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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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This study proposes the concept of “Design for a Pause” to mitigate impulsive actions caused by the immediacy of digital devices and promote more deliberate decision-making. By focusing on scenarios prone to impulsive behavior, such as social media posting, online shopping, and prolonged gaming, we explore the effectiveness of integrating physical actions—such as placing the device down, shifting one’s gaze, or verbalizing text before posting—into a structured “Pause Mode.” This approach aims to encourage users to reflect before acting, fostering self-awareness, promoting user-driven behavioral change, and ultimately enhancing digital well-being.
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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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This study investigated how character settings in voice-guided beginner piano lesson software affect user motivation and impressions. Participants viewed lessons featuring male or female instructors and rated them on 13 items related to appearance, voice, and speaking style. Results suggest that female characters, regardless of the user’s gender, foster a more comfortable learning environment and encourage continued practice. Opposite-gender instructors enhanced psychological comfort, while same-gender instructors supported efficient learning. Tailoring character gender to user needs may enhance learning effectiveness and user satisfaction.
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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 constitutes an experimental discussion of user interfaces for digital signage. A paucity of extant literature exists that examines this topic from a behavioural and psychometric perspective. The current study therefore proposes three types of user interfaces focusing on video playback methods for digital signage, and conducted experiments when using them. The experimental results suggest that it is possible to direct the viewer's gaze towards the exhibits by triggering the playback of videos when the viewer makes physical contact with the exhibits. Furthermore, it was suggested that a user interface with a lower usability rating may increase the expectation of video playback.
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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
CONFERENCE PROCEEDINGS
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Sense of agency plays crucial role in motivating user exploration, especially in adaptive and evolving technologies. This study extends the comparator model by integrating uncertainty through the free energy principle, proposing how prediction errors and uncertainty shape agency. By relating this framework to Norman’s seven-stage action theory, we consider how agency influences user engagement with new tools and products. This perspective contributes to designing interactions that foster curiosity and sustained exploration in evolving digital environments.
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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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This study presents an intuitive and effective health support system using a balance board with an accelerometer and a tablet. By combining balance training with bodyweight exercises, the system enhances physical abilities through synergistic effects. Real-time visualization of movements is enabled via software developed in Processing and Arduino, providing users with feedback and health-related advice. Clear display of body movements on the tablet encourages accurate exercises, promoting improved balance perception and overall physical health in a user-friendly manner
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Taisuke Shishido, Masahito TSUCHIYA
Session ID: A1-06
Published: 2025
Released on J-STAGE: October 22, 2025
CONFERENCE PROCEEDINGS
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This study explores interactive advertisements incorporating anime and manga-style effect backgrounds to enhance the visibility and engagement of digital ads. The goal is to improve the effectiveness of digital advertising by introducing a system that attracts more viewers. As a method, we used TouchDesigner to create interactive signage that displays real- time effects similar to those found in anime and manga. Several participants experienced these effects, and we conducted an analysis based on usefulness and attention-grabbing potential to evaluate their impact on audience engagement. The digital ad market is growing, but one-way videos may not justify their cost. This study proposes a system to boost and effectiveness.
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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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従来のデジタルガイドシステムは、情報過多や運用の複雑さが課題であった。本研究では、紙地図とARを組み合わせたシステムを提案し、従来紙地図で提供されていた情報をQRコードを用いたARで補完することで、架空のテーマパークを対象としたプロトタイプを作成した。本研究の成果は、今後のテーマパーク誘導システムの設計指針を提供するものであり、さらなる開発と操作性の向上による実用性の向上が期待される。
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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
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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Shunya Dempo, Tamaki Motoki
Session ID: A2-02
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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Rei Sumida, Atsushi Hasegawa
Session ID: A2-03
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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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
CONFERENCE PROCEEDINGS
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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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Miina Kikuchi, Yoshitaka Shibata
Session ID: A2-05
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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Case study of Tamashima ART Project practices
Shinobu Kurokawa, Satoshi Sekizaki
Session ID: A2-06
Published: 2025
Released on J-STAGE: October 22, 2025
CONFERENCE PROCEEDINGS
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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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Ayaka Yamanaka, Asuka Ono, Shunichi Seko, Hisashi Matsukawa
Session ID: A3-01
Published: 2025
Released on J-STAGE: October 22, 2025
CONFERENCE PROCEEDINGS
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We interviewed people living with dementia who are engaged in awareness-raising activities related to dementia. The results revealed that positive change is greatly influenced by the human environment. Therefore, the purpose of this interview survey was to clarify the changes and factors in three people living with dementia who had not been engaged in awareness-raising activities regarding dementia. The results suggested that behind the determination to live with dementia were negative emotions such as sadness and resistance to the lack of understanding of dementia.
