Journal of the Science of Design
Online ISSN : 2424-2217
ISSN-L : 2424-2217
Volume 5, Issue 2
Displaying 1-12 of 12 articles from this issue
  • Daisuke ISEKI, Hayata TANAKA, Kiyotaka TAKAIRA, Takeo KATO, Yoshiyuki ...
    2021 Volume 5 Issue 2 Pages 2_1-2_10
    Published: November 30, 2021
    Released on J-STAGE: December 09, 2021
    JOURNAL FREE ACCESS

    Recently, as artifacts become massive and more complex, designing requires both "unrestricted thinking" and "rational thinking." The M method, which is a generic name for design methods that use the multispace design model, enables these two types of thinking. Previous research has identified the need as well as approaches to improve the M-BAR (brainstorming, affinity diagram, and relation diagram), an M method that has been applied to a variety of designs. This study thus develops an M method system that digitalizes the M-BAR according to the improvement approaches. Moreover, it confirms the usefulness of the system and improvement points and conducts an evaluation experiment (workshop) using the M-BAR and M method system. The results reveal that this system enables us to engage in "unrestricted thinking" and "rational thinking."

    Download PDF (4310K)
  • A psychological qualitative analysis of children's drawings of robot
    Toshiki ITO, Junichi OSADA
    2021 Volume 5 Issue 2 Pages 2_11-2_20
    Published: November 30, 2021
    Released on J-STAGE: December 09, 2021
    JOURNAL FREE ACCESS

    This study employs the robot PaPeRo, produced by the NEC corporation, to investigate the effect of robot-human interaction and robot design on children's (3–10 years old) perceptions of robots. Projective drawing analysis was employed, whereby children were asked to draw a picture titled "robot and I" both before and after interacting with PaPeRo. The changes between the two pictures were then analyzed. The results show that children under seven years old were more affected by their experience with PaPeRo than children over seven years old. Although children over seven years old also tended to exhibit positive changes in their pictures after robot interaction, the number of pictures that did not show positive changes increased with age. Video recordings of the children's interactions with PaPeRo indicated that the children projected their thoughts and feelings onto the robot. It is considered that these results reflect the unique design of PaPeRo.

    Download PDF (1060K)
  • Hui-Jiun HU
    2021 Volume 5 Issue 2 Pages 2_21-2_30
    Published: November 30, 2021
    Released on J-STAGE: December 09, 2021
    JOURNAL FREE ACCESS

    During the aging process, muscle loss occurs at a faster rate compared to the decline of other organ functions, insufficient muscle strength results in sarcopenia. However, research has shown that sarcopenia is reversible and that exercise can halt muscle loss. Given these findings, the study utilized a user-centered design and the scenario method to develop a course structure based around problem-based learning, and aim to increase the fun among exercise for elderly individuals. The study revealed that based on problem-based learning course design enabled the students to learn by doing and experience the importance in teamwork. The empathy mapping allowed the students to think from other perspectives that facilitated their understanding of the elderly's pains and needs. Used the scenario method can expand the diversity of ideas, leading to the quick development of innovative designs, and bringing in technology solved possibilities for the elderly issue. The user-centered design method involved ideas closer to target users. With regard to assessing students learning reflections, had a positive growth based on a comparison of the pre-test and post-test results. It indicated that the course designed instructional approach was beneficial toward the students.

    Download PDF (2087K)
  • Chi-Sen HUNG, Yue-Xin XU, Yun-Chi LEE
    2021 Volume 5 Issue 2 Pages 2_31-2_40
    Published: November 30, 2021
    Released on J-STAGE: December 09, 2021
    JOURNAL FREE ACCESS

    To understand Taiwanese parents’ attitude and appreciation toward toys that are designed based on STEAM (Science, Technology, Engineering, Arts, Mathematics) education model, this research includes firstly the literature review and the expert meetings with four toy design facets and 29 design elements provided, and the Kano two dimensional quality model based questionnaire and investigations. With the analysis of Kano two dimensional quality model, the products’ attributes are categorized for analyzing the correlation between product design facets and customer’s attitude; and to sort out the improvement priorities product designs. The result shows that among the four design facets, the “safety facet” is considered by the customers as the one-dimensional attribute; while the “shape and structure facet,” the “learning function facet,” and the “game form facet” are categorized as the attractive attribute. Different demographic variables have different degrees of impacts on customers’ attitude toward STEAM toys design facets.

