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Ryuji Arai
Session ID: A-01
Published: 2020
Released on J-STAGE: August 27, 2020
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Kazama founded in 1921, Yokohama is one of the leading rattan furniture manufacturers in modern Japan. It started as a local business and expanded throughout Japan and established relationships with affiliated factories in Hong Kong, Taiwan, the Philippines, and Indonesia. Kazama also founded a franchise store network called Madam Rotan. It also established Yokohama Art Rotan to do direct contract sales business. Kazama's rattan furniture was influenced by traditional Western design and modern design. Before the war framework of Kazama's rattan chairs was made of bamboo wound and knitted by peel of rattan, but after the war thick "Taimin" rattan was used for framework.
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Kazuma Endo, Terumi Shiraishi, Mari Abe, Daisuke Morioka
Session ID: A-02
Published: 2020
Released on J-STAGE: August 27, 2020
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In response to repeated earthquake disasters, indoor disaster prevention efforts are needed. Therefore, in this report, we examined the structure of furniture that is less damaged when falling, and proposed storage furniture that combines a bamboo frame and basket-shaped storage parts. The double thin bamboo plywood frame reduces the impact of furniture when it falls. As a result of a vibration test on two prototype shelves, the attenuation of seismic intensity was confirmed for the cylindrical one. Then, they showed an anti-vibration effect in a relatively low frequency range. In addition, it was experimentally confirmed that the center of gravity was low.
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NA TIAN, Mari Abe, Terumi Shiraishi, Daisuke Morioka
Session ID: A-03
Published: 2020
Released on J-STAGE: August 27, 2020
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In recent years, the "Plastic-free life" movement is increasingly getting attention due to the negative impact of plastic mass production and disposal on the natural environment and human health. In this study, we argue that the amount of plastic material can be reduced by replacing furniture plastic materials with natural materials. Firstly, we investigated the properties of natural sheet-formed materials such as softwood and bamboo. As a result, it was found that there are some natural materials that have excellent air permeability and tensile strength, as well as good texture. Finally, we found out possibilities for application of these properties to furniture design.
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Yasutoshi Okubo, Mari Abe, Terumi Shiraishi, Daisuke Morioka
Session ID: A-04
Published: 2020
Released on J-STAGE: August 27, 2020
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Wooden furniture tends to be heavy due to the use of weighty wood materials. For this reason, there are several reports of injuries and deaths caused by furniture in recent large earthquakes. In this research, we developed lightweight wood materials for making furniture that reduces damage when falling. As a method to reduce material weight, laminated wood made of softwood was produced and subjected to bending strength and joint strength tests. As a result, it was found that laminated wood made by spruce laminated on Sugi or Hinoki showed high strength and had a lower relative density than existing laminated wood. The next step of this research will be to prototype furniture using the developed lightweight laminated wood, and conduct impact resistance tests.
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Narihito Takimoto
Session ID: A-05
Published: 2020
Released on J-STAGE: August 27, 2020
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The objective of this paper is to establish comfortable wheelchair cushion. The following materials were used in subjective experiments and body pressure distribution measurements:seat cushion with which material differs from specification is used 14 kinds.Twenty male and female subjects participated in the experiments and evaluated the cushions using 12 kinds of evaluation items by the SD method. In measuring body pressure distribution, measurement was set to every 20mmHg,The entire area, maximum pressure and average pressure of each cushion were measured. Next, each zone area of cushion material was considered.
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Naruto Miyagawa, Goroh Fujimaki, Hodaka Yamaguchi
Session ID: A-06
Published: 2020
Released on J-STAGE: August 27, 2020
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Most of the problems of elderly people’s chair seated postures in nursing home are caused by “posterior pelvic tilt and related knee bent”, “short height”, “trunk muscle weakness”, and “kyphosis”. To prevent these problems, considerations of the design factors such as “seat height and seat depth”, “space for knee bent”, “backrest angle and pre-ischial support” and “backrest shape adjustment” were made. As a case study, development of chairs considered of proper size and knee bent handling, posture stability, standing up assistance was conducted.
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YUEI RI, Koichiro SATO, Fumio TERAUCHI, Takashi SUDA
Session ID: B-01
Published: 2020
Released on J-STAGE: August 27, 2020
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The purpose of this paper was to find out the determine factors leading to long-term usage by comparing the KANSEI values between composites of plastic filleted with different fragrant natural organic materials. Each plastic sample was prepared by being molded into egg-shape through injection. To determine the effect of fragrance, each sample was evaluated twice by the same group. Only sense of vision and tactile was evaluated by the first time, then the samples were evaluated again by sense of vision, tactile and smell. In the impression evaluation experiment, fragrance was found to be a significant effect on the impression of the plastic samples.
