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Shigeya Yasui
Session ID: A1-01
Published: 2025
Released on J-STAGE: October 22, 2025
CONFERENCE PROCEEDINGS
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Three-dimensional cloisonné works called tachimono have traditionally required advanced metal-forging skills, limiting their reproducibility. This study explores electroforming using concave molds and digital fabrication, grounded in the tacit knowledge of cloisonné artisans. By combining 3D printing, conductive treatment, and optimized anode placement, stable copper deposition in deep concavities was achieved. The formed substrates were successfully silver-plated, enameled, and fired. This presentation reports the development process, characteristics of the resulting substrates, and their potential in expanding the expressive possibilities of cloisonné enamel.
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Character Design for Enhancing User Experience
Ryotaro Mimura, Hiroki Sato
Session ID: A1-02
Published: 2025
Released on J-STAGE: October 22, 2025
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In this study, we explore the principles of "messy" design, which create realism and appeal by utilizing the expression of dirt and scratches on objects and irregular arrangements in the creation of virtual spaces such as VRChat. As a result of analyzing the author's creative activities, it became clear that elements such as sparse-dense contrast, organic shapes, spatial cognitive load, eye guidance, and story recall are important in the shapes and arrangements of objects and textures.
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Focused on Exhibition Booths for Craftworks
Hiromitsu Yokoyama, Koki Kurata, Keiichi Yokogawa
Session ID: A1-03
Published: 2025
Released on J-STAGE: October 22, 2025
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This study investigates how self-sufficient living and temporary community formation during jungle stays affect the transformation of preconceived notions. Based on fieldwork conducted on Iriomote Island in Japan, the research incorporates autoethnography, interviews, and participant observation. Findings suggest that embodied trial and error in unfamiliar environments fosters a relativization of urban classifications and encourages re-meaning processes. These changes may contribute to the recovery of cognitive flexibility and the reconsideration of informational relationships in everyday life.
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Discussion using seven-stage theory of action
Kensaku Taniyama, Hideyoshi Yanagisawa
Session ID: A1-04
Published: 2025
Released on J-STAGE: October 22, 2025
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The occurrence of various natural disasters can be read from records and expressions such as old maps and illustrations related to Shiga Prefecture. Since the Meiji period, progress has been made in creating maps based on viewpoints, so it is now possible to roughly understand the topography around Lake Biwa. Since 2013, when the Geospatial Information Authority of Japan began a service for viewing maps and aerial photographs, it has become easier to create individual maps for specific purposes. I would like to integrate this variety of new and old information (maps) and lead to new awareness and analysis. Or, by reading the thoughts, wisdom, and ingenuity of our ancestors, we want to grasp clues to solving problems in today's society.
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Kosei Matsuo, Masahito Tsuchiya
Session ID: A1-05
Published: 2025
Released on J-STAGE: October 22, 2025
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While activities to solve social problems are becoming more common, some people find it difficult to participate in them. This study focused on those who feel psychological distance to the grandeur and brilliance of social activities, and examined the changes in their thinking and feelings toward the activities during the practice process. Interviews conducted with those who played a central role in them and those who were skeptical of social activities revealed that their behaviors interacted with each other in a relationship that could be described as symbiotic.
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Taisuke Shishido, Masahito TSUCHIYA
Session ID: A1-06
Published: 2025
Released on J-STAGE: October 22, 2025
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I thought that art projects aimed at promoting local areas needed to create opportunities to draw attention to the area's charms through engagement with local residents. I implemented five art projects over a three-year period in the Tamashima area of Kurashiki City, Okayama Prefecture. The charms of the area were made visible from a variety of perspectives, leading to the creation of a new community, proving that art projects have the potential to foster local communities.
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Yuri Ota, Masahito Tsuchiya
Session ID: A1-07
Published: 2025
Released on J-STAGE: October 22, 2025
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Shopping malls have many possibilities, such as mutual cooperation with other stores and ease of joint business. However, the current environment surrounding shopping arcades is severe and makes their survival difficult. In this study, we conducted vision formation using a logic model and verified whether it led to regional revitalization in the target area. As a result, approximately 60-70% of the initial outcome of the logic model was achieved, which was the first step in the process of community revitalization.