    Download PDF (457K)
  • Wenhuei CHOU, Yichun LI, Zhengyou KE
    2021 Volume 5 Issue 2 Pages 2_41-2_50
    Published: November 30, 2021
    Released on J-STAGE: December 09, 2021
    JOURNAL FREE ACCESS

    This research adapts the concept from "gift economy" to approach a "Gift Karma" social experiment that allows students to participate in learning-based social experiments via applying visualization, digital storytelling, action research methods. Compared with the traditional teaching methods, this learning activities is more complex than the classroom-based learning methods. In the research, the four stages of experiential learning were designed in a 14-week course, using nine learning modes and four teacher roles to observe the differences in different learning modes, how to create better collaborative learning effects, and how to learn from the persons and the environment. In response to the research problems, we found that: (1) experiential learning helps students to see their relationship with society or fear, jump out of the habit of learning, and construct new thinking and perspective to explore their social issues; (2) since the third stage of experiential learning, students have been able to put forward different ways of discussing social issues, and clearly reflect learning in different stages of discussion and reflection; (3) The transformation of teachers' four roles is of great help in teaching, but teachers themselves need to have a high degree of awareness and adjust at any time to meet the needs of students' learning.

    Download PDF (1103K)
  • Shih-Hsing WU, Kuo-Kuang FAN
    2021 Volume 5 Issue 2 Pages 2_51-2_60
    Published: November 30, 2021
    Released on J-STAGE: December 09, 2021
    JOURNAL FREE ACCESS

    Bamboo is a unique environmentally friendly material, and the artistic design of bamboo is an emerging trend in modern furniture. However, the traditional bamboo tube furniture design is not popular among modern consumers and has gradually declined. The purpose of this research is to explore the factors that influence the design style of bamboo furniture, and what are the determinants of popular design styles? Through literature review, expert interviews, questionnaire surveys and participatory behavior research, we found that: (1) Through literature review and participatory behavior research, we recognize that bamboo's culture, lattice structure and tube packaging technology are relevant to the design style of bamboo. (2) Through the compilation and analysis of the literature review, the factors that affect the design style of bamboo furniture are put forward; the important factors of the design style are determined through interviews with craftsmen and participatory behavior research; the form, skills, materials and meaning are also verified as key factors of design style through postexhibition questionnaire surveys. The results of the research show that both modern craftsmen and modern consumers consider form and meaning as their best-loved factors in design styles.

    Download PDF (5559K)
  • Experiments of pottery workshops in the hospital environment
    Pornpan SUTAS, Koichi NISHIO
    2021 Volume 5 Issue 2 Pages 2_61-2_70
    Published: November 30, 2021
    Released on J-STAGE: December 09, 2021
    JOURNAL FREE ACCESS

    Pottery workshops and related interventions are widely used in health care for decades. However, the factors that improve participants' moods and emotions are unclear. This study aims to simplify how ceramics activity positively affects participants' emotions through the pottery workshop experiments that employ developed forming techniques. The experiments were conducted in the Fukui Ken Saiseikai Hospital, Japan. Subjects were people in the hospital when the workshops were operated, including inpatients, outpatients, visitors, and medical staff. The methodology compares the works'characteristics to investigate the workshops procedure that improves participants' moods in the hospital environment without a control group. The POMS and the participants' responses questionnaire results show that the constructive characteristic significantly relates to positive mood transitions and workshops interest on every scale. The co-occurrence network of words shows enjoyment in constructive characteristics that are significantly correlated with the Stamping Technique. Finding is the process that supports and guides participants easily to make beautiful works improve their emotions better than the process that open for free expression.

    Download PDF (2446K)
  • Lung-Chieh CHAO, Wen-Chih CHANG, Chien-Hsiung CHEN
    2021 Volume 5 Issue 2 Pages 2_71-2_80
    Published: November 30, 2021
    Released on J-STAGE: December 09, 2021
    JOURNAL FREE ACCESS

    The Thermaltake Creative Design Competition is a serialized contest which has been held for nine years and developed over time. The authors have explored the case in-depth through participation and observation since the first year. While analyzing the competition's gains and losses through related theories of Design Competition, Open Innovation (OI), and New Product Development Management, the relationship between the competition process and results and findings were extended to the systematic method of how to effectively organize design competitions as an open innovation activity to facilitate a company's innovation strategy, which can be applied to the product innovation development practices of small and medium enterprises (SMEs). This paper aims to contribute to design competition practice in SMEs by adopting the open innovation perspective.