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Yusuke Kita, Kumiyo Nakakoji, Yasuhiro Yamamoto
Session ID: C-01
Published: 2020
Released on J-STAGE: August 27, 2020
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Our society has subsumed an infinite number of design activities. Designed objects undergo a variety of changes as time passes such as transformation, worldwide-spread, interaction with others objects and disappearance. The authors call the totality of such changes and related events as "design phenomena," and aim to understand, depict, and analyze existing design phenomena by using a large amount of diverse data. This paper proposes research methodology for the study of design phenomena, including our perspectives, theoretical models called "events network" and "objects meshwork," and further research prospects.
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CHANG SU, YING HAN, JUN WEI, BING CHANG
Session ID: C-02
Published: 2020
Released on J-STAGE: August 27, 2020
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Disc wheel is the main component of vehicle, its styling is important for exterior decoration and aerodynamics. This study evaluated the perceptual image of eight disc wheel designs via 5-stage perception based on the Semantic Difference method. Results from Principal Component Analysis (PCA) for disc wheel designs matched the electric vehicle exterior design features and cater for the subjects' preference. Indicator on wheel-design perceptual image are clarified. It provides reliable basis for wheel design selection through mathematical statistics, which will supply reasonable suggestions to various brands’ wheel design trends.
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Yui Nakazono, Kanta Aoki
Session ID: C-03
Published: 2020
Released on J-STAGE: August 27, 2020
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Workshops are becoming increasingly important in social and educational aspects, with the number of cultural and art institutions being conducted. However, it has been pointed out that it is difficult to find common frameworks such as methods and procedures that are common across fields in workshops, and it is a future task to clarify these. The purpose of this study is to examine a framework for considering the method and procedure of the workshop, based on the behavior of the lecturer and participants and the questionnaire survey in the workshop.
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AKIRA SAKAI
Session ID: D-01
Published: 2020
Released on J-STAGE: August 27, 2020
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Due to a gap between a industrial infrastructure in Japan and a real work style,much distortion are happned. After that, a business person who intend to create a reformation in their organization is limited. Based on the understanding,a person who create a person with a foresight is defined as a person who volunatarily builed a business which is meaningful for thier organization and society. After user interview and anaysis,the author propose a process and a mechanism whichi create a person with a foersight.
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Maiko Kobayakawa, Takeshi Sunaga, Koji Ijuin, Takuichi Nishimura
Session ID: D-02
Published: 2020
Released on J-STAGE: August 27, 2020
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This paper shows a conceptual design project delivers new methods and tools for caregivers job in nursing care house for aged people. The project is based on tech research for structured knowledge on care-givers tasks. The design project began with uncertainty about how caregivers would use the knowledge implemented as AI system. In the design project we were focusing on how caregivers organizing their jobs in their real situation at the care house. And we extracted various resources for the organizing their tasks and jobs. The resources are ways of communications, various expressions and spatial allocations of caregivers in the dynamic conditions. The main concept of the design is “color.” Each caregiver has a unique color and can record care tasks in that colors. Also we designed a method of using the structured knowledge while the color marking on executing tasks. It is a potential design for transforming Knowledge tech into designing tools and methods for users in their real work situations.
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Yasushi Harada, Tamaki Motoki, Ken Yokomizo, Yoshiro Miyata, Tomohiro ...
Session ID: D-03
Published: 2020
Released on J-STAGE: August 27, 2020
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In this paper, we report what opportunities for co-creation have been created in the process of editing the design project report booklet. The content of the booklet is a report on the results of co-creation design that was put into practice at the real site of a local community. We have named this activity the Social Practical designing Laboratory. The editing process of this booklet is also a co-creation design. We have continued discussions and fieldwork to explain the many design cases we have practiced and to present a new design logic that integrates these cases.
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Kiyotaka Morozumi, Tomohiro Nagasaki
Session ID: D-04
Published: 2020
Released on J-STAGE: August 27, 2020
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In design processes, we execute a series of design processes (1st survey / analysis, 2nd study of creative solutions, 3rd operable model creation and 4th verification / improvement) to solve user issues. Especially, how to prototype, verify and improve affects the quality of the design itself. However, learning and applying new technologies that lead to creative solutions is not easy. The results of this study confirmed the following benefits for design students: (1) Teaching web technologies etc. in connection with design goals is effective for students to understand, (2) Learning from each other is effective and motivates students.
