress-bar, text with progress-bar, and text with progress-bar and voice prompt) and gender (i.e., male and female) during a 30-second wayfinding duration. The results can be a good reference for future interface information design of mobile wayfinding applications.

  • Chi-Sen HUNG, Yun Chi LEE
    2020 年 4 巻 2 号 p. 2_19-2_28
    発行日: 2020/11/30
    公開日: 2020/12/15
    ジャーナル フリー

    In July 2018, Taiwan Ministry of Culture(MOC) reorganized Taichung Cultural and Creative Industries Park into the only Cultural Heritage Park (CHP) in Taiwan. CHP's passing-on heritages value, resonates the core "cultural heritage as the crux, whereas cultural creative as the means." The stationed-in cultural heritage workers and businesses are provided with incubation resources. This research includes two phases for determining the incubation strategies of CHP. The first phase adopts expert meeting and the KJ method for posterior analysis; it presents the "incubation operating structure," which includes seven key factors, "national policies," "environment and opportunities," "park positioning," "operational dynamics," "factors of production," and "demand conditions." The second phase takes on the in-depth interview method, interviewing administrators and the stationed-in businesses, with the interview outline based on the aforementioned "incubation operating structure". Based on the structure, the determination analysis of CHP's incubation strategies is verified.

  • Important Factors of Taiwan's Religious Cultural Creative Products to Improve Sustainability of Societies
    Hui-Li LIN, Fang-Suey LIN
    2020 年 4 巻 2 号 p. 2_29-2_38
    発行日: 2020/11/30
    公開日: 2020/12/15
    ジャーナル フリー

    At present Taiwan's religious cultural creative products cannot meet the needs of consumer and the expectation of sustainable development of temples because of their high similarity and lack of identification. This study explored the personal characteristics of young consumer in the expression of safety images, and proposed the consumer characteristics model as a reference for improving design and marketing of religious cultural creative products. The results of the surveys show that the characteristics of consumer are internal needs, community relations needs, external stimuli and deep influence of religious beliefs. The main medium of safety in psychological cognition is religious relics. There are significant differences in consumer characteristics between high school students and college students. The results can be used as a reference for designing products of different youth groups to meet the personalized needs of young consumers in order to design religious cultural creative products for improving sustainability of societies.

  • Wang QIAN, Kenta ONO, Makoto WATANABE
    2020 年 4 巻 2 号 p. 2_39-2_48
    発行日: 2020/11/30
    公開日: 2020/12/15
    ジャーナル フリー

    With the emergence of new manufacturing technologies such as computer numerical control (CNC), 3-D printing and the emergence of business-to-consumer (B2C), and customer-to-customer (C2C) electric business platforms, the mass production and mass sale of personalized art products has been possible. This paper introduces the historical background of mass art customization and establishes a formal definition for mass art customization. It goes on to characterize mass art customization by comparing this with personalized art and mass production. The paper classifies different levels of mass art customization systems. It concludes with a proposed methodology for building a mass art customization system.

  • Miao HUANG, Chien-Hsiung CHEN
    2020 年 4 巻 2 号 p. 2_49-2_58
    発行日: 2020/11/30
    公開日: 2020/12/15
    ジャーナル フリー

    Mobile notification cues are not only the visual information on the user interface, but also the auditory and tactile information provided for the users. The purpose of this study was to explore the effects of visual, auditory, and tactile cues on mobile notification designs pertinent to users' situation awareness. The experiment was conducted using a 2x3 mixed factorial design to help investigate whether visual presentation type (i.e., dynamic and static) and different dimensions of cue combinations (i.e., visual (V), visual+sound (VS), and visual+vibration (VV)) affect users' task performance. Sixty participants were invited to take part in the experiment based on the convenience sampling method. The experimental data were collected through a time estimation and a questionnaire designed with a 7-point Likert scale. The generated results revealed that: (1) The different combinations of notification dimensions affect users' situational awareness and were reflected in the participant's subjective preferences and notification responses. (2) The notification of VS cues may significantly improve the participants' task efficiency compared with the vision cue alone. (3) When the notifications are the VV and VS cues, the dynamic presentation of visual cues would interfere with the users' recollection of the information. (4) VV cues could enhance the users' overall experience.

  • Toshino IGUCHI
    2020 年 4 巻 2 号 p. 2_59-2_66
    発行日: 2020/11/30
    公開日: 2020/12/15
    ジャーナル フリー

    György Kepes (1906-2001), a founder of the Center for Advanced Visual Studies (CAVS) at the Massachusetts Institute of Technology (MIT), was a pioneer of "scientific art" in the 20th century. This paper discusses his idea of "the new landscape in art and science" and examines his teaching experience at the School of Design in Chicago to clarify it. Kepes held an exhibition in 1951 titled The New Landscape in Art and Science, which eventually became the title of his 1956 book. He presented science photographs of biological forms and crystal structures, that is, the new frontier of visible world. Taking a historical approach to evaluate his ideas, we clarify the relation between his ideas and his design education at the camouflage course at the School of Design in Chicago during World War II. We examine how he had developed his theory on visual communication into "visual value" of an invisible image. The results here provide us the meaning of the New Landscape.

