In the search service by a certain keyword, it is difficult to connect efficiently reflecting an intention of both a consumer and a donor and the purpose now. In concrete language and the objective physics characteristic of goods, it is hard to express the selection standard which especially the consumer has inner, the feature which especially a donor wants to advertize. Moreover, when two or more Rough Sets, The ambiguous purpose goods of an on-line shop donor exists and the category of goods catches goods dealing with a series of flows in very various sites, since it is not what a mainstream search engine assists with the purchase of goods, and the determination of purchase goods is urged to, the portion for which efficiency depended on contingency bad is large / use in the state with a user’s ambiguous purpose / now.
Normally, an Internet site structure is decided arbitrary by an author. It can be concerned natural that if a visitor’s site image and the actual site structure are identical, the visitor can easily reach the page that he is looking for. In this research, I try to prove that the similarity of a user’s site image and the actual site structure strongly influences the probability that a visitor finds the homepage, taking example of the site I designed-faculty of Industrial Design of Kinki University Kyushu School of Engineering. 10 high school students collaborated as visitor for this research.
Users act based on the experience. Therefore, I think that the Web site must be made for the user to be able to utilize an experience naturally. In this research, We compared experiments of user’s act in “Bookstore in the real world” and “Web site of the virtual world”. From the experiment we gained three results: 1)Necessity of offer of information which helps the selection to user. 2)Necessity of offer of information which urge judgment to user. 3)Necessity of classification by relation of genre. I will experiment by the user of a different age group, and analyze the influence that the user’s experience brings acts compared with this experiment result.
This paper is a proposal of the Web shopping site in the Internet era. Recently, the purchase procedure does not have so big difference in a virtual Web shopping and a Real shopping. However, it is difficult to sometimes look for the purchase commodity, and it is difficult to confirm those realities. The purchaser should clearly have knowledge and needs of goods so that they may conveniently select goods. It is expected to be done as smoothly as a Real shopping in the virtual reality Web shopping. In this paper, it is proposed that the purchaser expects how to search the information of the goods in the internet.
Voice, letters, papers, prints, books, libraries, photos, movies, broadcasts, computers, artificial intelligence, data base, and networks are media of our message created through human history. Now, numerous messages come and go on the Internet. Those messages are sent and received, archived, retrieved, and transformed. Then “places” of the messages are constructed with human thought and communication. It can be called Knowledge Spaces. However forms and behaviors of the spaces do not fit to our intellectual activities at this moment. This paper introduces knowledge space models derived from our design studies.
It is thought that, in the future, it will be become important for people to have the ability to use knowledge held in information spaces of the Internet, etc. Areas in information space that have been visualized and can be put to use are referred to as “knowledge space”. The purpose of research is to clarify the components of knowledge space. Research involved developing a model for knowledge space design and for extracting its manifestation characteristics. As a result, three components of knowledge space were identified. These are information edited systematically from a certain perspective, ability to communicate in a way allows one to feel human presence, and ability to use the results of activation as new knowledge.
The purpose of this research is to make a proposal based upon the investigation on the information representing methods using Web 3D techniques, on the functions required to represent the information and on the operating methods for the information shown on the 3D space under the theme of virtual aquarium. In order to achieve the aim, we have conducted the research on the intentions and behavioral pattern of the general attendance that visit aquarium. We also produced a demonstrative contents being conscious of the visitors’ viewpoint and made evaluation on them, which was produced based on the function model we have made last year.
This is a research on the ways of exhibiting contents in a science museum targeting on elementary school pupils. The content was produced under the theme of virtual aquarium focusing on the simulation models of aquatic inhabitants using Web 3D techniques. It can be said that the contents produced this time is a transient contents utilized by multiple users for a short time. As it was equipped and exhibited in a public space of science museum, the ways of utilization was a slightly different from that of Web contents provided for exclusive use by personal end users. Through this research, it was proved that it is necessary for information representing way and for operating method in the 3D space to have an original method and functions in those equipped and utilized environment.
We studied the new design method about information design. The subject itself visualizes his experience and is aimed at the process which gropes for an ideal image. When performing a certain action, what the subject itself has noticed is recorded and the record is diagramed. Furthermore, an ideal model is made to express. Moreover, we considered the validity of applying this method to actual design work.
When we express or create things in art and design fields, IT in these fields is more measurable than ever before. The widespread use of IT devices, such as computers, has had a large effect on the fields. It can be rather difficult to define the process of turning technology information into personal expressions. In the design field whenever we express or create something, we are asked for well-defined concepts. Therefore basic research is a necessity in information expression. In this study, I report about how information expression should be an accurate representation based on the Gestältung Methodology, an academic subject of modeling.
