This research was focused on elucidating the costume characteristics in Qiang's inhabited area in Sichuan. Through analyzing literature surveys, 252 pieces of historical photography were taken from the late Qing Dynasty (1840~1912) to the foundation of the PRC, we identified four abstract unique clothing characteristics by examining the designs, shell fabrics, and the methods of application. (1) The clothing was made based on the materials accessible to the local people, such as hemp fabric, woolen fabric, and leather. (2) The locals were skilled in the fabric spinning based on the time and frequency they used the hemps, woolen textiles, and designed girdles. (3) The locals' embroidery techniques were used to sew other cloth to fit the material, such as hemp and wool, which contributed to the diversification of the local costumes. (4) By the influence of the Han and Tibetan people, the costume of Qiang's inhabited area shaped its own unique characteristics.
The purpose of this paper is to clarify the generation process of Co-Creative activities by Co-Creation Sketch Method (CSM) in Participatory Design. The CSM was developed as a method that enables Co-Creation activities while involving various people by drawing of the creation process. The authors selected a workshop using the CSM as an observation target, and analyzed the Co-Creation phenomena by sketching. As a result, the following became clear. First, there were situations where participants' creative processes were drawn in multiple layers and situations where they could think from various viewpoints. In addition, even participants who did not receive design education were able to spread and refine their ideas. CSM has a feature that the participants can refer to each other's activities to realize a state close to the creative process of the creator. By visualizing the Co-Creation process with sketches, there is a feature that can be a key to mutual understanding among participants.
Recently, the design of packaging is diversified by the development of packaging technology, the appearance of new material and the change of promotion media. The aim of this research is to verify the existence of a certain rule of design applying a steady seller product inherited from the Taisho era. The researcher defines the rule as a "regulation" using the steady seller product that hardly changed its graphic on the Front-of Packaging (FoP) from its release. When the customer buys some products, they place importance on the color phase. So focusing on the element, the color and calculating the ratio of two colors, the background color and the motif color. We can calculate and visualize the colors of FoP on the food package released at Taisho era. As a result, it's almost constant and the regulation has existed on the graphic of FoP.
Impression change is an important strategy for long-term use of the product. In this study, we focused on fillers and investigated the creation of materials that enable long-term use in combination with thermoplastics and fillers. First, polypropylene was used as a base material and kneaded with fillers such as inorganic material powder, metal powder, and Japanese paper. Next, samples were made by injection molding and sand-blasted to expose the filler to the surface. After that, the impression of the sample was evaluated. As a result, it was revealed that the feeling of newness, hardness, and flashy were derived as the evaluation axes. Besides, it was indicated that the characteristics of the filler affected the impression evaluation. Subsequently, the surface treatment of the sample simulating long-term use was performed. It was suggested that the abrasion changed the impression of the sample. These results showed the possibility of composite materials based on plastic for long-term use.
The purpose of this research is to clarify relationships between learners' self-evaluation and instructors' evaluation to observe the understanding level and learning level by using "reflection sheet" which include instructors' objectives of the program. The concept of ICE model rubric is used to develop "reflection sheet" to obtain learners self-reflection and evaluation data to see their level of understanding. Exploratory factor analysis and cluster analysis are used to analyze the difference between the learners self-evaluation and trainers evaluation. Also, looking at the transition of the results over years, there is a difference in the tendency of learners in each year, but the difference between the learner's self-evaluation and the evaluation of the instructor becomes smaller, meaning instructors' improvement have some contribution to the improvement of a certain learning effect of learners.
In recent years, attention has been paid to the design of the exterior and interior of railway vehicles, but there are few studies that analyzed user evaluations of vehicles after commercial operation. Therefore, we conducted a focus group survey on "students", "workers" and "elderly people" and created a questionnaire on Commuter train in general based on the opinions received. The target of the survey is a user of the Nishi - Nippon Railroad Tenjin-Omuta Line Ohashi Station, which has many Commuter train and a high congestion rate, and it was judged appropriate as a respondent from the attribute distribution. The 14 survey items on passenger behavior were compiled by dividing passenger attributes (gender, height, and age), and the results were analyzed in association with each user's behavior. We examined from three perspectives: "Ensuring safety when the vehicle started moving", "Considering differences in physical strength and muscle strength", and "Responding to changes in passengers and society", and extracted design issues corresponding to each.