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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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The purpose of this study is to identify challenges in one's own practice as a guitar beginner and to explore solutions to these challenges. Specifically, we will describe daily practice using the “body metacognition” method, and attempt to identify issues within that practice. We also incorporate a method in which we ask others to listen to our performances and focus more on the issues through dialogue. In this presentation, we will describe the issues that have been identified so far, and we plan to propose solutions based on these issues from the viewpoint of service design and systems.
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Maasa Hino, Shigeya Yasui
Session ID: A3-03
Published: 2025
Released on J-STAGE: October 22, 2025
CONFERENCE PROCEEDINGS
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This study proposes an analog-game-based approach to help non-native speakers use “enumerated English”. I create a game that allows for “multiple paraphrases” and “thinking while speaking,” which I believe are necessary when using “enumerated English.” The evaluation revealed characteristics of this game, such as its target player. It also became clear that “enumerated English” may be useful in supporting the speaking actions of beginners. I plan to continue improving the game in the future, so that players can gain more confidence in speaking in “enumerated English.”
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Yuunosuke Maeda, Shigeya Yasui
Session ID: A3-04
Published: 2025
Released on J-STAGE: October 22, 2025
CONFERENCE PROCEEDINGS
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In recent years, many AI-generated images have been posted on social media. The author identified the extent to which AI users are involved in the content and the fact that their intentions are not communicated to the viewers as an issue. Initially, the research was based on the hypothesis that a new labeling system should be introduced based on how AI is used. However, after analyzing opinions on social media and user interviews, it became clear that the key issue was the difference in information sought by producers and viewers. In the future, we will create a system that enables them to share information appropriately.
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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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令和5年に閣議決定された観光立国推進基本計画によれば、観光の質的向上を象徴する施策を推進するとされている。また、消費額拡大に向けた高付加価値なコンテンツの充実が求められ、文化財の活用、アクティビティ、アート、食など環境負荷が少ない形で地域における自然や文化への理解増進と消費額拡大が期待される分野の取り組みを強化するともされている。そのような背景の中、屋形船を活用した食とアートをコンテンツとした取り組みを行うこととし、アートについてはプロジェクションマッピング技術を活用したピクセルアニメーションによる演出を行なった。
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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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The purpose of this study is to determine the effectiveness of a tool to visualize the operation logs of BtoB equipment.The results of analyzing the operation logs with the visualization tool were discussed based on academic findings related to UI/UX in the design and cognitive industries, and the following conclusions were reached.Functionality and convenience can be understood from the perspective of user cognition. It is possible to understand issues related to user behavior, proficiency, and efficiency of operation. Some parts can be explained by academic findings, and their effectiveness in improving UI and UX was recognized.
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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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This paper presents a method that combines backcasting and UX design methods to explore future visions of regional cities. Scenario planning which is one of the backcasting methods was used to identify the driving forces and drew multiple future scenarios using Hakodate City as a case study. The scenario where social infrastructure becomes digitalized and citizens’ health awareness is enhanced was deemed ideal. A persona named Katsuya Ito was developed, and his daily life was described using a UX map and user story to illustrate the envisioned future.