The population using the Internet increased in the past several years, was followed on it and shows growth also with the remarkable high-speed data transmission technology between networks. In connection with it, a possibility using the Internet that a new expression and a market would appear spread. However, today’s Internet contents lack in freshness and can be said to tend to stagnate. The Internet excels in [interactive], [broadcasting], and [multimedia] compared with other media. However, the contents which mixed these with sufficient balance do not exist yet. Then, in this research, the network communication using this is proposed as an element of new communication paying attention to a “sound”.
Data broadcasting is a completely new service function of digital BS broadcasting. This new function made it possible to offer the viewers various information interactively. However, in the present condition, the advantage of data broadcasting is not functioning well, because there are many problems in those information design. The purpose of this study is proposing a way of information design which can corresponds to the user’s various needs. It designs based on the concept “customize”. Finally, concerning a soccer relay broadcast program, we constructed the system of data broadcasting which can be customized by the user, and designed the model of a data screen.
This research is consideration of the state of effective navigation. Nowadays, Since the personal computer generally spread, the thing of various analogs is processed electronically. When the thing currently written to paper from the first becomes CD-ROM etc., One stereotype method is adopted. It is a Navigation Flow chart of “Tree form”. Almost all software has adopted “Tree form.” However, has not this layered structure made the contents unclear by the case? We have comparison experiment assumed that the method of making one-way reading (like a “Picture-Story Show”) is more effective than “Tree form”. As a result, Some advantages were found out to the type of “Picture-Story Show”.
The Gakushukan is an e-learning web site. It was developed with new use of the CG animation, and the newest WBT (Web Based Training) technology. All the teaching materials of the Gakushukan are packed into the original program called “PLAYER”. By this, The cost of contents development can be decreased. In contents work, we utilized the time line expression for giving a dynamic impression. Design work contains a adapting technique for the picture and the text display. The picture display referred to the classic Limited Animation. And text animation referred to the character display in a computer game.
This research considers the townscape design and simulation using the virtual cooperation space through the Internet. The townscape design technique based on the agreement formation in the actual town planning enterprise based on cooperation of residents, administration, and a specialist was considered. The network technique and the introductory technique for actually townscape design and using the virtual cooperation space in workshop of community development were examined. From now on, a system is verified by evaluation experiment and improvement of an interface and addition of a function will be performed.
Now, using the network type virtual reality cooperation design system which is performing development, the region is actually set up, it waits using the cooperation design system in multiuser through the avator which are manufacture of Virtual Reality space, and an operator’s incarnation, and agreement formation support in townscape maintenance is offered. This report considered examination of modeling of virtualreality townscape using Internet cooperation space.
The development of Information Technology changes the way of treating information, and new possibility occurs by it. This study aims at thinking about a information design in local with being conscious of the influence which media technology bring to the communication. ‘ARTSPAPER’ published by the writer treats the arts information in Okayama. We edit the information in the shaft time, place and media. As the result, the information has new value. And one model in local could be proposed.
In this study, log tools which can acquire the mouse operation of the user in website browsing automatically for the purpose of supporting the usability engineering of a website design was developed, and the effective utilizing method in a website design was examined. Web Logging Tool performs acquisition, preservation, and reproduction of log data. Web Log Player reproduces log data. 3D Graph Viewer performs 3-dimensional graph-ization of log data. The test using these 3 tools showed that both qualitative and quantitive analysis were fullly possible, even if only log data was used.
We can get any products at the internet websites because the broad band channel have come into wide use today. However, how many consumers buy some electrical appliances only with informations about them on websites? I guess few consumers will buy, and most consumers will go shops watching the pamphlets or exhibits to get more informations about them. In this paper. I have researched on the consumers in the process of planing on buying digital cameras. As a result, there were 4 groups of consumers (Web media group. Cross channel group. No web media group. Others group) classified by their using media to get infomations about digital cameras. And, there were many consumers using the exhibits as a medium of them in the process.
W3C has been establishing guidelines for the standardizing of WEB technology used in building WEB-sites. These guidelines can be applied internationally, however, as yet, W3C has no guidelines for hearing-impaired people. This is because it is thought that non-impaired and hearing-impaired people do not have a difference in the use (except for sounds) of WEB contents. I think that momentary recognition power and image sensitivity are different, between non-impaired and hearing-impaired people. I performed an experiment and considered how different web designs effected WEB accessibility of people with different disabilities. I found some differences between the non-impaired and the hearing-impaired people in this experiment. These were the differences in the reaction to text and picture information.
