Bulletin of Japanese Society for the Science of Design
Online ISSN : 2186-5221
Print ISSN : 0910-8173
ISSN-L : 0910-8173
Volume 58, Issue 4
Displaying 1-12 of 12 articles from this issue
  • Takashi Asanuma, Yoshiki Ujiie, Koichiro Sato, Yoshiyuki Matsuoka
    Article type: Article
    2011 Volume 58 Issue 4 Pages 1-10
    Published: November 30, 2011
    Released on J-STAGE: August 31, 2017
    JOURNAL FREE ACCESS
    In this study, the proposal of design method which can perform appropriate design thinking and derive the design solution which has novelty by practical use of idea generation method and analysis method which introduced the Multispace Design Model as a comprehensive viewpoint in design, and the application of proposed method were carried out. As a result, a possibility that design deployment which can arrange the positions and relationships of many design elements clearly is performed by the viewpoint of the Multispace, and the design solution which can correspond to the diversity or change of circumstances appropriately is derived is indicated. Furthermore, a possibility that the new state by the relationship between circumstances and object is generated and the design solution for realizing appropriately the state is derived by use of both idea generation method and analysis method is indicated. As mentioned above, a possibility that the proposed design method would be utilized in the appropriate design thinking and the derivation of design solution which has novelty is indicated.
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  • Keita Kaneko, Takanori Ito, Tetsumi Horikoshi
    Article type: Article
    2011 Volume 58 Issue 4 Pages 11-20
    Published: November 30, 2011
    Released on J-STAGE: August 31, 2017
    JOURNAL FREE ACCESS
    The objective of this study is to clarify the characteristics and the continuance factors of the citizens event and the relationship between the following activities of the citizens event and the city planning. 38 events conducted by DAI-NAGOYA UNIVERSITY NETWORK were surveyed and analogized from the viewpoint of a coordinator and participants. A follow-up survey was carried out for the continued activities. For 38 events, the typological analysis, using a cluster analysis of the two axis obtained via a Quantification Method of the Third Type identified 3 types, and extracted 3 types with distinctive characteristics of which 1 type displaced characteristics showing the activities after events. A follow-up survey of the activities after events was conducted. As a result, the activities were classified into 4 stages. The continuance factors of the activities and relationship between the activities and the city planning were understood, and the evolution of the activities after events with the city planning was able to be confirmed.
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  • Kaori Yamada, Toshiharu Taura, Yukari Nagai
    Article type: Article
    2011 Volume 58 Issue 4 Pages 21-30
    Published: November 30, 2011
    Released on J-STAGE: August 31, 2017
    JOURNAL FREE ACCESS
    In this study, we develop a method for designing a motion that resonates with deep feelings. This study is based on the hypothesis that motion that is beyond ordinary human imagination can produce emotional impressions that resonate with deep feelings. The proposed method involves an analogy with natural objects, the blending of motions, and an emphasis on rhythmic features. A computer system that implements the proposed method was constructed and three ways of motions, with an emphasis on their rhythmic features, were implemented. An experiment to analyze the impression from the motions was conducted and the effectiveness of the proposed method and the hypothesis was verified.
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  • Pi-Fen Wang, Ming-Chyuan Ho
    Article type: Article
    2011 Volume 58 Issue 4 Pages 31-40
    Published: November 30, 2011
    Released on J-STAGE: August 31, 2017
    JOURNAL FREE ACCESS
    "Sacred space" has always been a significant location for enhancing human spirituality. The purpose of this research is to define sacred space, clarify the relationship between the "sacred" and the "profane," and explore the nature, function, practice and types of sacred space to construct a preliminary conceptual model for designing sacred space. This research proposes several contributions in several dimensions: (1) There is a correspondence between "sacred" space and "spiritual" space, and a dual interactive relationship between "external" tangible space and "internal" spiritual space; (2) Sacred space is the "medium" and "symbol" to communicate with god, deity, or personal spirituality; (3) there is a distinction between the "sacred" and the "profane." Three strategies: buffered space, rite, or sanctified activities could define sacred fields; (4) The field model must inspire the sensation and perception with the sacred aura and visualization to construct the sacred field. The centrality and sacred focus are significant to form the sacred axis. (5) The conceptual model should comprise perceptional self, sacred believed principle, sacred activities, sacred time, sacred space and sacred objects integrated to each other. (6) Designing sacred space should consider with three layers: the heaven, the human, and the earth. (7) Nature, the significant factor of sacred space, should be implicated as the first layer. (8) The methods of experiencing sacred space are gradually moving from formalized religious faith to informal, daily, multifaceted personal spiritual experiences in Taiwan.