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Exploring the Three-Dimensional Formation of Cloisonné Substrates through Artisan Tacit Knowledge and Digital Fabrication
Sunao Hiruta
Session ID: A2-01
Published: 2025
Released on J-STAGE: October 22, 2025
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This research explores interior design to make hospital stays more enjoyable for pediatric patients. It was carried out as part of the Kyushu University Hospital x Design Project from April 2024 to January 2025, and aimed to improve the environment from the perspective of children, using design thinking and repeating on-site observation and prototyping. On-site observation revealed that the playroom and courtyard were “inorganic and oppressive” and “lacking in decoration from the children's perspective. Through analysis, we constructed a design framework with “aesthetic expression,” “factors that allow to feel nature,” and “factors that allow affected children to participate” at its core, and carried out two prototyping projects: interior decoration and courtyard decoration. In particular, we proposed designs that reduce the psychological burden of the medical environment through mobiles that allow you to feel the wind and ornaments that children can participate in making.
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Shunya Dempo, Tamaki Motoki
Session ID: A2-02
Published: 2025
Released on J-STAGE: October 22, 2025
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This study proposes a new form of preparation content to support hospitalization of pediatric patients. Through fieldwork and design thinking, a character-based content named "Hospitan" was developed to reduce children's fear and anxiety of pediatric patients. The content includes collectible cards and a quiz game, enabling children to engage positively with medical procedures. Evaluation with pediatric medical staff revealed high levels of acceptance. The findings suggest the potential of interactive preparation tools in fostering positive hospital experiences.
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Rei Sumida, Atsushi Hasegawa
Session ID: A2-03
Published: 2025
Released on J-STAGE: October 22, 2025
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This paper presents a unique interpretation on the characteristics and potential of Generative Social Fields (GSFs) as they emerge within creative exploratory spaces. Rather than focusing on individual capacity building, our attention centers on how creativity arises within interconnectedness and relational dynamics, and how such fields are improvisational yet coherently woven. Using the method of “Evocation Interview,” a form of inner recollection, we revisit and illuminate these dynamics. This is not merely a discussion of creative techniques, but rather an exploration of the "inbetweenness" and the "silent sounds" that emerge in generative spaces—descriptions of the energy flowing through the space and how these qualities shape the way each person shows up and interacts. Such spaces resemble a "concerto," where improvisational co-creation unfolds organically, and every participant becomes a vital voice in an emergent orchestral space.
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An attempt to create a new disaster prevention and mitigation map by integrating old and new map data for Shiga Prefecture (Omi)
Ryo Ishikawa
Session ID: A2-04
Published: 2025
Released on J-STAGE: October 22, 2025
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The aim of this paper is to consider the formation and meanings of learning design. Authors are developing a new educational course that weaves "knowing" and "doing" together so that the learners not only receive knowledge, but acquire the ability to express, conceive, and materialize their concerns as well. As an attempt, authors have been developing a program, named “Design Camp,” in which participants learn design within the community, rather than through a university curriculum. This paper discusses how the participants of the camp "implicitly" learn design by developing multiple options of actions in the program and making decisions on actions to take.
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Miina Kikuchi, Yoshitaka Shibata
Session ID: A2-05
Published: 2025
Released on J-STAGE: October 22, 2025
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This study investigates how clarity of purpose influences graphic recording—often perceived as reliant on innate talent—by examining the role of explicit goal-setting in a specialized training program. Participants who defined their objectives more clearly were able to select and structure information effectively, employ visual metaphors, and shift from passive note-takers to active facilitators. Reflection further enhanced consistency, depth, and contextual adaptability. The findings suggest that purpose-oriented education is essential for elevating the quality of visual practitioners, and highlight the potential for advancing reproducible yet creative educational practices in future applications.