Cartoons expression is used in various scenes. We think that these expression is very effective when visual infomation is expressed. And the pictogram is also much needed for our life today. However, it is dependent on word in many cases. Then, the purpose of this study uses cartoons expression for a pictogram, and proposes the pictogram of a richer expression. First, some were chosen from Public Infomation Symbols and it designed using comics expression. Next, it investigated with undestanding reserch and Semantic Differential Method. Finally what has the high evaluation is proposed.
Although the official report activity using the website will become important increasingly for a university, many websites are still confused. So we clarified by this research what website is suitable for a university. It mainly investigated about the kind of contents, its character, and the accessibility to it. Then it turns out that the intelligible site structure which considered accessibility as the contents which employed the characteristic of a web efficiently is required. Based on it, we made the renewal proposal of the website of Chiba University as the example.
When we design a icon, it is important that what dose it look and what can it do. But the present condition in the Web site, there are various icons which is designed a lot of designers. Those icons often cause us to confuse. So I try this reserch that standardizes such icons and designs it as soon as simple. Finally we will able to browse each Web site smoohtly with standardized icons and have the comfortable environment of the network.
The most important aspect of communication networks is making them accessible to everyone. Presently, however, people with visual disabilities have problems accessing networks that are not taken into enough consideration. For this reason, I conducted a survey focusing on screen colors, and researched the reading needs of people with visual disabilities compared to those of people with normal sight. In addition to the selection of the background and letter colors, and the screen environments commonly used, I tried to have a clear understanding of the attitudes and the present problems relating to them.
There are so many official web sites of local governments in recent years. Informations stuck to the life are on them. So it is important accessibility to those sites. We have guideline to make accessible web site, for example Web Contents Accessibility Guideline. And some check tools or web sites to check accessibility for web sites, are opened gratuitously to the public. I checked accessibility to official web sites of local governments in Kyushu and Okinawa, using “Web Helper”. The results are shown below.
My study compares local and real-time usability testing with remote and non-real-time testing of a Web site. Both local and remote tests use a Web-based usability testing but the former tests allow local and reat-time observation, the latter tests allow users to participate from their normal work locations using their normal, unmodified browser. Results indicate that both the local and remote tests capture similar information about usability. The graph’s shape of success rate, the percentage of task that users complete correctly, is similar. That of the time each task requires is also similar. The success rate is inversely proportional to the required time in some degree but the relation depends on the task.
Through a prototyping of a 3D avatar as a shopping navigator for a clothes shopping website, we considered about communication elements of a 3D avatar such as body movements, voices, facial expressions and looks. Before making the prototype, we researched the communication elements of existing 3D avatars and functions of Web3D technologies to extract the basic design elements of the prototype. Finally, we considered about problems, which is involved the realization of a smooth communication between a sender and receiver of information by a interaction between a user and a 3D avatar.
This paper discusses about the design method for developing the cellular phone which adapts to various users in each purpose through the correspondence between combinations of elements in three strata: user and using situation, function. Three Groups of combinations of functions and the frequency of functions, descriptions about using situations are derived from key words which are extracted from users’ free descriptions. Based on these results, it is possible to extract typologies of patterns for combinations of elements in using situations from free descriptions or interviews. Representing use scenes including characteristics of users enable to compare various using scenes and create a new scene.
In order to reconstruct sets of functions that are adapted to user types, the way to discriminate these combinations of functions and user types are needed. In this study, we discriminate these combinations with some of elements in using a cellular phone. For example, elements are Time, Baggage, Place, and so on. And actually we checked up the petterns that were formed in using. In the result, we got some of the patterns and a fact that the parts of patterns are common in different user types.
Since it is not found what is being on the background of usages related to the operation of a cellular phone, from user observation, this paper discusses about the method of describing the scenario for using scene. We apply elements from the observation and the interview about using scene of respect, to the method of making the scenario of the movie. It is found that the connections between operation procedure and activity, which relates to the operation, have two types: strong and weak one. This strong connection type is indepedent as parts of using scene. New using scene is made from combination of the parts.
For designing the workplace, it is important to understand the complicated practice of the workplace. Because the workers know about the work activities most, it is necessary to involve the workers themselves into the investigation and design process. This paper describes an observation methodology in which the workers photograph their own activities, acting as their own investigators. By applying this observation technique to three design projects, it is discussed the effectiveness and issues of the self-photo study methodology.