    Download PDF (594K)
  • Jie GU, Wen Jie LIU, Po Hsun WANG
    2021 Volume 5 Issue 2 Pages 2_81-2_90
    Published: November 30, 2021
    Released on J-STAGE: December 09, 2021
    JOURNAL FREE ACCESS

    Scenic area evaluation is a judgment made by individuals or groups on the value of landscape by certain standards, and understanding scenic spot evaluation play an important role in the process of planning protection, site selection of construction land, environmental impact assessment, etc. This study evaluates the value of modern landscape gardens in Macau and puts forward planning and management measures. Based on GIS technology, the comprehensive index data of spatial ecological importance of garden area are analyzed from the angle of garden site selection, vegetation type and hydration distribution, and the scenic area evaluation system is established by AHP level analysis. The results show that the ecological value of garden is mainly composed of artistic, cultural, economic, ecological and social values. According to the value measurement, it is found that the comprehensive evaluation of Macau's commemorative gardens and European-style architectural gardens is the most prominent, followed by the landscape gardens reflecting the colors of colonial cities, the natural formation of the "terrace garden" and temple gardens, etc. to evaluate and sort, through different evaluation indicators, put forward the zoning planning measures of Macau landscape gardens.

    Download PDF (2894K)
  • Keita MITOMI, Mayu AKAKI, Nobuyuki KOBAYASHI, Kenichi TAKANO
    2021 Volume 5 Issue 2 Pages 2_91-2_100
    Published: November 30, 2021
    Released on J-STAGE: December 09, 2021
    JOURNAL FREE ACCESS

    In order to encourage the understanding of values and wide use of prototyping (PT), there are previous studies which indicate the classification of PT. While PT is essential to the development of products and solutions, novice designers can only select PT from a narrow understanding and recognition of it. Therefore, it is difficult for them to decide which kind of PT to create and they might select an ineffective one.
    In this paper, we divided the 74 implemented PT into groups according to the novice designer's depth of understanding of values that derived solutions have. PTs were implemented by novice designers at an example project, such as the Design Project (D-Pro) at a graduate school. Based on a review of submitted materials and interviews, implemented PTs were divided into three groups, namely "Exploratory PT", "Externalize PT", and "Needs Confirmatory PT". Through interviews with novice designers, we indicate that the proposed classification supports them to select an effective PT.
    In addition, by comparing the result of the performed PT when the classification is exhibited to the novice designers or not, we indicate that the ratio of PT in the earlier phase increases, and the average number of total PT slightly increases by exhibiting the classification.

    Download PDF (979K)
  • Heng-Yi LIN, Chien-Hsiung CHEN
    2021 Volume 5 Issue 2 Pages 2_101-2_110
    Published: November 30, 2021
    Released on J-STAGE: December 09, 2021
    JOURNAL FREE ACCESS

    This study explores the Chinese digital reading performance of college students in Taiwan. Two independent variables adopted are display sizes (i.e., D, 5 vs. 7-inches) and text-background color types (TBCT, positive vs. negative polarities). The results revealed that: (1) the independent variable of D has the most considerable influence on students' reading performance. The students had a shorter reading time with 5-inch than 7-inch display. (2) The comparison of reading time found that positive polarity was less than negative polarity. (3) The interaction effect between D and TBCT showed that positive polarity is less than negative polarity on the 5-inch display. No significant difference in the reading time between both polarities on the 7-inch display. (4) The students were more satisfied with the 5-inch than the 7-inch display, and with positive than negative polarity. (5) The SUS score showed that the 5-inch display had better system usability.

    Download PDF (868K)
  • Yung-Chin TSAO, Che-Min HUANG, Yi-Chieh MIOU
    2021 Volume 5 Issue 2 Pages 2_111-2_120
    Published: November 30, 2021
    Released on J-STAGE: December 09, 2021
    JOURNAL FREE ACCESS

    Perceptual value always affect loyalty, especially emotional effect. Therefore, it is worth clarifying how emotions work. This study verified the effectiveness by a series of tests of 12 prototypes that were designed based on the framework of diachronic opposite emotions. (1) EEG and SD tests were adopted to verify sampling validity. (2) Paired sample T-test before-and-after product use was subjected to compare the response to various methods combinations. And, (3) regression analysis was performed to establish formulas describing the effects of the opposite emotions on satisfaction and perceived product innovativeness. The results revealed the following: (1) Amazement emotion before use simultaneously perceived innovativeness and satisfaction. (2) Happiness emotion after use also simultaneously increased satisfaction and perceived innovativeness. (3) Most design methods exerted significant effect and few exerted moderate effect. The effects could be strengthened by adjusting the target level of opposite emotions and even integrated into more marketing skills.

    Download PDF (963K)
feedback
Top