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    Toshimasa Yamanaka

    The lighting environment has an important influence on the psychological and physical aspects of a person. On certain occasions, reasonable lighting design can regulate people's emotions and improve their feelings of comfort in a... more
    The lighting environment has an important influence on the psychological and physical aspects of a person. On certain occasions, reasonable lighting design can regulate people's emotions and improve their feelings of comfort in a space. Besides, specific lighting can create a specific atmosphere according to space requirements. However, in the study of an individual's affective impressions, there is still some uncertainty about how colored lights affect an individual's moods and impressions toward visual objects. This research improves the understanding of the emotional impact of colored light in space. To better understand the lighting environment in the observation process, the project studied the effects of four groups of lights (green, blue, red, and yellow) on the participants' moods and impressions. Participants watched two sets of visual images under four different lighting conditions and provided feedback on their emotions and evaluations through the Multiple...
    How, from childhood, can we start to develop a more empathetic and cooperative society? Based on the play value for children's social development, this research aims to back up the surge of `interactive playgrounds`, a proposal that... more
    How, from childhood, can we start to develop a more empathetic and cooperative society? Based on the play value for children's social development, this research aims to back up the surge of `interactive playgrounds`, a proposal that combines the interactive attractiveness of modern multi-sensory technologies with traditional elements of playground environments. In order to understand their sensory effects, we propose a play and design team workshop with children, where we will observe if different stimulus during play activity can affect their empathetic considerations toward others and their practical collaborative behavior. On this paper, we focus on this workshop experiment plan, describing its goals, the intended tools for obtaining data with infant collaborators, and our expected results. From the results, we expect to develop guidelines for sensory stimulus usage on new interactive playground and play tools designs.
    Humor is applied in pedagogy to create a positive learning environment. Recent research focuses on the theories, effects, individual differences, and qualitative aspects of humor for instruction. However, there is a lack of studies... more
    Humor is applied in pedagogy to create a positive learning environment. Recent research focuses on the theories, effects, individual differences, and qualitative aspects of humor for instruction. However, there is a lack of studies focusing on quantitative features. Therefore, this research explored the quantitative characteristics of instructional humor in a naturalistic setting and applied techniques from natural language processing (NLP). This paper describes the results of two studies. The first study focused on instructional humor frequency and the placement of humor, while the linguistic features of instructional humor and non-instructional humor were compared in the second study. Two corpora were used in this research: TED Talks and user-submitted jokes from “stupidstuff.org” The results found that educators used humor 12.92 times for popular talks, while less popular talks only had 3.92 times. Humor is also more commonly placed during the first parts of the talk and lessens ...
    There are several issues compromising the educational role of social networks, particularly in the case of video based online content. Among them, individual (cognitive and emotional), social (privacy and ethics) and structural... more
    There are several issues compromising the educational role of social networks, particularly in the case of video based online content. Among them, individual (cognitive and emotional), social (privacy and ethics) and structural (algorithmic bias) challenges can be found. To cope with such issues, we propose a recommendation system for online video content, applying principles of sustainable design. Precision and recall in English were slightly lower for the system in comparison to YouTube, but the variety of recommended items increased; while in Spanish, precision and recall were higher. Expected results include fostering learning and adoption of complex thinking by taking on account a user’s objective and subjective context.
    Designed artefacts positively or negatively affect people’s feelings. Some recent research has used objective evaluation to explore their feelings by determining their physiological activities. For instance, it is well known that skin... more
    Designed artefacts positively or negatively affect people’s feelings. Some recent research has used objective evaluation to explore their feelings by determining their physiological activities. For instance, it is well known that skin conductance responses are elicited by fear-relevant stimuli such as pictures of snakes and spiders. However, it is not clear what might have happened when it comes to moderate and calm stimuli such as dot patterns. The aim of this study was to determine the characteristics of autonomic activities which reflect people’s feelings when they evaluated dot patterns compositions. Thus, we asked participants to evaluate each dot pattern stimulus by using seven-point-scale and recorded their skin conductance and heart rate. In conclusion, we found out that skin conductance has a weak negative correlation with the evaluation of pattern which means it is not good. In contrast, heart rate during the evaluation remain unchanged regardless of the rating scores. The...