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Shu Watanabe, Eriko Tamaru, Chie Ohtani
Session ID: D-05
Published: 2020
Released on J-STAGE: August 27, 2020
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Abstract: Media and design greatly affect usability of tablet tools. The purpose of this study is to examine advantages of media and design in order to optimize a tablet discussion-support tool. The feature of this tool is to timely display a time allocation and a process of discussion in addition to a portable size. The participants are 13 education major students and observation and questionnaire were conducted before and after the GUI adjustment. The result showed that it was effective to display a bar showing a whole process on the top of the display adding a user-friendly illustrations and audio. Also, it was found that the students had been able to concentrate on their discussion itself by providing an allocated time and tips for each process. The instructor had been able to focus on guiding to increase the quality of the discussion rather than guiding for time management. Thus, the design of the tool positively affected the quality of discussion and learning of the students.
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Yasunori Sannomiya, Yasushi Harada
Session ID: D-06
Published: 2020
Released on J-STAGE: August 27, 2020
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We practiced design project on lumber industry. The project's theme was to introduce ICT into the company. We designed the application for preparing wood processing instruction from results of meeting. This app helps operating staff makes the instruction to processing staff. This project was progressed by remote communication. We propose the importance of prototyping for remote communication design. In our project, the prototype was to make clear the point in dispute such as expert knowledge.
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Shigeya Yasui
Session ID: D-07
Published: 2020
Released on J-STAGE: August 27, 2020
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Future University Hakoddate has designated the "Marine IT" as a priority area of research as a Regional Contribution. In this university, the project of sustainable coastal fisheries by Introducing IT is called "Marine IT".
;The author has been involved in the development of various systems of Marine IT as an information design expert.
;In this paper, the following 3contents are described.
;1. Meaning about university working on Marine IT
;2. Design process of iPad Application for Iwagaki Oyster aquaculture fishery
;3. Meaning about design researchers in university do design practices at field
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IKUKO NAKAJIMA, INOUE TOMOHIRO
Session ID: D-08
Published: 2020
Released on J-STAGE: August 27, 2020
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"The empathy" is extremely important for all participants in a design project. However, there is in the actual workspace the people and the others occur various communication gaps one after another. In the local industry are more severe gaps due to lack of cognition of design. Add there are typical regional issues. To confront these problems, we have conducted thorough pre-research to raise empathy. It is a very effective simultaneous interpretation of "design language" and "manufacturing site language". Finally, we launched a new project "Design of assistive devices using digital fabrication technology". This paper explains the background and our project.
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JIAO LIU, KOUICHIROU KAKIYAMA
Session ID: D-09
Published: 2020
Released on J-STAGE: August 27, 2020
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In the era of artificial intelligence, the operational skills of smart products have become increasingly important.
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;However, due to the decline in learning and memory, operatingthese smart products is not easy for the elderly. This paper will research the following two points to explore how the voice assistant is more friendly to the elderly. Through this research,voice assistants can be designed to help elderly people operate smart products.
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YunHyeong Kook, Akira Okazaki
Session ID: D-10
Published: 2020
Released on J-STAGE: August 27, 2020
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The purpose of this study is to develop a sensory evaluation tool that express negative emotions more effectively than existing evaluation methods.
;The new sensory evaluation tool was created with five panels with body proportions. Also, the angle between the panels was digitized.
;In order to prove the effectiveness of the tool, experiments with an analog tool and with a digital tool were performed. As a result, it became clear that it was more effective than 5-grade evaluation. The average time of evaluation was much larger than the 5-grade evaluation, indicating that the subject tried to express their emotion with thinking about that time.
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Atsunobu Kimura, Hisashi Haraguchi, Yutaka Yamauchi, Katsuta Matsuura, ...
Session ID: D-11
Published: 2020
Released on J-STAGE: August 27, 2020
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To challenge social issues inclusively, we tackle on Living Lab for sustainable co-creation among citizen, local municipality and companies. One big issue for co-creation is difficulties to involve citizen autonomically. This paper discussed practices having a dual purpose of citizen involvement and hypothesis verification in companies’ service development. Practical knowledge shows how to create opportunity for citizen to imagine their autonomic life in Living Labs.