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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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This paper proposes and reports on a design sprint-based program developed for teacher training students to practically learn how to design creative learning environments. A design sprint is a user-centered problem-solving framework that encourages creativity through iterative prototyping and feedback. This program adapted the structure of a design sprint for educational settings, enabling students to co-design and implement learning activities with children. Conducted as a six-day residential camp, the program guided participants through five steps: Experience, Observe, Design, Implement, and Reflect. This program is proposed as a Creative Learning Design Sprint.
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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
CONFERENCE PROCEEDINGS
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Reflection has been shown to influence the improvement of creativity. This study focuses on the presentation of results, one of the methods of reflection, and aims to identify items that satisfy students' need for approval when they present their results in STEAM education. In this paper, the author discusses the items based on the results of behavioral observations of students at the Sapporo International Art Festival SIAF School in 2024 and 2025.
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Kohei Oyama, Naoki Yamamoto
Session ID: A4-03
Published: 2025
Released on J-STAGE: October 22, 2025
CONFERENCE PROCEEDINGS
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This study explores a curriculum designed to introduce Futures Literacy (FL) into secondary education. The goal was to support students in making reflective and independent decisions about their future paths. Using tools such as the Futures Cone and a Decision-making Matrix, the lessons encouraged students to question assumptions and consider diverse possibilities. The findings suggest that FL can foster critical thinking and long-term perspectives. It also helps students develop the agency to imagine and choose preferable futures.
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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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A workshop was held at Maruyama Zoo on the theme of four birds of prey that live in Hokkaido: Blakiston’s fish owl, Ezo owl, Steller’s sea eagle, and white-tailed sea eagle. A workshop was held on the theme of the four birds of prey, which are native to Hokkaido. Paper crafts depicting the characteristics of each creature in an easy-to-understand manner were designed as teaching materials. The paper crafts consisted of simple parts: the front part of the face, a band to wear on the head, and the upper and lower beaks. Basic design requirements were the same for how to make the four types of paper crafts and the shape and layout of each part. It became clear that this would lead participants to learn to be aware of the common features of raptors’ facial configurations and how they relate to similar and different aspects of their ecology.
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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
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In this study, we tried to evaluate participantns' impressions and effectiveness about paper craft as teaching materials in workshop for animal learning. Participants rated their impressions in each process of workshop and answered questionnaire about animal knowledge before and after the workshop. We could point out changes in elation according to the process of workshop, and differences between trends of children and adults. In addition, while we could verify that the paper craft was effective in raising interest and awareness of participants, it was also possible to identify animal characteristics that were not suitable for learning through paper crafts.
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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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This study aims to design a workshop that encourages detailed observation of real animals using papercraft. This paper reports on the implementation of the “It's an Elephant's Face!” workshop, which was conducted at Kanazawa Zoo in Yokohama. In this workshop, we incorporated an observation sheet for participants to record their findings, papercraft as a medium to express their observations through creative work, and an explanation sheet for reflection. We then examined the effectiveness and utilization of these elements. The papercraft used in the workshop was designed to model only the head of an Indian elephant, focusing on its eyes, ears, trunk, and tusks. By using this papercraft, participants were observed making adjustments to the parts freely to better reflect their observations.
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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
CONFERENCE PROCEEDINGS
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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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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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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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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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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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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 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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Taichi Hagino, Shigeya Yasui
Session ID: A5-05
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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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
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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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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 study proposes a Foley Sound workshop to promote conscious listening to everyday sounds. The production of Foley sound involves the process of analyzing, listening to, and reproducing sound sources from video materials. By focusing on this production process and experiencing it in a workshop format, we believe that it will promote the ability to listen consciously to everyday sounds. In the evaluation experiment conducted, a sound listening test was conducted before and after the Foley Sound Workshop. As a result, it was confirmed that the number of sounds heard increased and the frequency of verbs expressing sound movement increased, suggesting that there was a certain effect. These results suggest that the Foley sound production workshop can be applied to sound design education, such as auditory skill development.