In this paper, we explore a method for prototyping user experiences by using scenario and skit performance technique. User’s experience is shaped via interaction among users, artifacts, and environment along user’s activity. We focuses on interaction design in earlier phase of product planning to shape better user’s experience. We think it is best for our purpose to use and enhance scenario-based design and skit performing method. Based on this idea, we carried out a case study of user participation, using our scenario description, skit performance, and observation framework.
ThinkingSketch is a drawing software, which enables user to create series of artworks with same design taste. We are extending functions of ThinkingSketch for automatic designing. Once we choose several graphic parts as seeds for artworks and several rules for graphic generation as specification, it is easy to generatehundreds of graphic patterns. In this paper, we show two kinds of applications of ThinkingSketch. One is for generating abstract pictures for book covers and another is for generating interior panels. Our farther concerns are design taste tuning on picture generation. At the generation of interior panels, we tried to guide this system to generate pictures, which looks representing Japanese landscapes.
This paper describes a system of visual cues which are very important to navigate users in GUI. At first we defined required information for users to operate a product as the “cue”. And it aimed at constructing a cue structurally from the relation of human-machine interaction. To extracting the cue, we performed two kinds of research that is focused on user observation and the fundamental operation procedure of each product. From this result, these cues were grouped by the KJ method, and finally structured. This structural diagram is used as a checklist in product development.
In a Real World Store, there is the present condition which cannot sell / purchase Non-exhibiting goods positively. In this paper, the system which shows an example non-exhibiting goods for a personal computer store virtually is proposed. Moreover, the man-machine-interface of this system is proposed and it inquires. The specification of a man-machine-interface is decided to be the determaination process of the design for making a system realize especially, also taking into consideraion the situation and the profit of a real world store.
We intoroduced the design of visual information system for pedestrian going to the Fukui University of Technology from the Fukui Station into the class of the Maltimedia lnformation Workshop. This puposed to reseach on thc Trend of the picture selection at them for revolution of information society; internet, multi media, information devices ete.. We ranked their works by the self-evaluation method and compared their system from the points of the interface availability. Therefore, We cleared the importance about the picture selection affording changes of environmental information for the visual information system.
We describe the designing of the EYE BOOK, which people can control to read sentences by their eye’s movement initiative. This makes use of dynamic text presentation (RSVP: Rapid Serial Visual Presentation) and the EyeGaze system. We design the device so that people with upper-body disabilities and lack of fine muscle control (ALS patient etc.) can read sentences easily, quickly, and freely. It is difficult for these people to control devices such as mouse and keyboards, but using the EYE BOOK, an user can freely enjoy reading a book on the computer display only by the eye’s movement. In addition, the use of the RSVP display can make the process of reading more enjoyable.
We have developed the Virtual Scope, a display system in which anyone can achive easy operation of image data, and enable the display of paintings and pictures using detailed image data. This system is composed of ultrasonic sensors combined with real-time CG rendering system, which is a computer graphics technology for broadcasting. By using a panel image and magnifying glass, users of this system can move within the image data without being aware of computer operation. One can also experience the full size of large mural paintings such as Leonardo Da Vinci’s “The Last Supper”.
The interface design concept of especially mobile products has been getting more significant according as the multifunctions and access to the internet these days. The purpose of this work is to reconsider the interface design concept with referring to developing products we have experienced. In the first half of this paper, thoughts of usual interface design have been examined and considered from a view of four axes we provided. It is found that the interface design has the principle aimed at taking the shortest course to a function for easiness to recognized and understand. New interface design concept without not only clear purpose but also the shortest way appearing on the stage has been considered and proposed in the latter half.
The error of the vision accuracy in the interface information on monochrome native character -- in addition, a user that it is cognitive expression of acquired knowledge or experience The human being wants to solve research in the reaction (sensitivity) from vision to an “accuracy error”, and the optimal solution of how to use an element about an interface design, if it measures which is quantification as much as possible about the correspondence relation of the interface information on monochrome to an interface.
I attempt to make a form to analyze problems of user operations. Users usually operate systems and tools based on their own user model (mental model). Designers need to know why users make mistakes and slips, but it is difficult to analyze causes of mistakes. D.A. Norman presented “Seven Stage of Action” and Rasmussen prescnted “3 revel of Human Action Control”, these models are very useful for predicting user action. In this research I combined 2 models, made a new form and applied it to analyze usability test results of 5 students groups. From the inspection the proposed form seems useful for analysis of users mistakes and slips.
