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Kazuhiro Nakamoto, Kenta Ono, Makoto Watanabe
Article type: Article
2009 Volume 56 Issue 1 Pages
1-6
Published: May 31, 2009
Released on J-STAGE: June 29, 2017
JOURNAL
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This paper has the purpose to extract product characteristics from the aspect of machine operations based on its operation flow (operation procedures to achieve a series of task). Subjects are 11 models (10 manufacturers) sold at domestic market during almost same period. We choose a series of task from operating instruction manuals and record operation flow with operation keys using actual machine. After that, we put connection between operation flow and operation keys. By this, we extract synthetic characteristics of user interface on each product by key assignment/operation procedures, and analyze characteristics of operations. Regarding the connection above, we use HAYASHI's Quantification Method Type III that is one of Multivariate Statistical Analysis Method, and analyze by operation factor (as category) and operation flow (as sample). As a result, we extracted operation characteristics of models as a spread chart of HAYASHI's Quantification Method Type III.
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Kazuhiro Nakamoto, Kenta Ono, Makoto Watanabe, Takato Yokouchi, Shinji ...
Article type: Article
2009 Volume 56 Issue 1 Pages
7-12
Published: May 31, 2009
Released on J-STAGE: June 29, 2017
JOURNAL
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In mobile phone manufacturers, it is common to have a conference with plural evaluators to review and narrow proposed designs. However, it is not possible to identify the level of adaptation between proposed design and concept when we tried to decide only with a conference without any supporting documents. It makes very difficult to keep the record for the examined process leading to selecting proposed design and inform the result from a conference to disinterested persons who were not involved. In this research, the method to select User Interface Designs adopted with concepts was proposed by using AHP (Analytic Hierarchy Process) which is known as one of the techniques of decision make problem. As a result, process of selecting proposed designs was identified in terms of adaptation of proposed design and concept by using the weights in AHP.
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Chizuko Akazawa, Haruo Hibino, Shinichi Koyama, Tatsuo Oshima, Gen Mat ...
Article type: Article
2009 Volume 56 Issue 1 Pages
13-20
Published: May 31, 2009
Released on J-STAGE: June 29, 2017
JOURNAL
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In the practical and educational situations regarding color coordination, the ability to compare brightness between two colors with different hue and chroma is frequently required. However, no test has been developed to evaluate the ability quantitatively. In the present study, we tried to evaluate such ability quantitatively. In the test, the subjects were asked to match the brightness of a test color to that of the gray scale. The accuracy of the answer (% correct) and the difference in the brightness between the test color and the gray scale was measured quantitatively. The results were as the following: (1) The accuracy for each HUE varied across subjects, and the within-subject difference was 27.5% on average. (2) On the other hand, there was statistically significant correlation between chroma and the accuracy, suggesting the reliability of the test. The results suggested that the test would be useful to evaluate the ability to discriminate brightness quantitatively.
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Motoko Hayakawa, Kiyoshi Miyazaki
Article type: Article
2009 Volume 56 Issue 1 Pages
21-30
Published: May 31, 2009
Released on J-STAGE: June 29, 2017
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Naritasan Shinsyoji Temple, known as "Ofudo-sama (the God of Fire) of Narita." It is the head temple of the Shingon sect of Buddhism and one of the three major Fudo-myoo gods on the Kanto district. Nowadays, the traditional culture of the Heian period are inherited in the Buddhism's festivals. This research focuses on social status, ranks, directions, symbols of the Japanese traditional colors. The results of the survey are as follow: (1) In the Buddhism's grand festival in Japan, Priest or people in Buddhism's divine occupation wear different color of "I (houhuku or kasane)" which is a coat upon "Byakue". "I" is classified into ranks by colors: blacks, hiiro (yellowish red), and purple, moegiiro (green), asagiiro (bule), yellow, black and gray which not Buddhism's divine occupation. According to the positions of "Soukai." "Kesa" is a coat upon "Houe." It indicates formal wear by different colors: the most formal color is Mokuranjiki like Oudoiro. (2) The Japanese traditional colors in the Heian Period were considerably related to the directions based on the lnyou-Gogyou-setsu. The east and north were the most significant direction.