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Chiemi Taki, Makoto Tomita
Session ID: D-12
Published: 2020
Released on J-STAGE: August 27, 2020
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The purpose of this research is to reveal method for finding designer’s own identity in designing and telling it to others. Focusing on the reflection of design activities using a second-person approach to find oneself through dialogue with others. In this paper, we take a case study of a reflection workshop conducted during the summer intensive class held at Tokai University in August 2019. The feature of design reflection in this workshop is to find trial and error of the design process by asking four questions, and to talk about your own trial and error and hear others' trial and error. Designers can understand deeply their identity in designing by experiencing both the narrator and the listener of design experience.
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Yuya Mikawa, Amika Sato, Mishii Sano, Rikako Higuchi, Mutsumi Nakamono ...
Session ID: D-13
Published: 2020
Released on J-STAGE: August 27, 2020
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We have walked around Ishiyama Ryokuchi Park and the surrounding area in Sapporo City, Hokkaido, in order to feel the area as it is. From this experience, we have clarified the function of knowledge in the process of design activities, such as "something might be different from what we know about design" and "this way of entering the field will bring about a change in the way we see the world". As a continuation of the activity, the authors tried again to structure the function of knowledge and create a space to communicate what they wanted to understand to the public. This paper discusses the activities of placemaking and community design.
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Chie Kajiwara
Session ID: D-14
Published: 2020
Released on J-STAGE: August 27, 2020
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This study aims to construct an inclusive disaster prevention system through art / design, and examines my art projects post 3.11from the viewpoint of learning environment design. With reference to actor network theory as a theoretical framework, I analyze the social and technical arrangments that led the art projects and participant’s agencies. The target cases are "Maneki House Mural Painting Project" (2013) and "Stand-Ins Production Corps" (2014). As a result, earthquake remains and creative civil society played an important role in shaping social and technical arrangements. In addition, Disability student’s agencies have changed during the art project. I concluded that community building through art / design is essential for promoting disaster mitigation education.
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Taichi Ito, Shigeya Yasui
Session ID: D-15
Published: 2020
Released on J-STAGE: August 27, 2020
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This study is a case study of creativity research. To clarify what is discovery in creating, we designed tools to support creating with discovery and observed a state of create that using designed tool. We took up creating patterns as a case study. In ord er to support creating with discovery, we focused on a creation method that creates a new pattern (superimposed pattern) by superimposing basic patterns. In final observing, it was suggested that in order to create with discovery, it is important to ha ve an attitude of consciously interpreting the superimposed pattern in front of you and accumulating viewpoints for discovery (Relationship between quantity of interpretation and discovery)
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Ken Yokomizo, Yukiko Horiuchi, Yoshiki Watanabe, Shin Minakami, Yoshim ...
Session ID: D-16
Published: 2020
Released on J-STAGE: August 27, 2020
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Our daily lives are composed of things that can be measured. However, we live close by the fact that there is an immeasurable world behind it. I went to Shingo-mura, Sannohe-gun, Aomori Prefecture with a design student, joined the activities of the people in the mountains, listened to the story of living with mountains, and conducted a class to create a picture book by looking at them. In this paper, we consider how the activity of trying to see the invisible object of mountains, which includes the complex correlation between non-humans and nature, has influenced students’ picture book production.
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NAIXIN HE, Tetsu Sugishita
Session ID: E-01
Published: 2020
Released on J-STAGE: August 27, 2020
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As a child grows into an adult, he can make various memories. I consider these memories to be the children's own “story” of their own. We think that the space where they are born will enrich children. In this research, we propose furniture that can increase the subjectivity of children and grow together with children in order to create a space where stories are born. Children are encouraged to create their own by designing furniture themselves and grow while increasing their subjectivity. Among them, I study how to create a space full of stories with various memories.
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Mao Kusaka, Fumitoshi Kato
Session ID: E-02
Published: 2020
Released on J-STAGE: August 27, 2020
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The purpose of this study is to discuss the new perspective of “public school” with participants through workshops, using “Gaming-Simulation”.
;“Good schools” and “good learning environments” which
;are spoken these days, are focused solely on capturing
;the originality of the program. Hence, it becomes especially difficult to focus on unique experiences of teachers and children at public schools in everyday lives. In this study, to understand the learning style at public schools, the first author analyzed the fieldwork which she conducted at a public elementary school and a learning support facility in Fujisawa City, Kanagawa Prefecture.