Today, various types of “personal robot” are beiug develeped for general users. The research scope of the robot engineering needs to cover cultural sciences such as socialsciences, clinical psychology, philosophy, cognitive science, etc. At the same time, a greater emphasis should be given on exploration into human-related factors, such as image recognition/understanding, psychological effects, unconscious perception in light of communication or interaction between humans and personal robots. We participated in the Robofesta Kanagawa 2001 Yokohama, and conducted surveys on human-related factors involved in communication with robots. We used questionnaire sheets, drawings, observation and questioning as the main survey tool to gather information fromvisitors. It was expected that we could collect as large information as possible both in data type and quantity because audience from various backgrounds and different age groups would visit the show. Surveyed data were analyzed in many different angles. In this paper, we will discuss advantages of surveys conducted in an exhibition as well as findings obtained from the analyzed data of our surveys.
“PaPeRo” is the personal robot developed by NEC corporation. Through the view poin of man and robot interface, robot’s behavior forms and gesture styles were discussed and designed for PaPeRo. Animated cartoons and Comic books include many kind of technique of deformation and emphasis to draw behavior forms and gestures. 5 types of behavior forms and gesture styles -“joy”, “anger”, “sorrow”, “fear” and “surprise”- was designed for PaPeRo based on these techniques. These technique can be applid to design PaPeRo’s behavior forms and gesture clearly.
This study is intended to investigate the images of robot that children have in mind and to know how children communicate with it. To know thier images of robot a projective drawing test was used. Before and after communicating with robot, they were asked to draw a picure titled “robot and I”. We examined the changes between the two drawings before and after communicating with robot. The result was that children under 6years old were more greatly influenced by experience with robot than children over 7years old. And through the video that recorded children’s communication with robot, we assumed that they are apt to project their inner (psychic)images to the robot.
The purpose of this study is to investigate the interaction between human and semi-human with the situated approach. Semi-human is like an animal or a robot which can communicate to human. We consider that the intelligence of semi-human exist in the interaction between human and semi-human.
It does not grasp what thing that from which most workers who work in a construction site are making themselveses is. Actually, my friend also said that work was boring and has stopped work. It is thought that leads to the fall of a worker’s operating volition. Therefore, I raised operating volition by directing the wonderfulness of himselfs work to them, and it aimed at urging improvement in productivity, and mitigation of a mistake more. This time, it carried out about the work spot of a bridge. The reason is that a bridge is very large and it is hard to hold the whole image.
The purpose of research is to find how to design a new field by making a robot system “Stray robot and Guide robot”. Because it thinks new design process that how to design it can be extracted from never seeing the robot which designer makes. Stray robot by help of guide robot understands a route, and it is the primitive robot system which arrives at destination. This robot system mimics the behavior of a person like “A rule is discovered from the condition of the random movement”. A vibration by the sensor of the robot and the detection of the color could be realized. Now, the movement of the stray robot is being tested. From now, there are two plans of making the movement environment of the robot and contact experiment of the robot.
This reserach aims to search for methods which enables remote people who appriciate live performances such as music concerts, acts, sports events, speaches and so on to make communications with the performer, and other remote appriciaters in realtime which we hypothise to be a simple, but an essenscial element that make appriciaters feel the experience in joint with others. For this puropse, we made a trial remote appriciation system based on some hypothesis and had an experiment which in purpose to prove the it. As an result we could not prove the hypothesis comletely, but could get to know some other aspects and clues for the improvement of the system.
The purpose of this research is to make the route map which visualizes arrival time. It targets the route in the Corporation subway and the under metropolitan management subway in Tokyo. Arrival time and transfer time between each station were used as a measure. The data of arrival time between each station includes transfer time. A two dimensional graph was made by using the data and Quantification Method 4. Partial warp of the coordinate in the obtained graph was corrected by using coodinate transfer, and a route map was drawn based on the corrected coordinates.
The purpose of this paper is to investigate segmentation of office materiality by means of space three factors- product, human, and environment in order to propose how we can create a more accurately digital office direction. (1)We case studied 170 of companies-Korea(38), Europe(47), USA(37)and Asia(45) by literature (2)We classified seven office type by material of work, propensity of worker and type of work. (3)We subdivided into 20 companies for interview and make a several profiles with needs. (4)We make a segmentation matrix based on above the elements and findings of research, a Smart office concept is suggested.