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  • Kuei-Lien Lee, Jun-Hong Chen, Jen Yen
    Article type: Article
    2011 Volume 58 Issue 4 Pages 41-48
    Published: November 30, 2011
    Released on J-STAGE: August 31, 2017
    JOURNAL FREE ACCESS
    From the perspective of sensory evaluation, this study combined vision, smell, and taste to assess whether a color alteration would affect sensory judgments. Therefore, color selection is an important component for drink packaging design. This research is conducted in two stages: (1) from the market research, literature review, and focus groups, four types of juice were selected for an experiment; and (2) to perform the experiment, two sessions of random taste of different fruit drinks were organized for subjects to identify them. The results revealed that if the color of a beverage matches its taste, the average rate of accuracy is above 94%. Upon switching the taste and the color, only 41% of participants identified certain flavors. The experimental results showed that the majority of participants chose to rely on vision of color, subsequently ignoring judgments of smell and taste. The results can act as a reference for fruit juice packaging designs. This study suggests that color schemes and product packaging have a close relationship of interdependence, particularly with natural food products' "appropriate or natural color" being emphasized by current consumers. Thus, an excellent drink packaging design and an appropriate implication of contents' color require serious consideration.
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  • Jen Yen, Yu-Chin Hsiao
    Article type: Article
    2011 Volume 58 Issue 4 Pages 49-58
    Published: November 30, 2011
    Released on J-STAGE: August 31, 2017
    JOURNAL FREE ACCESS
    The main purpose of the study is to explore the effects of using peer review in the instruction of computer graphics. Four students, two with higher skill achievement and two with lower, were selected to serve as the cases in the study. They were required to design a logo, to amend the designs of others and to provide comments on each design. After receiving peers' amendments and comments, the designers were allowed to complete their respective designs. Each designer was then interviewed to ascertain their perception and degree of acceptance of this instructional method. The result reveals all four cases to view this approach favorably and to consider it as a helpful aid to improving their visual thinking, especially for the students with lower skill achievement. This finding indicates that the utilization of peer amendment in the instruction of computer graphic design may be a good way of stimulating designers' creativity and expanding their capacity for visual thinking.
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  • Yunkyung KIM, Sonya S. KWAK, Myung-suk KIM
    Article type: Article
    2011 Volume 58 Issue 4 Pages 59-66
    Published: November 30, 2011
    Released on J-STAGE: August 31, 2017
    JOURNAL FREE ACCESS
    People regard robots as social entities and apply social rules to the relations between people and robots. Robots, however, project an amount of product-ness and robot-ness as well as humanness. The objective of this study is to examine how people perceive robots as social objects by comparing with other objects. In order to investigate the effect of intergroup relations on people's acceptance of robots by types of objects, social distance, especially intergroup relations, was applied to this study. In an experiment, participants watched pictures of in-group and out-group stimulus drawn from four types of objects (robots vs. humans vs. animals vs. products) and rated it in terms of preference and reliability. The results from the experiment showed that the difference of preference score between in-group and out-group in the case of robots was significantly greater than in the case of animals and products which are owned by people. In the case of reliability, intergroup relations had more of an influence on robots than humans. Based on the experiment results, we discussed the use of intergroup relations for designing robots.
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  • Shawei Qu, Kiyoshi Miyazaki, Naoto Suzuki
    Article type: Article
    2011 Volume 58 Issue 4 Pages 67-76
    Published: November 30, 2011
    Released on J-STAGE: August 31, 2017
    JOURNAL FREE ACCESS
    The paper probes what today's advertisement should be. The main approach is based on understanding the critical attributes of Chinese ancient advertisement by the thorough observation and analysis on historical old pictures. The results of investigation and the main point of discussions are as follows: (1) Four different types of advertisement were observed: Sound (oral or musical instrument), Object Exhibition (displaying or hanging), Banner Posting (stream or banner), and Image Posting (bills or posters), (2) These four different types of advertisement enchanted people. They also became an important element to build markets and towns and provided people with the affluent communication culture, (3) They also secured the mutual understanding among information senders and receivers and assured people of humanity and human-like communication, and (4) The emerging forms of advertisement in the ancient China express its originality and contain the suggestive components of the normative for today's advertisement.