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Jeewon YOON, Kenta ONO, Makoto WATANABE
Article type: Article
2009 Volume 56 Issue 1 Pages
31-38
Published: May 31, 2009
Released on J-STAGE: June 29, 2017
JOURNAL
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This paper illustrates new product development model collaborated by a Japanese watch company with its eleven partners. Many manufacturing companies are participating in design collaboration to create new products domestic and/or international. The authors conducted in-depth interview with the designers and managers to investigate the current status of collaboration as an example of manufacturing company. And then, gathered each case of collaboration types co-worked with this company. Subsequently, design collaboration has been examined by new product collaboration process: the direction of communication, the intensity and richness on the interaction, the size and the scope of the design team and support the whole new product collaboration effort. As a result, we propose a new classification of companies who are trying to adopt collaboration as a tool for differentiation, especially in design. Work relationships between partners were divided into three groups and evaluated according to degree of designer's involvement. We suggest a design checklist and collaboration categories based on our results.
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Jeewon YOON, Kenta ONO, Makoto WATANABE
Article type: Article
2009 Volume 56 Issue 1 Pages
39-46
Published: May 31, 2009
Released on J-STAGE: June 29, 2017
JOURNAL
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The object of this paper is to suggest a guideline for a design collaboration method by clarifying what is necessary to satisfy the successful co-work between fashion and manufacturing company, and simultaneously by fording out how it is producing new products. Firstly, effective design collaboration strategies derived from literature review and content analysis were established. And from collaboration types of seven companies were selected for case studies development. Interviews were analyzed and reviewed in companies' middle to senior management positions. Collaboration Samples varied from the home electronics companies to fashion designers. Consumers who were the main users of trendy devices were the targeted model for the design collaboration projects. The result of this study is demonstrated in the design checklists of five guidelines. Finally, designer's role was suggested based on the results of the triangulation methodology about the design collaboration between fashion company and home electronics company. In conclusion, it is suggested that design collaboration will be a core competency for manufacturing companies according to this study.
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Yoshitsugu Morita, Haruka Sogabe, Shinsuke Ishibashi, Minako Ikeda
Article type: Article
2009 Volume 56 Issue 1 Pages
47-54
Published: May 31, 2009
Released on J-STAGE: June 29, 2017
JOURNAL
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The aim of this research is to go beyond the current frame of single-dimension evaluation by specialist groups and market surveys of end users, and construct a comprehensive evaluation and diagnostic system that can be used by people involved in practical product development. The main objective is to identify design evaluation gaps assumed to exist among three groups. The first group, designers, consists of those involved with development. The second group, providers, comprises management and business people, and the third group is end users. The gaps in evaluation identified will be used in the construction of an operative model to be employed for practical purposes, with the aim of establishing this as a system. After discussing the methodology of this research program, this article examines links between accuracy of design evaluation in the Good Design Awards and universal design.
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Haruka Sogabe, Yoshitsugu Morita, Shinsuke Ishibashi
Article type: Article
2009 Volume 56 Issue 1 Pages
55-64
Published: May 31, 2009
Released on J-STAGE: June 29, 2017
JOURNAL
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Design evaluation indices applicable to a range of products were created and trialed in order to identify evaluation gaps assumed to exist between the following three user groups; designers, providers and end users. Design evaluation indices were created through a process of eliciting items considered to be important in evaluation for design awards, organizing these items logically and editing them into prototypical short, simple phrases. These were then revised through various pilot studies and polished to form the final design evaluation indices. The design evaluation indices were used in evaluation studies to show the existence of gaps in design evaluation between the user groups. Evaluation gaps were frequently apparent, particularly among designers, and we suggest that further examination of the causes of the gaps could be beneficial for product development.
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Jen YEN, Pei-Jung CHENG
Article type: Article
2009 Volume 56 Issue 1 Pages
65-72
Published: May 31, 2009
Released on J-STAGE: June 29, 2017
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The study mainly explored the behavioural flow and the linkage relationship between the searched content and the transformed ideas in designers' ideation process through the methods of in-situ observation of four practicing graphic designers. This paper proposes a two-stage S-R behavioural flow within a designer's ideation process. And the main findings show that first, designers tend to generate more different directions of ideas in the "S-R for WI" stage period and combine different ideas or combine them with their imagination in the "S-R for CNS" stage period. Second, the visual stimuli with more concrete features that designers found was utilized to combine with others to form a complete idea while the visual stimuli with more abstract features seem to be combined with the designer's imagination to form some ideas that differed from the previous ideas. Moreover, the study should be regarded as a pilot study for proposing an analytic method to the related research in the design field and other possible methods should be utilized to in the future for interpreting the deep linkage between the content they searched for and the ideas they generated.