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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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This paper presents, an attempt to utilize generative AI in design education. In a class on the theme of UI/UX design, we actively utilized generative AI in the production process. As a result, two possibilities and two challenges became clear. The possibilities are 1) that it can double the production speed, and 2) that it can be a great help to students who are not good at visual expression. The challenges are 1) that there is a big difference in the students' mentality between producing something by themselves and instructing a generative AI, and 2) that even when letting an AI generate something, it is necessary for them to have some idea of the goal themselves.
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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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This study considers the role of design and creative human resources in local government, focusing Nagaoka City training program. While the use of design and creative human resources is expanding beyond service improvement and policymaking, its impact remains underexplored. By analyzing evaluation results of team outputs that including teams with and without member hired under the design and creative human resources and the study identifies specific situations where such talent can contribute to developing new public services and highlights their value in routine administrative work.
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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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This study focuses on “HOKKORISUN,” a dialogue-based activity conducted by us since 2023, examining the project implementation process of university students who lack experience in extracurricular or self-initiated activities. It explores, from the facilitator’s perspective, empowering factors that support team-based project engagement and continuity. The study examines these factors as a concrete project design process and analyzes how they influence students’ sense of satisfaction and achievement, offering practical strategies to facilitate smooth teamwork in student-led initiatives.
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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 was an attempt to design a class in which third-year university students studying design would design a design class for high school students. In this class, students were presented with the task of “designing a class that would make high school students want to study design,” and were divided into three teams to tackle the task. Each team was able to design a class for high school students by considering where to place their focus within the broad field of design, sometimes recalling the design education they themselves had received. This classroom approach suggested the possibility that learning by teaching could help students gain a better understanding of design and a better retention of their knowledge.
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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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Takarazuka University has been actively incorporating production-related tasks into its first-year education based on its characteristics as an art university. In particular, since the university has a project agreement with the Health Department of Shinjuku Ward, we have started an attempt to incorporate regional cooperation into the tasks of first-year education in 2019. This paper examines the gap that arises when international students receive design education in Japan, as revealed through a health promotion and awareness poster production project conducted in the “Practical Expression” course, one of the first-year experience programs at the university in 2024.
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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
CONFERENCE PROCEEDINGS
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It is said that information is sometimes unconsciously restricted during current information acquisition and its utilisation. When ideas are conceived in this condition, it is expected that ideas are conceived with fixed concepts and that it is difficult to generate novelty in design ideas. In this study, the words were changed several times in order to intentionally make the participants move away from the existing image, and an investigation was carried out to see whether ideas could be generated by breaking away from the fixed concept. As a result, there was a possibility that in the latter part of the process of changing the words, the subjects form their own conceptual area and make design proposals, leaving the concept of existing images.
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Toshiki Kuroda, Toshihisa Doi
Session ID: A7-01
Published: 2025
Released on J-STAGE: October 22, 2025
CONFERENCE PROCEEDINGS
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Gamification faces the challenge that its effectiveness varies depending on user characteristics. The purpose of this study was to investigate user characteristics from the perspective of Regulatory Focus Theory and to determine which users with which tendencies are motivated by which gamification design elements. First, hypotheses regarding relationships were developed through an online survey. We then conducted an empirical study of gamification on walking. The results provided useful insights into the relationship between user characteristics and gamification elements.
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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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The purpose of this study was to verify the evacuation guidance signs installed in the coastal area of Kamakura City, and finally to make design proposals to realize prompt evacuation guidance. Therefore, an evacuation simulation using the thought-speech method and semi-structured interviews with city halls were conducted. The results revealed that the challenges were a lack of knowledge about tsunami risks and inconsistent sign locations due to cost and other constraints. It was suggested that improving these issues may promote prompt evacuation behavior.
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YINGYU CHANG
Session ID: A7-03
Published: 2025
Released on J-STAGE: October 22, 2025
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Cultural and creative products primarily focus on conveying culture, memory, atmosphere, and emotions, making traditional product design methods insufficient. This article uses the Tsou tribe in Laiji Village, Taiwan, as an example to explore effective design processes for cultural products. The process begins with field surveys to understand the village's geography, environment, and traditions. It then shifts to researching the Tsou tribe's history and mythology, uncovering unique elements like myths and legends. These findings inspired the creation of three products: (1) a wild boar coaster set, (2) a forest story puzzle, and (3) a wooden ambient lamp for playful enjoyment.