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Yasutomo Aizawa, Rina Tanabe
Session ID: E-03
Published: 2020
Released on J-STAGE: August 27, 2020
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In modern society, double-income households are increasing year by year compared to full-time housewife households. It is thought that this will greatly affect the time spent interacting with children. In this study, we examined the design to support the communication between parents and children of elementary school children. We designed a communication support tool aimed at improving parents and children communication, focusing on "the child really wants to tell the parent" and "what the parent wants to know about the child."
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Naoki Wakabayashi, Kiri Satake, Yuko Masakura
Session ID: E-04
Published: 2020
Released on J-STAGE: August 27, 2020
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This study focuses on the characteristic movements of animals, which are expected to be more effective for the independent experience. Comparisons were made by analysis with a impression thermometer.As a result, it can be said that the evaluation of the entire program suggests that the program that performed this process could have obtained a higher learning effect.At the same time, the difficulty level was higher for those with observation, indicating that many participants felt it was not easy.From this, it can be said that in the workshop, the contents that the participants felt difficult to some extent tended to feel a higher sense of achievement.
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Yuko Masakura, Naoki Wakabayashi, Rina Tanabe
Session ID: E-05
Published: 2020
Released on J-STAGE: August 27, 2020
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We conducted a workshop for children and evaluation for processes of workshop. The workshop was an educational activity and a program to make an animal visor based on observation about the ears of animals. Workshop participants rated impressions in each process of workshop using the method of impression thermometer. The results of evaluation could reveal characteristic trends of participants’ impressions when they made an animal visor after the observation process. In this report we also discussed evolvement about the evaluation method using impression thermometer.
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Jae Yong Woo, Akira Kumagai
Session ID: F-01
Published: 2020
Released on J-STAGE: August 27, 2020
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Nagano prefecture established the sales division in 2019. It is encouraging industries of the farm, forest, marine products, processed them, and traditional crafts to find and extend a market outside the Nagano. Antenna shop ‘Ginza-Nagano’ in Tokyo inspired the new distribution model between the production and sale of the products. This article introduces the background, history, and potentials of the model. Thereby it shows the potentials of the local economy and branding value of Nagano with agriculture.
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Yifei Chen, Atsuo Tsuchiya, Yoshimi Miyata, Akira Ueda
Session ID: F-02
Published: 2020
Released on J-STAGE: August 27, 2020
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Recently mass-production social structure has been formed. However, traditional handcraft is on the trend of declining. This paper reports the characteristics of traditional forged blades, and presents an analysis of the connections between the people with the traditional blacksmith culture in Chiba Prefecture. The procurement, production and distribution of raw materials, fuels for traditional forged blades are recorded. The wisdom of life brought up in the local community is by firstly creating forged blades through blacksmiths, being used in daily life and inheriting the accumulated skills and experiences. In general, on the basis of traditional blacksmith, it is important to aim for the rebuilding of a resource-recycling local life culture.
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Takashi Hasumi
Session ID: F-03
Published: 2020
Released on J-STAGE: August 27, 2020
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This study introduces three cases on the theme of sake promotion, and discusses deteriorating local industries such as agriculture and depopulated areas. It proposes the promotion of design research linked by the “Food and Agriculture Industry Scheme”. Not only trying to solve regional promotion with
;individual institutional approaches, but also focusing on the relationship between agriculture and life, which are “creatures,” we create a variety of “Story-making designs” that match the local situation. I would like to draw the future of the region where the continuation of livelihood and life is matched by structuring while superimposing the cases of the above.
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Han Meng, Mao Takahashi, Atsuo Tsuchiya, Yoshimi Miyata, Jamie Wang, H ...
Session ID: F-04
Published: 2020
Released on J-STAGE: August 27, 2020
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This project is a process of creating a documentary with members of the community currency group Santo Club Ma~Yu. The planning and filming process resulted in the following conclusions: (1) It can contribute to accurately recording qualitative data in video and structuring it. (2) It is possible to observe community events from a compound viewpoint. (3) It is possible to better share the trajectory of community formation by trying to take in the various resources of the community as much as possible. It can also be expected to contribute to the continuity of the community.