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Case study of Tamashima ART Project practices
Shinobu Kurokawa, Satoshi Sekizaki
Session ID: A2-06
Published: 2025
Released on J-STAGE: October 22, 2025
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This study explores the challenges faced by visually impaired children in learning musical instruments and proposes a tactile-based piano key assistance tool. By analyzing current educational methods and support products, the research highlights the need for a more effective solution. The proposed product combines tactile feedback to improve recognition and learning efficiency for visually impaired students, aiming to provide a more intuitive and efficient tool for music education.
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Ayaka Yamanaka, Asuka Ono, Shunichi Seko, Hisashi Matsukawa
Session ID: A3-01
Published: 2025
Released on J-STAGE: October 22, 2025
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We use identical expressions when describing tactile sensations, such as “sandy” for both sand and wooden desks. In reality, however, there are multiple tactile sensations, such as the sensation of sand slipping off the fingers, fingers sliding into sand, and the fine bumps and friction of a wooden desk. Therefore, in this study, we sought a method to express tactile sensations without omission, rather than limiting ourselves to a single expression. As a result, this study was an attempt to show new possibilities for tactile expression that have not been explored before.
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Suzuka Satou, Shigeya Yasui
Session ID: A3-02
Published: 2025
Released on J-STAGE: October 22, 2025
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Empirical research on graphic facilitation that show specific knowledge is necessary but lacking. Therefore, we explored the effects of graphic facilitation on dialogue, focusing on the interaction in the process. Our analysis showed that graphic facilitation is effective for co-creation in dialogue. In particular, we illustrated with examples the effect of promoting collaboratively creating ideas fused elements that are difficult to exist simultaneously. We contributed to the discussion for future directions for graphic facilitation research and provided suggestions for practice
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Maasa Hino, Shigeya Yasui
Session ID: A3-03
Published: 2025
Released on J-STAGE: October 22, 2025
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We conducted a large-scale experiment using articles of seven different lengths to examine how character count affects the readability of Japanese text on smartphones. Results showed a trade-off: 100-character texts caused less fatigue than those with 400+ characters but conveyed less information. Fatigue increased with length, while informativeness plateaued around 400 characters, suggesting this may be an optimal length. Since comprehension tended to decline as length increased, 100 characters may be suitable when conveying information concisely.
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Yuunosuke Maeda, Shigeya Yasui
Session ID: A3-04
Published: 2025
Released on J-STAGE: October 22, 2025
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In this presentation, it is proposed that wayfaring around the scene of consciousness studies can be regarded as a design practice. First, a discussion on the process of “Creation and Reflection” is introduced as the foundation for engaging in practice with scientists from a design perspective. Next, the design aspect of wayfaring around the scene is examined by referring to discussions on the Landscape of Practice and the Rambling Design Activity. Finally, a case in which the presenter actually wayfared around the scene of consciousness studies is presented, and what was designed in these cases is considered while taking into account discussions on ontological design.
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-A Case Study on Projection Art-
Tetsui Watanabe, Yusuke Shigeta, Motokuni Sakaguchi
Session ID: A3-05
Published: 2025
Released on J-STAGE: October 22, 2025
CONFERENCE PROCEEDINGS
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The author organizes the “Design Lab” and is engaged in the practice and theory building of “local design” designed by parties in the local community. Design is not something only for professionals, but a creative act performed by everyone, and a means to build the future beyond the boundaries of consumerism. In design projects, it is important to build a relationship with the client, and fieldwork that goes into the field is essential. The author has practiced various methods. Although well-being is emphasized in today’s society, the author believes that we should aim for “well-becoming,” which is changing while continuing to learn. He will continue to put this into practice through workshops in the community.
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Trial on visualization of operation logs
Toshinori Anzai, Kouichiro Kakiyama
Session ID: A3-06
Published: 2025
Released on J-STAGE: October 22, 2025
CONFERENCE PROCEEDINGS
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Through the production of a little press called “Machimachi,” a collection of events I encountered while walking around town, I became aware of my own intuition and the existence of contexts with fluid meanings that cannot be put into words through perception, and by recording them, I have explored ways to have a sense of the experience. In this study, I will explore how the production of this work together with others will change our respective perceptions and communication.