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Yuki Tajika
Session ID: A7-04
Published: 2025
Released on J-STAGE: October 22, 2025
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Focusing on topological optimization analysis that yields organic shapes, I explored the use of a tool that generates new designs from the perspective of physics. Researched about laws and tendencies which this analysis has, through an exploratory approach that repeats considerations and optimizations under various settings, I devised the way to use as a designing tool, designed concept models of chairs in practice through this method, and printed miniatures by 3D printer.
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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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Gaining inspiration in creation is extremely important, especially in the creation of SF Concept Art, where imaginary expressions are always based on reality and transform ideas into tangible forms. In the natural world that exists in reality, there are various forms, and the fusion of natural forms based on the morphological features of insects with artificial forms seen in Japanese armor can provide continuous inspiration for creation. This fusion has value as research in the field of visual media, as it contributes to expanding Japanese culture in various disciplines.
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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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To develop groundbreaking products, it is crucial to place existing technologies and products in novel contexts, thereby assigning them new meanings. In this study, we interpret meaning recognition based on a Bayesian model of reframing and formulate the “appeal” of such innovative design ideas as the reduction in variational free energy. Furthermore, we propose a system that quantitatively predicts the “appeal of ideas that repurpose existing artifacts for new objectives” from word inputs using natural language processing. This approach is expected to support concept-driven product 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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This study proposes an interactive digital portrait system that responds to the viewer's movements. Using AI-generated aging transformations, the system alters a displayed portrait based on the user's proximity to a camera—moving closer ages the portrait, while moving away reverses the effect. Implemented with Python and Media Pipe, it enables intuitive interaction by linking physical movement with temporal shifts. This research explores new possibilities for digital portraits, transforming passive viewing into an engaging, immersive experience that connects users with the concept of time.
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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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Wudalianchi in China is a famous tourist resort and a good place for recuperation. Discover its unique regional cultural resources and explore the design ideas of its regional cultural products. Spread its regional culture and features and build its cultural brand image. From the perspective of semiotics, this paper sorted out the “volcano and cold spring” geographical resources and local Daur people culture in Wudalianchi in multiple dimensions and analyzed the symbols, built a creative product design model based on the regional culture of Wudalianchi, and carried out the design practice of scenic hut by extracting cultural symbols and reconstructing design elements. This study provides some ideas for the development of regional cultural creative products.
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Yasuyuki Nakamura
Session ID: A8-02
Published: 2025
Released on J-STAGE: October 22, 2025
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This study investigates and analyzes the design of “Local Moe Characters” used for “Moe-Okoshi” (promoting local areas through Moe) activities. “Moe” was originally a slang term in Japanese otaku culture, but it is now a globally recognized word. Moe-Okoshi is a type of regional revitalization through Moe. Character designs are based on “Moe characters” used in manga, anime, games, and so on. However, such character designs may sometimes face resistance from the general public. The purpose of this study is to investigate and analyze design techniques for “Moe Characters” that can be more widely accepted by the general public.
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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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This study explores how rural mobility services can contribute to local communities. Based on fieldwork in Kuroshio Town, Kochi Prefecture, it examines mobility as a tool for social connection and mutual aid. Findings reveal gaps in information sharing and the role of peer encouragement in service use. These insights suggest directions for designing mobility systems that support community care, promote inclusiveness, and strengthen everyday relationships.
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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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This study based on Sasaki’s “framework on phases that motivate continued participation in small community settings”. It analyzes verbal data from participants’ first-time involvement in small-scale dialogue sessions facilitated by the author. This research analyzes the content and attributes of these responses from entry to exit, identifies factors leading to second-time participation, and reconsiders conditions for return. Based on these findings, the study highlights patterns in verbal behavior that may lead to behavioral change and explores the potential for managing emergent possibilities.
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