    While the Pan Pacific Region gradually emerges as an economic and political powerhouse in the 21Century, people in the area tend to be apathetic toward their own traditions due to Western influence in the past. In fact, their rich and... more
    While the Pan Pacific Region gradually emerges as an economic and political powerhouse in the 21Century, people in the area tend to be apathetic toward their own traditions due to Western influence in the past. In fact, their rich and colorful traditions, if understood properly, could give rise to new opportunities in design and thus business in the new era. Project “Chopsticks” is a trial cross-cultural research exercise in Design that aims at understanding selected Asian people in the “Chopsticks” culture, particularly in their culinary habits at the domestic level. It has led to the exploration of design opportunities in Asian cultural identities, and has also provided the opportunity for collaborative, cross-cultural design research among several universities in Beijing and Hong Kong of PRC, Japan and Korea. The objectives of the study were as follows: To experience a cross-cultural collaborative design project, thereby exploring and appreciating the differences and similarities...
    Design education and practice have been deeply interlinked with industrialization throughout their history, but on recent years, global initiatives like the UN Sustainable Development Goals have challenged the conventional production and... more
    Design education and practice have been deeply interlinked with industrialization throughout their history, but on recent years, global initiatives like the UN Sustainable Development Goals have challenged the conventional production and consumption models. Therefore, to understand the relationship between pro-environmental sentiments, attitudes and behaviours related to design, the present study proposes the development of a Sustainable Design lexicon. Through a combined method of semantic and sentiment analysis incorporating graphical symbols included in text based data, it is expected to uncover the psychological and contextual factors aiding the production and acceptance of Sustainable Design in developed and developing countries. The lexicon is expected to aid the development of an algorithm for video recommendations, which would improve creative people’s learning experience of complex and biological related content.
    Design is a creative activity which benefits from individual skills and cooperative efforts. Empathy, or understanding each other feelings, is considered a fundamental capacity for cooperation. When groups of children design a new product... more
    Design is a creative activity which benefits from individual skills and cooperative efforts. Empathy, or understanding each other feelings, is considered a fundamental capacity for cooperation. When groups of children design a new product together, how cooperative do they behave, what is the role of empathy, and what are other possible predictors of their design success? Part of a technology-based summer program, in the following study we have performed a 5-days design workshop where children aged 7 to 12 y/o were divided in small teams to design new playground concepts. Three main design classes and tasks were performed: Sketching; modelling; and presentation. Each activity was followed by selfreports to obtain participant’s individual task and group impressions, as well as their emotional synchrony (how accurate participants were evaluating their teammates emotions). Empathetic disposition was pre-evaluated one month prior to the workshop, and we evaluated design outcomes through ...
    ABSTRACT 本研究ではプロダクトの美的価値の持続性を増加させ、子どもの想像力を刺激するノミナルデザインに基づいた概念について考察した。子どものための家具デザ イン制作活動を事例研究とし、以下のようなプロセスを開発する。①所有感を引き出すデザインアイデンティティーである子どもの名前から、デザインコンセプ トを探求すること②「絵を描く」などの創造環境を提供し創造的行動を引き出すようなデザインサンプルを開発すること③以上のデザインプロセスを評価すること.
    This paper presents an experimental study that assesses the impact of novelty appraisal on user s emotional feelings and in their evaluation of user experience with commercial products. After actual interaction with 4 products differing... more
    This paper presents an experimental study that assesses the impact of novelty appraisal on user s emotional feelings and in their evaluation of user experience with commercial products. After actual interaction with 4 products differing in two levels of design typicality of design in two categories of products (cameras and highlighters) participants used a SD method for the evaluation of user experience quality, and a two-­‐dimensional mood scale survey for assessing their own emotional feeling. Likewise, participants were asked if they had seen and if they had used the products before, obtaining three cases: 1. who had already used it before (no novelty), 2. who had seen it but not used it (relative novelty) and 3. who had not seen it before (absolute novelty). The previous experience of participants with the particular product defined the degree of novelty appraisal, confirming that typical products were more likely to be appraised as known and atypical ones as novel. Results on e...