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Hidehiro Suga, Junnichi Osada, Toshihiro Nishizawa
Session ID: A3-07
Published: 2025
Released on J-STAGE: October 22, 2025
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What is the significance of designing the format of academic papers? This paper answers this question from my perspective. The introduction reported that I started to study the way of writing IMRAD after rejecting proceedings. The development describes that I acquired the way when writing other proceedings. The turn illustrates that IMRAD transformed my thinking. The conclusion explains that my thinking was also changed by discussing anthropologists. As a result, this paper argues that the format of academic papers affects the thinking of researchers.
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Creative Learning Design Camp Practice Report
Sohta Ise, Teppei Suzuki, Jotaro Takeda, Ryo Yamada, Atsushi Hasegawa
Session ID: A4-01
Published: 2025
Released on J-STAGE: October 22, 2025
CONFERENCE PROCEEDINGS
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In recent years,“Reflective Activities”have become increasingly important in design practice. This is a process of looking at one's own knowledge, experiences, and feelings, clarifying realizations and issues, and applying them to the next stage. In this process, it is important to examine “what was tried and learned” and verbalize it in one's own words. In this paper, we describe a case study of a reflective activity as an advanced example, and report on the elements and important perspectives of the activity that we found in the case study.
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A Study of Behavioral Observations at exhibitions of the Sapporo International Art Festival SIAF School for Improving Creativity
Jun Fujiki
Session ID: A4-02
Published: 2025
Released on J-STAGE: October 22, 2025
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The purpose of this study is to clarify the issues and needs of graphics in preschool education and nusery facilities.This study conducted a questionnaire survey of 1,500 preschool education and nusery facilities nationwide regarding the current status of visual communication. Illustrations were most frequently used, but symbols were most frequently used in room name sign, suggesting a need for them as a sign function. In addition, there tended to be a difference between the pictograms that teachers guessed preschool children could understand and the preschool children’s comprehension of understanding of pictograms.
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Kohei Oyama, Naoki Yamamoto
Session ID: A4-03
Published: 2025
Released on J-STAGE: October 22, 2025
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Visual analogies are considered effective in design. In this study, we conducted a design task under three conditions: (i) no analogy, (ii) within-domain analogy, and (iii) between-domain analogy. We then analyzed functional connectivity (FC) of electroencephalography (EEG) data and compared the results with creativity scores. The analysis focused on the default mode network (DMN), the executive control network (ECN) and the salience network (SN), which are thought to be related to creativity. The results suggested that a weak correlation was observed between changes in FC between the posterior cingulate cortex (PCC) and the left inferior parietal lobule (l-IPL) and creativity scores.
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Design of craft kits as teaching materials in hands-on programs
Naoki Wakabayashi, Yuko Masakura, Rina Tanabe
Session ID: A4-04
Published: 2025
Released on J-STAGE: October 22, 2025
CONFERENCE PROCEEDINGS
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We attempt to construct a design framework by applying design science thinking methods to the “design of destruction that creates value” in destroyology. Based on the AGE thinking model, we analyze collected case studies related to destroyology using the M-method and Time-Axis Design, positioning the design methods of destroyology within the broader landscape of design science. As a result, we propose an extended approach to derive a design method from the perspective of destroyology, that creates value through the design of destruction, systematically integrating its key concepts and evaluation indicators to expand the methodological scope of design science.
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Evaluation for craft kits as teaching materials in hands-on programs
Yuko Masakura, Naoki Wakabayashi, Rina Tanabe
Session ID: A4-05
Published: 2025
Released on J-STAGE: October 22, 2025
CONFERENCE PROCEEDINGS
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This study explores a novel approach for extracting hierarchical user needs by combining ChatGPT with the Evaluation Grid Method (EGM). By treating a Large Language Models (LLMs) as an interviewee, the research simulates EGM interviews to uncover layered consumer values. Preliminary experiments using bicycle design examples show that role-playing prompts elicit more specific and design-relevant responses. The study aims to establish a standardized technique for efficiently identifying design needs from LLMs, making it practical for use in product and service design and development.
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The “It's an elephant's face!” Workshop Held at Kanazawa Zoo
Rina Tanabe, Aki Kojima, Mifune Masaki, Naoki Wakabayashi, Yuko Masaku ...