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Yoshimi Miyata, Xia Zhang, Akira Ueda
Session ID: F-05
Published: 2020
Released on J-STAGE: August 27, 2020
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In the area where this research take place, there are some unique maneuvers in the papermaking process compared to other districts, such as singing “Zhuma working song” while working. Using the bamboo paper made in this way,new year pictures are printed, and used as home decorations beside other stuffs. The bamboo paper, which is made through traditional handcraft method, exists and enriches the local life from product manufacturing processes to its final application. How to utilize the local resources, which were identified through this research, and pass on the techniques to the next generation properly is the main issue that we are facing right now.
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Jae Yong Woo, Takayuki Kumagai
Session ID: F-06
Published: 2020
Released on J-STAGE: August 27, 2020
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Ueda city can produce farm products that are a small amount but various ones. They came from a distinct geographical and climatic feature of the city. Recently, the city has held events to introduce them across Japan. The events made the city notice the importance of background story of farm products by communicating with buyers. The city also supported the new development of Japanese rice wine Sake. Five breweries each developed five Sakes in Ueda city. They differently tasted good by breweries though they were identically made of the rice San-kei-nishiki that was cultivated in the city. The city is going to encourage them to get popular across Japan.
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Atsuo Tsuchiya, Akira Ueda
Session ID: F-07
Published: 2020
Released on J-STAGE: August 27, 2020
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Traditional festival "Shiramazu-no-Ohmachi" has been forced to change because of some changes such as declining birthrate. Even though the tradition has changed, as people living in the Shiramazu area, the most important thing is they have roles in the festival also means they are one of the local community. Today, it is required that people who live in other areas also have a role in the local community progressing depopulation. Accept the outsider and give them roles in the festival, it will be expected that they will bond to the local community and become one of the local community.
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Kaoru Yamamoto, Atsushi Hasegawa
Session ID: G-01
Published: 2020
Released on J-STAGE: August 27, 2020
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In VUCA society, it is necessary to find jobs and careers based on the intrinsic motives of individuals. Intrinsic motives are the essence of art thinking, the interests that individuals have in their minds. It will be necessary to elicit this intrinsic motive in the educational setting, but methods and tools for that purpose have not been established. In this paper, we propose the process of acquiring intrinsic motivation and the specific methods that are currently verifying.
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Norio Ishii, Yuri Suzuki, Hiroaki Sawano
Session ID: G-02
Published: 2020
Released on J-STAGE: August 27, 2020
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Digital signage is utilized to provide some information. The usage of the signage has a wide variety, and some company must consider cost-effectiveness. We examine usage scenarios and purposes of digital signage. Seven evaluation items are listed as durability, updatability, applicability, feasibility, functionality, cost, and locality. Evaluation indexes are defined and based on six viewpoints: people, technology, cost, time, information, and aria. We used this evaluation index to create and improve digital signage for university students. As a result, the usefulness of the evaluation index was confirmed.
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Toru Yoshida, XIE Yingfa, ZHAO jing, YABUUCHI Kumi, NAGAI Yukari
Session ID: G-03
Published: 2020
Released on J-STAGE: August 27, 2020
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Focusing on Kansei that tends to be tacit knowledge in the creativity of design, the focus is on utilizing it for design evaluation and design creation.
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;The effect of the brightness of the wall in the space on Kansei was studied using a paper-partition system for shelters. We conducted a space experience for the experiment participants and performed an evaluation experiment using the Magnitude Estimation Method.Kansei evaluation index based on human cognitive structure for this system was used as evaluation index.
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;The characteristics of the effect of the brightness of the wall in the space on kansei were shown.
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Ichiro HIRATA, Yasunori Goto
Session ID: G-04
Published: 2020
Released on J-STAGE: August 27, 2020
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In this paper, we report an overview of a prototype daily behavioral application developed by the service system interaction research team in the "smart interactive services by health modeling" research project. This study aims to enrich each person's life and future society. As a way to do so, we will create services that provide the best exercise methods for people in their lives. Specifically, a user's digital avatar will be created on the cloud, and the company will provide optimal exercise services based on the "user's exercise information" measured during daily life and the "results of daily exercise simulations" provided by the digital avatar. In addition, the physical examination can be carried out at the same time as the physical examination that is carried out in the workplace to provide meticulous exercise services. This system simulates "exercise with digital avatars" on the cloud and informs smart phones and smart speakers of the analysis results and advice.
