Journal of the Science of Design 7(2) 2_67-2_74 2023年11月30日 査読有り責任著者
In this study, to clarify factors related to impression evaluation of decorative films, we focused on spectral radiance ratio characteristics and attempted to clarify the relationship between these characteristics and impression evaluation. As a result, two characteristics: the "wavelength-dependent type", in which the spectral radiance ratio characteristic varies significantly with the magnitude of the wavelength, and the "angle-dependent type", in which it varies significantly with the angle of measurement, are each related to impression evaluation, such as depth perception. The former feature can be expressed as the difference between the maximum and minimum values of the spectral radiance ratio at highlights and was found to be related to saturation. On the other hand, the latter feature can be expressed by the difference between the maximum values of the spectral radiance ratios for semi-shades and shades, and was shown to be related to the difference in their luminance. Thus, the impression of the decorative film can be expressed by the spectral radiance ratio.
Journal of the Science of Design 7(2) 2_59-2_66 2023年11月30日 査読有り責任著者
Previous studies have reported that depth perception is a major factor in the visual impression evaluation of various materials, such as wood and metal, and that the spectral radiance ratio may be involved in the depth perception evaluation of red materials. In this study, we focused on decorative films, that have been widely used in products in recent years and investigated the influence of their transparent layers and color on the spectral radiance ratio. As a result, it was confirmed that the thickness of the transparent layer on the surface of most decorative films has almost no effect on the spectral radiance ratio. It was also found that the spectral radiance ratio can be expressed in various colors, such as red, green, and blue. Furthermore, it was shown that the difference between the maximum and minimum values of the spectral radiance ratio under the highlight, which is close to the specular reflection light from the decorative films, has a high correlation with saturation and is related to impression evaluation.
Proceedings of the 7th International Conference on Design and Emotion 2010年
This research deals with the matter of subjective or psychological lifetime of products. Most scholar works concerning such a matter have considered user-product attachment as the only means being effective for extending the subjective lifetime of products. Aiming to analytically expand this means and/or to find out the other possible effective means in this regard, here, we have conducted a comparative and analytical study on the evolution of users? Kansei toward a short-lived and long-lived product during the entire lifecycles of those two kinds of product. As Kansei in its professional definition embraces all subjective issues of product, this research is based on Kansei Engineering approach. In this research, the product lifecycle from user perspective is divided into three different stages including purchasing/choosing, keeping/using and replacing/throwing away the product. Mobile phone, private passenger car and handicraft or Japanese traditional furniture are assigned respectively as the short-lived and long-lived products for investigation. Three groups of Japanese subjects, as the user or owner of these three kinds of product, are investigated and the changes of their Kansei toward their products are analyzed. The outcome of this analysis will be the Kansei factors associating with the investigated groups of subjects' rationale when purchasing, keeping/using and replacing their short/long-lived products. Finally, the extracted patterns and trends of the Kansei evolution of those three groups regarding their short/long-lived products during the lifecycle stages of those products are compared.
In this paper, it aimed to pay attention to the clicking sound that was one of the unpleasant sounds of mouse and to solve the noise problem. Therefore, the silent mouse using the silicone switch was produced, and the possibilities of feedbacks other than the clicking sound were examined. As a result, it was clarified to obtain a satisfied operational feeling by "Vibration to the tip of a finger" even when the clicking sound was lost; it was confirmed that this satisfaction rating was equal to the existing product with the clicking sound. This result indicates the possibility that the mouse using the silicone switch solves the noise problem in daily life.
This paper aimed to construct a database of needs of the visually impaired during cooking. First, it was extracted needs of the visually impaired during cooking by observational research. Four visual impaired persons were participated in the experiments. As the result, it was revealed that their needs were classified into three main groups. Finally, a database of the needs was constructed. The features of the database were able to search by action, and to check image of the users during cooking.
The purpose of this study was to propose tactile indicators for drink containers. It was carried out a questionnaire survey to determine the needs for tactile indicators of drink containers. Subsequently, two kinds of experiments were carried out to clarify the relationships between tactile indicators and types of drink. Twenty five visually impaired persons were participated in the experiment. As the result, it was clarified those relationships. Finally, it was confirmed the validity of the proposed tactile indicators in verification experiment.
The purpose of this study is to elucidate the factor that a person comes to feel good from the viewpoint of action and tool systematically. At first, by interview investigation, we collected opinions about the action that came to feel good. As the results of statistical analysis, it could be classified that actions to make feelings better in six groups : creation, improvement, nature, exercise, intake and rest.. In addition, we discussed relations between feelings and tools with structural models.
A chair that would change the form according to the posture of users who seat in the chair was developed in order to give the users two suitable seating postures: for working and for resting or thinking. The chair consists of mainly steel frames and nets, and the nets are composed by some different kind materials so that the users would touch the most suitable material at each seating posture. The height and angle of the seat and the materials as well as the form and function were investigated to realize the most comfortable seating. Finally, a real chair was proposed and it was examined to confirm the possibility to be a product.
Human may feel not only discomfort but also comfort in vibration. Some people who have some physical types or preferences for dynamical stimuli would feel good or 'pleasure' to the vibration. Although many investigations into human body vibration have been carried out, there have been little researches that directly tackling the 'pleasure'. The object of the study is to make the vibration inducing to feel the pleasure clear from the viewpoints of physiology, psychology and physics. A vibration experiment was implemented to the subjects who sit in an automobile seat in a dynamical condition in vertical vibration. As a result, there were a passive pleasure and an active pleasure which would be induced in the dynamical condition.