Session ID: A4-06
Published: 2025
Released on J-STAGE: October 22, 2025
CONFERENCE PROCEEDINGS
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To continue economic growth despite resource shortages, it is necessary to create circular economy businesses. In this study, we focused on designing B2B reuse businesses and analyzed the motivations that would encourage stakeholders to participate in a circular ecosystem through interviews. Organizing the comments of stakeholders on the assumed service of reusing freezers leveraged by leasing, we identified their needs including economic and environmental perspectives. In addition, we found that digital solutions and rule-making could drive the formation of the ecosystem.
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Yuko Toyao, Miho Kito, Nobuyuki Ueda, Daiki Obara, Kiyoshi Furusawa, R ...
Session ID: A5-01
Published: 2025
Released on J-STAGE: October 22, 2025
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This study examines how Sakaida Kakiemon XIII, XIV, and XV have deepened their artistic philosophies and engaged with traditional styles. Utilizing texts such as "Akae Yūjō" and "Watashi no Rirekisho: Bunkajin 9" for Kakiemon XIII, "Yohaku no Bi" and "Yuigon: Itoshiki Arita e" for Kakiemon XIV, and 15 gallery talks from 2017 to 2022 for Kakiemon XV, the research employs KH Coder 3 for text mining, focusing on frequent word trends, co-occurrence network analysis, and cluster analysis. Findings reveal that Kakiemon XIII emphasized techniques and family, Kakiemon XIV focused on education and technical inheritance, and Kakiemon XV on personal creative activities and design. This indicates that each generation has uniquely approached the preservation and innovation of tradition based on their era and personal interests.
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Participating in activities and taking a part in decision-making
Haruka Kakimoto, Ayaka Okamura, Takeshi Sunaga
Session ID: A5-02
Published: 2025
Released on J-STAGE: October 22, 2025
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Since the beginning of the 21st century, there has been a growing interest in “time value” in the field of design and architecture. The purpose of this study is to focus on the new time consciousness that has become prominent in this century and to propose it as a methodology for creation. As a hypothesis, the time consciousness is considered to be a structure of superimposed time axes, and this model is to be called the “Multilayered Time Model“. The meaning of this concept and some examples are discussed in this paper.
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Exploring the Development of Graphic Facilitators through the Educational Practice of a Co-Creation Visual Practitioner Training
junko shimizu, sayo demura
Session ID: A5-03
Published: 2025
Released on J-STAGE: October 22, 2025
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The purpose of this paper is to create a process model from setbacks to personal growth and explore its application to service design. A cluster analysis was conducted on the setback experiences by category, and a model was created from the clusters. The created model was used to confirm the path of each case. The results showed that positive rumination and achieving results with the support of acquaintances were important for personal growth. Based on the results, we designed and evaluated two prototype services to encourage personal growth from setbacks.
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Towards Co-Creation to Overcome Cognitive Barriers
Zizhe ZHOU, Hirotoshi FUKUDA
Session ID: A5-04
Published: 2025
Released on J-STAGE: October 22, 2025
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This paper focuses on a comparison of the factors that generate and form attachment to pets and products. Analysis of episodes with the objects showed that attachment to pets involved learning and relationship building through unpredictable behaviors, which were different from those of attachment to products. In particular, interaction was related to the differences between episodes with pets and products. In addition, the fact that seemingly negative events were acceptable and contained positive emotions was shown to contribute significantly to attachment to pets.
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Taichi Hagino, Shigeya Yasui
Session ID: A5-05
Published: 2025
Released on J-STAGE: October 22, 2025
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This study examines how experience values change over time in both continued and discontinued service usage. Through interviews with 50 users, the research identifies recurring patterns of perceived value—such as satisfaction, ease, boredom, and aversion—during early, middle, and long-term stages of use. The findings show that initial positive experiences foster continued engagement, while growing dissatisfaction, burdens, and unmet expectations contribute to service discontinuation. These insights offer important implications for UX design, emphasizing the need to support evolving user needs through emotionally resonant and practically effective experiences over time.