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Jaime ALVAREZ, Akiyo KOBAYASHI
Article type: Article
2009 Volume 56 Issue 1 Pages
73-82
Published: May 31, 2009
Released on J-STAGE: June 29, 2017
JOURNAL
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This paper introduces a general framework for mobility design for low-income local communities at Mexico City that has a humanistic approach and strong appreciation of cultural factors, particularly the ones present in activities and practices that shape the local way of life. Recent studies of sustainable mobility are dominated by economic and environmental approaches. The social dimension is gaining increasing attention for addressing such issues as inequity of transport affordability and access. More recently, problems such as westernization, cultural erosion and collapse of traditional values are raising strong concerns, and culture has started to be explicitly considered in sustainability models. The paper discusses the concepts of sustainability, mobility design and culture, and sets an approach of sustainable development that suits the community scale. It then explores the realm of social sciences in order to assess mobility issues from a people-oriented perspective. Finally, after proposing a socio-cultural approach of mobility design, some particular social and cultural traits of the Mexican society -which may become design knowledge for future projects-, are presented.
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Wenzhi Chen, Manlai You
Article type: Article
2009 Volume 56 Issue 1 Pages
83-92
Published: May 31, 2009
Released on J-STAGE: June 29, 2017
JOURNAL
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The online learning environment (OLE) is pivotal in providing the functions and tools for new types of learning and teaching through information technology (IT). This paper demonstrates a framework for the development of online design learning environment (ODLE). In the framework, four basic components are integrated with the ODLE: Course, Instructor, Learner, and Internet. The relationships between these components and the ODLE are further identified as Delivery, Organization, Process, and Access respectively. Based on the framework, a prototype ODLE is developed with Community, Classroom, and Studio as three platform levels. Community provides the site users an open space to exchange opinions about design. Classroom provides various asynchronous design courses, while Studio provides synchronous tools for communication and discussion in design studio activities.
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Chang-Franw LEE, Li-Hao CHEN, Manlai YOU
Article type: Article
2009 Volume 56 Issue 1 Pages
93-100
Published: May 31, 2009
Released on J-STAGE: June 29, 2017
JOURNAL
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The purpose of this study was to explore how affordances of a product can be made more perceptible for user-product interaction. Based on the proposition that affordance of an object can be specified by perceptual information, this study illustrates the relationship between affordance and perceptual information in terms of whether perceptual information is existent or absent. A digital camera was exemplified to explain the affordance-information relationship of the product parts. The results show that different affordances are required for some tasks and they all can be presented by relevant perceptual information. That is, the three categories of perceptual information--behavioural, assemblage, and conventional information--should work mutually to present specific affordances for user-product interaction. In this study, an affordance-information framework is suggested.
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Mohammad Masum IQBAL, Takayuki HIGUCHI, Akira UEDA, Kiyoshi MIYAZAKI
Article type: Article
2009 Volume 56 Issue 1 Pages
101-108
Published: May 31, 2009
Released on J-STAGE: June 29, 2017
JOURNAL
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Urban parks in Dhaka city started developing during colonial period in the early twentieth century, but after the foundation of Bangladesh republic in 1971, the need for urban parks became greater as the city expanded and urban population rapidly grew. For Dhaka, it was also seen to start slowly after World War II, when Asian countries gained independence, and then Dhaka became the second capital of newly independent Pakistan (1947-1971). This study carried out on users of three representative parks (Ramna park, Bahadurshah park, and Gulshan lake park) of Dhaka city to determine individual features, their recreational needs and level of satisfaction. Surveys on users are important for planning, design and management processes of urban parks. The adequacy of Dhaka's urban parks has also been determined through the examination of user satisfaction. It was revealed through the survey outcomes at great extent that the users of Dhaka's urban parks primarily visit parks for passive recreation in a natural landscape. Among the users, 25-45 years old married male persons belonging lower income group are larger in number in general, though each park has its own user characteristics based on the socio-economic environment. Cross table data analysis were done and the variables were compared, and a chi-square (X^2) test was carried out.
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