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Suzuko Nishino, Kumi Yabuuchi, Yukari Nagai
Session ID: G-05
Published: 2020
Released on J-STAGE: August 27, 2020
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In this research, we introduce the activities of "Design School" for adults hosted by Japan Advanced Institute of Science and Technology (JAIST) launched in 2017. A featuring concept of its 2019 program was “Cross”which means to encourage interaction or fusion among the creators of different domains. A purpose of this research is to examine the effects of the implemented program.
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TOSHIKI YAMAOKA
Session ID: G-06
Published: 2020
Released on J-STAGE: August 27, 2020
CONFERENCE PROCEEDINGS
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Idea creation by constrain was examined compared with design thinking. Although the design thinking is useful method to create new design, the quality of design depends on designer’s attribution such as amount of knowledge and sensibility. The idea creation by constrain and redefinition are logical method to create design compared with the design thinking. Ideas are created by five items of the idea creation by constrain.The five items described by Drucker are Mission, Customer, Value, Results and Plan.
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Kaori Yamada, Sei Ebina
Session ID: G-07
Published: 2020
Released on J-STAGE: August 27, 2020
CONFERENCE PROCEEDINGS
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Nowadays, Sustainability is a key issue that all countries are facing. Hence, users will be required to their own properties in everyday life. In order to design the support approach, we attempt to invenstigate the differences of viewpoint feature between expert and norvice user in product disassembly. In this study, an experiment was conducted that participants disassembled a bycicle with using an eye-tracking device.
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Saori Machida
Session ID: G-08
Published: 2020
Released on J-STAGE: August 27, 2020
CONFERENCE PROCEEDINGS
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How can we make a life and philosophy of the founder “narrative”? The author challenged to design a program to co-create an opportunity with over 100 students in a class, which was a compulsory subject for freshmen of all departments. Concretely speaking, role playing and a microphone relay as a baton were main works in order to deepen the students’ understanding Miss Cartmell. After the works, they made reflections concerning her turning point to respond to the question, which the author posed.
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Yusuke Ashizawa, Shinichi Koyama, Hiroshi Yamazawa
Session ID: G-09
Published: 2020
Released on J-STAGE: August 27, 2020
CONFERENCE PROCEEDINGS
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In this study, based on the hypothesis that there is some correlation between differences in perceptual sensitivity and differences in brain activity, non-creative thinking tasks and creative thinking tasks were performed for each group. Then, the brain activity of the prefrontal cortex at this time was measured by a NIRS and compared. As a result, we obtained observations that suggest that the group with higher perceptual sensitivity is less active than the other group. In addition, the chi-square test showed that there could be some correlation between creative thinking tasks and non-creative tasks, or between groups with high perceptual sensitivity and the other group.
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Atsushi Kasao
Session ID: G-10
Published: 2020
Released on J-STAGE: August 27, 2020
CONFERENCE PROCEEDINGS
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In Nakano Ward, elementary schools are being merged and closed. Elementary school days are thought to be the time when important memories are born in reminiscence, which is also used to treat dementia. And since memories can be remembered clearly by going to the place, it is basically desirable to leave the school building.
;Before the school closed, We tried to make the school buildings and classrooms more memorable for the children, and held a “Butsubutsu Animal Workshop”. This workshop was designed not only to create memories but also to train creative ideas. As a result, it was well received. After the workshop, we also produced a "Butsubutsu Animal Game Card" and distributed it to 105 third-year students so that the workshop could be remembered for a long time.
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Masami Maekawa
Session ID: G-11
Published: 2020
Released on J-STAGE: August 27, 2020
CONFERENCE PROCEEDINGS
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This paper is a description about a study on a design method of the things that produce profits by the inconvenience. At first, a feature that there was a necessity for planner or designers to set the sub-purpose was indicated. Next, the following benefits were defined: benefits arising in the process of achieving a sub-purpose, and the benefits of "drivers", which is the reason for using inconvenient things, Finally, from the structure of these benefits, it was comprehended that there were two kinds of design approaches.
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Kaya Kawaguchi, Toshinori Anzai
Session ID: G-12
Published: 2020
Released on J-STAGE: August 27, 2020
CONFERENCE PROCEEDINGS
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This study, in order to solve stressful society, was made to aim to do propose products that reduce stress in our lives. It was focused on the combination of the stress-relieving and play in miniature garden. Two experiments conducted to test the difference between the psychological effects of the existence of plants and playing in miniature garden, the stress-relieving effect of plant growth with playing in it. As a result, playing in miniature garden with plants was provided a potential to relieve stress. But, not enough results is obtained on the psychological effect of plant growth.
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