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Focusing on the effect of promoting collaboratively creating ideas fused elements that are difficult to exist simultaneously
Mio Nakazawa
Session ID: A5-06
Published: 2025
Released on J-STAGE: October 22, 2025
CONFERENCE PROCEEDINGS
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This project aims to design a bicycle specifically for camping, addressing the limitations of existing bicycles in terms of load capacity and outdoor usability. Key insights were gathered through market and user research, sketching, scale model making, and expert feedback obtained through interviews. A full-scale model helped visualize proportions and test luggage setup. Based on the feedback, the design is being refined to improve stability, storage capacity, and the overall experience for cyclists who enjoy camping.
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Evaluation Experiment and Text Mining Analysis of Foley Sound Production Workshop
Yuna Tokiwa, Yoshihito Nakanishi, Seiichiro Matsumura
Session ID: A6-01
Published: 2025
Released on J-STAGE: October 22, 2025
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This research focuses on the design of a therapeutic robot aimed at alleviating human stress. By analyzing user needs and behaviors, innovative design solutions are proposed to enhance comfort and convenience. Prototypes will be developed and tested in real-world scenarios to assess their effectiveness in reducing stress. The study aims to contribute to the development of user-friendly stress-relief technologies that promote mental well-being and support daily relaxation.
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Junichi Osada, Yoshinari Takegawa, Toshihiro Nishizawa
Session ID: A6-02
Published: 2025
Released on J-STAGE: October 22, 2025
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Japan's aging population has reached 29.1%, leading to increased demand for caregiving services and worsening workforce shortages. Social robots have been introduced to provide companionship and communication support, but many promote individual interaction. This study explores human-robot-human interaction (HRHI) and proposes a robot design intended to foster social engagement among elderly users. By functioning as a "social catalyst," the robot aims to detonate interactions and strengthen interpersonal connections in caregiving facilities, addressing the need for more interactive and socially inclusive robotic solutions.
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A Case of Ideation Based on Design Thinking in the Follow-up Training for New Municipal Office Workers in Nagaoka City, Niigata Prefecture.
Jumpei Itagaki, Nakamoto Kazuhiro, Sasa Makio
Session ID: A6-03
Published: 2025
Released on J-STAGE: October 22, 2025
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Abstract : Times This research project develops a multi-sensory product design to support mindfulness practices by integrating visual, auditory, and tactile feedback. The study reviews current mindfulness devices and introduces an interactive prototype that uses an air pressure system to simulate breathing, linear motors for nuanced haptic responses, and LED lighting for ambient effects. Results indicate that multi-modal stimulation enhances mindfulness engagement, although issues like system instability, noise, and overheating persist. Future improvements will focus on design refinement and miniaturization.
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A Case Study of HOKKORISUN Project in Nagaoka Institute of Design.
Asumi Notsuki, Jumpei Itagaki
Session ID: A6-04
Published: 2025
Released on J-STAGE: October 22, 2025
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Every autumn, the “Kanazawa Tsukimi Koro” light-up event is held at Shiinoki Guest House to enhance the nighttime scenery of central Kanazawa. The venue features illuminated art installations and projection mapping (hereafter referred to as PM) utilizing media technology, creating a vibrant atmosphere. However, these installations are scattered throughout the event space, lacking cohesion and failing to provide a unified experience.To address this issue, this study aimed to improve the experience of the light-up event by developing and conducting a trial of an interactive media system. This system encourages visitors to explore scattered light installations while creating a connection leading to the PM. Using their mobile devices, participants collect stars by visiting the light installations and send them to the PM, allowing them to contribute to decorating the PM display on-site. This presentation will report on the results of the trial experiment conducted in 2024 using this system.
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YUKI SAKAGAWA
Session ID: A6-05
Published: 2025
Released on J-STAGE: October 22, 2025
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This study visualizes technoableism and proposes a co-creative approach to redefining web accessibility—from compliance-driven design to experience-informed practice. To demonstrate this, we conducted an Inclusive Walkthrough Study with disabled participants. Their real-time interactions and reflections revealed gaps between guideline compliance and meaningful use. Our findings highlight the need to reconsider accessibility evaluation frameworks by incorporating user narratives, showing how actual contexts and emotional responses shape the value and usability of information.