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  • Takehiko Takanashi
    Article type: Article
    2011 Volume 58 Issue 4 Pages 77-86
    Published: November 30, 2011
    Released on J-STAGE: August 31, 2017
    JOURNAL FREE ACCESS
    The Japanese Government and local self-governing bodies started with the maintenance of artificial forests and SATOYAMA having so far been left non-tending while citizens have actively participated in maintenance of forests close to them. Then, the author made a survey of the past research reports about SATOYAMA with the result that many research papers about the conservation activities and ecosystem conservation were presented. However, presentation of forest landscape management project for the purpose of enjoying a beautiful forest landscape was less found. The author has so far presented the forest landscape management guidelines (FLMG). Lately, the author has summarized the present status and future proposal of forest management as seen from the FLMG on the basis of the survey made for the artificial forests to a new thinning method and multi-storied forests. In this paper the author will present, and validate for an application of FLMG to the maintenance of non-tending artificial forests of SATOYAMA.
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  • Masami Maekawa, Toshiki Yamaoka
    Article type: Article
    2011 Volume 58 Issue 4 Pages 87-96
    Published: November 30, 2011
    Released on J-STAGE: August 31, 2017
    JOURNAL FREE ACCESS
    Products and services are used combined to accomplish a user's goal. Technical possibilities have extended at this time. The anticipation and the request to develop attractive systems which are designed integrated have risen. However, there are difficulties with the integrated design. For instance, the service design technique is different from the product design technique. So, the process and the steps that the user took for accomplishing the goal are focused in this study. As a tool for discussion, the process-state-table is proposed. This tool is composed of steps of a process and described states in every step. This tool is expected to show some relations of states between steps, problems in the using process, and some points aimed at for idea creation. With using this tool, the quality of ideas was improved significantly in the criterion in the actual experiment.
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  • Mei-Huang HSIEH, Shing-Sheng GUAN
    Article type: Article
    2011 Volume 58 Issue 4 Pages 97-104
    Published: November 30, 2011
    Released on J-STAGE: August 31, 2017
    JOURNAL FREE ACCESS
    We conducted a prospective study trial of cultural commodity creation using different design innovation forms, working with 37 junior students of the visual communication design department (14 males, 23 females). The process of transforming artworks into cultural commodities is distinguished by three forms of innovation: 1) Copying form (artist led-the commodity almost completely retains the original appearance of the original artwork), 2) Deconstructive form (a designer transforms the piece, breaking through its construction or function), and 3) All new form (designer led-a designer extracts the inspiration from the artwork or artist). Different design situations and constraints elicit variable mental iterations, therefore, we treated two different limited situations of design: 1) non-constrained condition, and 2) constrained condition. In an experiment in making commodities under a non-constrained condition, 17 works were in the copying form, 11 works were in the deconstructive form, and nine were in the all new form. Under a constrained condition, we found 12 works in the copying form, 16 deconstructive, and nine were all new.
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  • Megumi Katayama, Koichiro Kakiyama, Puhua Zhang
    Article type: Article
    2011 Volume 58 Issue 4 Pages 105-112
    Published: November 30, 2011
    Released on J-STAGE: August 31, 2017
    JOURNAL FREE ACCESS
    The purpose of this study is to find the design features influence on the visitors' anticipation while walking on the pathway toward the zoological exhibition facility. 12 students were hired as the subjects and showed the movie of three scenes waking on the pathway, which is designed with the concept of 'Landscape immersion', and asked to push the buttons of the input devise according to own up-down sense of anticipation. The results were follows; 1) Front view obstructed by bush or rout windings and darkness raise the anticipation. 2) Impressive thing such as artificial tree/rock gives a discovery for visitors. When design the pathway arranging those features by turns would be effective to raise the visitors' anticipation.
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