  • Ming Lun LI, Ming Shih CHEN, Kiminobu SATO
    2020 年 4 巻 2 号 p. 2_67-2_74
    発行日: 2020/11/30
    公開日: 2020/12/15
    ジャーナル フリー

    This study investigates the influence of nationality, ages, and address systems on the use of digital maps in wayfinding. The examination shows how user-whether they are merely browsing maps or actively trying to find a destination-perceive and interact with their environments. Also, assessing the current problems regarding digital maps. It compares user experiences of participants from different nationalities, age groups, and genders through a questionnaire. The subjects are from Taiwan and Japan, and either in their 20s or above the age of 60. Through a Chi-square test, some significant differences between nationality, age, and sex was revealed. For example, Taiwanese use street names, landmarks, and outward appearances of destinations to help them confirm their own position. When user above the age of 60 try to establish their location, they rely on three aids. In principal component analysis, four factors influence digital map functions: (1) Orientation; (2) Tourism Information; (3) Atmosphere; and (4) Checking Information. In these usability problems, especially three wayfinding aids and the factors of operating map, which means the map should not only be considerate as a tool that all kind of people can understand and how user interact among themselves, map and environment. And the order and wayfinding aids can be set as following the three wayfinding tasks for different kind of groups of users to have a more comfortable and usable map using experience.

  • Based on Two Community Organizations in Dongshi District, Taichung City, Taiwan
    Ying-Hsun CHEN, Ming-Chyuan HO
    2020 年 4 巻 2 号 p. 2_75-2_84
    発行日: 2020/11/30
    公開日: 2020/12/15
    ジャーナル フリー

    Based on the investigation of two community organizations, a craft association and a folk society, which are located on two nearby old Hakka streets in Dongshi District of Taichung City, with document analysis and in-depth interviews, the paper analyzes social interaction conditions for cultural sustainable development of the Hakka Old Block. By the induction of the phenomenon, we can understand the intention of members of community organizations to participate in the community revitalization so as to know the impact of the vision on the success or failure of a social design project as one of the forms of social responsibility.

  • Wang QIAN, Kenta ONO, Makoto WATANABE
    2020 年 4 巻 2 号 p. 2_85-2_94
    発行日: 2020/11/30
    公開日: 2020/12/15
    ジャーナル フリー

    In this article, we define the interconnectedness, metaphysical, and embodied characteristics of traditional Chinese creation through a literature survey, summarize the three characteristics in a picture of mind mapping of Chinese traditional creative thought. To verify whether the Chinese traditional creation thought still exists in today's Chinese cultural and artistic products and people's lives and whether the mind mapping of Chinese creation thought is of reference value to the design development of today's Chinese cultural and artistic products, we conduct a thorough questionnaire survey. Though attribute reduction algorithm analysis, we confirm that a universal connection still exists in present Chinese cultural and artistic products, the affecting factors of customer choice include human body, human cognition, human spirit, surrounding physical things, psychological and cultural context, users pay attention to the long-term spiritual feeling of using product.

  • Design and Evaluation of Perception and Usability in Using Wearable Device Against Robbery
    Jiayue WANG, Algirdas PASKEVICIUS, Hisa MARTINEZ NIMI, Juan Carlos CHA ...
    2020 年 4 巻 2 号 p. 2_95-2_102
    発行日: 2020/11/30
    公開日: 2020/12/15
    ジャーナル フリー

    Crime and violence cause a serious threat to residence life and property safety. This study focused on street robbery issues based on the criminal situation in Monterey, Mexico. A valuable conclusion in a previous survey revealed that the connection between family and individual could reduce the perception of fear. According to the findings, we proposed the design principles for security products against street robbery. This paper aims to verify whether the interaction modalities impact usability or perception. A wearable device was prototyped and test in a simulated robbery scenario. Three different interaction ways were compared to examine the users' evaluations of perception and usability. The results indicate that interaction modalities have an influence on functionality rather than the perception aspect. Moreover, as the widely acceptable interaction modalities, physical button and voice recognition was evaluated to be positive for usage intention and efficiency.

  • Sakeson YANPANYANON, Peng JIANG, Takamitsu TANAKA
    2020 年 4 巻 2 号 p. 2_103-2_112
    発行日: 2020/11/30
    公開日: 2020/12/15
    ジャーナル フリー

    This paper describes the importance of spatial reasoning cognition in assembling various similar components with the aid of interactive 3D components in the augmented reality (AR) application. In particular, we emphasize on how interactive 3D components with no graphics, with black & white (b&w) patterns, and those with symbols enhance the assembling ability of the participants when using the AR application. For this purpose, we use a life-sized Gerrit Rietveld Red and Blue Armchair and change its color to make it look like a wooden material. Three groups of participants assemble this chair using the AR application in the following three cases: non-graphic, b&w patterns, and symbols. The results indicate that the AR application having b&w patterns on the components shows maximum reduction in the assembly of wrong components and assembly in the wrong direction among the three cases. Furthermore, it enhances the spatial reasoning cognition more than the symbols and non-graphic cases. Particularly, it was found that the variations in the graphics of the 3D components affect the assembling cognition and spatial reasoning. Moreover, it was found that the similar shapes & sizes of the graphics trick the participants into assembling swiftly in the wrong position in all three of the cases.

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