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Consideration of design education including international students
Rie Matsuura, Yasuyuki Nakamura, Yu Kanbayashi
Session ID: A6-06
Published: 2025
Released on J-STAGE: October 22, 2025
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This study clarifies the characteristics of spatial scale as a perception in UX design by examining the spatial experience of these cases and their spatial scale, using examples of UX design with real space experience as research subjects.
In addition, the concept of spatial scale in UX design obtained from this study will be posted as a design method that can be applied practically.
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Research on design methods to distance oneself from conceptual image
Yoshinori Murayama, Hiroki Sato
Session ID: A6-07
Published: 2025
Released on J-STAGE: October 22, 2025
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This study clarifies the meaning of redesigning human resources , which is the key to achieving <people as assets>in the true sense of the word into a <marketing organization and function with employees as users. What is needed is the ability to design products and services that focus on the user`s perspectiveand to change the mindset and behavior of the HR department and HR staff. In order to solve this issue, we propose that HR departments and staff adopt “cross-border learning,” which has been spreading in recent years.
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Toshiki Kuroda, Toshihisa Doi
Session ID: A7-01
Published: 2025
Released on J-STAGE: October 22, 2025
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In recent years, increasing attention has been given to the concept of "EX Design" as a method for enhancing the Employee Experience (EX). This paper aims to provide an overview of "EX Design" and explore the role of organizational culture in promoting EX-oriented design practices. It also suggests "culture shift" to improve EX Design, with communication, community, event/ritual and service/system.
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Targeting Tsunami Disaster Prevention in the Kamakura Coastal Area
Ryusei Kobayashi, Daisuke Uriu
Session ID: A7-02
Published: 2025
Released on J-STAGE: October 22, 2025
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This study explores how organizations can support employees in proactively designing their careers amid increasing demands for career autonomy. It emphasizes the importance of recognizing and utilizing individual strengths (“Can”) and values (“Will”) to establish a personal career point of you. The research proposes a “type-based know-how” approach, enabling employees to choose work styles aligned with their traits while maintaining organizational efficiency. Tools like the DiSC framework demonstrate how tailored management enhances both performance and career development. The study suggests that designing systems balancing individual aspirations and organizational needs can foster long-term career growth and contribution within companies.
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YINGYU CHANG
Session ID: A7-03
Published: 2025
Released on J-STAGE: October 22, 2025
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This paper reconsiders corporate human resource development from the perspective of learning environment design. With the rapid transformation in the workplace, learning opportunities have evolved from traditional training programs to more diverse methods, driven by technological advancements and changing work styles. The paper proposes the concept of "learners designing their own learning environments," emphasizing the importance of learner agency. It explores the role of human resources in fostering autonomy and suggests that the future of corporate learning environments will be shaped by this shift. The paper highlights challenges such as the lack of experience among learners in designing their own environments and the need for organizational support to embrace this change.
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Yuki Tajika
Session ID: A7-04
Published: 2025
Released on J-STAGE: October 22, 2025
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This study explores how local communities can effectively engage with university students, based on a 12-day field study conducted by students from Hokkaido University of Education, Hakodate Campus, in Mori Town, Hokkaido. The activity process was visualized using student reflections. The findings reveal that creating time for activities beyond the assigned tasks and engaging in dialogues with local residents to envision the future—conversations and events seemingly unrelated to the primary objectives—significantly contribute to transforming students' attitudes and awareness towards their field experience.
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A Experimental Creation of Japanese Armor Incorporating the Morphological Features of Insects
YANG YU
Session ID: A7-05
Published: 2025
Released on J-STAGE: October 22, 2025
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This study describes, analyzes, and his episodes from the second author's UCD learning experiences, thereby clarifying the second author's perspective on evaluating UCD. As a result, it became clear that what the second author considers to be "good design" in UCD is finding evaluation indicators by seeing the reactions of the target users, and then designing in line with those indicators. First author also presents awareness about design education that I gained from involvement in second author's research.
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Modeling of Bricolage Thinking through Semantic Analysis
Kanade SASA, Hideyoshi YANAGISAWA
Session ID: A7-06
Published: 2025
Released on J-STAGE: October 22, 2025
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This study presents a Research through Design (RtD)approach to exploring the "Umwelten" of individuals withdyslexia through a layout design workshop. Conductedcollaboratively with editorial and font designers, the workshopsupported participants in identifying personally optimal textlayouts, thereby visualizing the diversity of dyslexic readingexperiences. An Actor-Network Theory (ANT) perspectivehighlights how the layouts transitioned from mere informationalintermediaries to transformative mediators, fostering newinsights for educators, empowering participants, and redefiningthe designer’s social role. Through this project, we areexamining the methodology of research through design.
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An Interactive Display to Explore AI-Generated Images
Sho Fujimura, Kaito Makino, Akihide Maeda, Daisuke Uriu
Session ID: A7-07
Published: 2025
Released on J-STAGE: October 22, 2025
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Our study aimed to support students reluctant to participate in group work by creating cards and a reasoning game to enhance discussion skills. We developed cards with instructions for practicing speaking and listening skills, incorporating them into discussions in a reasoning game format. This method promoted intrinsic motivation and encouraged skill acquisition through observation. The experiment showed the reasoning game improved students’ participation and speaking skills. However, listening skills showed no improvement, highlighting the need to revise instructions.
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Yong Wang, Jianpei Yu, Hiroki Sato
Session ID: A8-01
Published: 2025
Released on J-STAGE: October 22, 2025
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This study explores the diversity of worldviews and the Umwelt of others through map-making. The concept of Umwelt has recently been applied to understanding differences in human perspectives, suggesting that design and media can foster imaginative engagement with others. Through creating and exhibiting a series of maps, the study examined how map-making can reinterpret worldviews and introduce alternative perspectives. Survey responses indicated that using familiar map frameworks while introducing new contexts can challenge viewers' perceptions.
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Yasuyuki Nakamura
Session ID: A8-02
Published: 2025
Released on J-STAGE: October 22, 2025
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Abstract:In order to create an unpredictable future, a key issue is how to design the situation for co-creation. However, the current situation makes it difficult to induce "emergence" that goes beyond prediction or intention by combining the ideas of each individual. In our development practice, we often use the "Acting-out" method, which involves using the body. We have noticed that ideas emerge that go beyond what can be imagined at a desk. In this study, we look back on a workshop that used "Acting-out" and analyze what factors brought about the "emergence."
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— Observations in Kuroshio Town
Yuki Takada, Hironori Iwasaki
Session ID: A8-03
Published: 2025
Released on J-STAGE: October 22, 2025
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With a declining population and diversifying values, there is an increasing need for industry, government, academia, and the private sector to work together to solve social issues and create local communities. And co-creation platforms such as living labs are being constructed in many places. However, while diverse activities are being created continuously, the value of the living lab platforms that produce them is implicit. The basis for investment decisions for continuing the platforms is unclear, and there is no soil in which the justification of investment can be discussed. Therefore, the purpose of this study is to investigate the mechanism of the platform that generates diverse activities continuously and to identify its function. Specifically, the Kamiyama Tsunagu Corporation in Kamiyama-cho, Tokushima Prefecture, was used as a case study. As a result, three main functions were identified: (1) to keep asking questions with an eye on the reality of the residents and the future of the community, (2) to commit to implementing the questions responsibly, and (3) to enrich diverse connections within and outside the community and motivate people to get involved.
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Case Study of Practical Implementation of the Small-Scale Place Based on an Informal Communication.
Maho Sasaki, Jumpei Itagaki
Session ID: A8-04
Published: 2025
Released on J-STAGE: October 22, 2025
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In this paper, we report on a co-design project aimed at addressing the challenge of shaping the context of AI utilization in knowledge transfer within the manufacturing industry. The research question is, 'How can practitioners become aware of their own knowing?' We designed a reflective activity program and tools, and four types of reflective activities were identified, each differing in its target of reflection. It was also found that these activities are structured in a nested manner.
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