    Abstract Digital signage in public spaces is generally silent. However, the emission of sound with the aim of generating recallability produces noise, which can be uncomfortable for passersby in the surrounding space, resulting in a loss... more
    Abstract Digital signage in public spaces is generally silent. However, the emission of sound with the aim of generating recallability produces noise, which can be uncomfortable for passersby in the surrounding space, resulting in a loss of acoustic comfort. In this paper, we implement an On-Demand pinpoint audio system in which sound is delivered only to one person, and only the sound of the advertisement that attracts the person’s attention is played. By applying this system to passersby, this paper examines the system’s influence on advertisement recallability and acoustic comfort. Additionally, we detect the categories of advertisements affecting the advertisement recallability and acoustic comfort when digital signs emit sound. Through experiments with 30 participants, acoustic comfort is maintained and On-Demand System can reduce noise level compared to loudspeaker. In addition, we collected participants’ self-reported recallabilities and analyzed by advertising category. These results show that music-dominating advertisements presented by the On-Demand System were more recallable than silent and other advertisement categories. These results indicate the possibility of personalization of the advertising information and the perceptual spaces, even if the individuals are in public spaces.
    Abstract Kansei is a term that represents higher brain function related to emotion, intuition, creativity, feeling, affection, and so on. This term is well accepted in Asian countries as a positive function of our mental activity guiding... more
    Abstract Kansei is a term that represents higher brain function related to emotion, intuition, creativity, feeling, affection, and so on. This term is well accepted in Asian countries as a positive function of our mental activity guiding to a good status of mind but not has been defined as a scientific term. This chapter explains historical issues on kansei, illustrates the term, and introduces a functional definition of kansei. Then, the chapter introduces a research example of Kansei Science on the difference of feeling between designers and users, or nondesign-educated people, while evaluating designed products. For this research example, we used chairs as a familiar product for everybody. As for the subjective evaluation, a semantic differential method was used. For the subconscious measurement, near-infrared spectroscopy, which measures brain functions, was used while participants watched the chair (evaluating) and answered questions (thinking and expressing). As a result, we found specific differences between the evaluation of design-educated and nondesign-educated participants on the “feasibility of structure” in both measurements. This can illustrate the difference of designers’ evaluation as well as the effect of design education.
    Applying speech-based sounds in User Interfaces presents several advantages compared to other stimuli. Regarding the auditory displays, most part of previous research analyses Pleasure, Commandingness and Urgency in a single situation... more
    Applying speech-based sounds in User Interfaces presents several advantages compared to other stimuli. Regarding the auditory displays, most part of previous research analyses Pleasure, Commandingness and Urgency in a single situation with high level of designed urgency. Considering this gap, the present study aimed to analyse the aforementioned factors in multiple situations with different levels of designed urgency, focusing also on the effects of gender and Semantics. Through a survey, 28 participants rated each factor on eight messages, spoken by a male and female Agent, using declarative and imperative wording. Results revealed that the participants’ and Agent’s gender influence the perceptions according to the situation’s level of designed urgency. The female Agent had a higher Pleasure rating, what replicates previous findings, but also a higher score for Urgency rating, contradicting the literature. Regarding the Semantics, results showed that despite the level of designed urgency of the situation the imperative wording led to a higher score for Commandingness and Urgency.
    Having observed a growing product market among African and Asian countries, in addition to the cultural aesthetic traditions across both ends, a point of convergence and divergence is being sought through the process of perception in... more
    Having observed a growing product market among African and Asian countries, in addition to the cultural aesthetic traditions across both ends, a point of convergence and divergence is being sought through the process of perception in cross-cultural product design. In this paper, we attempt to examine the cognitive distance that might exist among Africans and Japanese, in order to project possible implications for difference in the cultural style of aesthetics perception and value sensibility in product design. The study took a cognitivist approach by adapting Chiu's cognitive test method through an online test; however, using selected triadic objects represented in word (of natural and artificial objects) as the stimuli. We found that the African subjects showed more tendencies for logic-based and intrinsically-oriented thoughts than the Japanese respondents. Following this result, the study further seeks to delineate the characteristics of aesthetic experience and value percept...
    In design education community, it is important issue how to help designers develop skills in design problem - solving. How can designers be taught to use relevant prior knowledge to solve new design problem? To answer the question, we... more
    In design education community, it is important issue how to help designers develop skills in design problem - solving. How can designers be taught to use relevant prior knowledge to solve new design problem? To answer the question, we researchers in design field must propose more efficient methods regarding the use of prior knowledge to solve ill - defined problems. This research formulated a design research method based on Kansei engineering in the aim of supporting design education. In the research, it investigated that the relationship between preference and emotional value of individuals considering their sensitivities to features in the human face using car fronts. In the first session, the subjects made a decision - making within the limited time in regards to their preference. In the second session, the subjects evaluated the stimuli with SAM (Self Assessment Manikin), which is an efficient measurement of emotional responses: valence, arousal, and dominance. The results showe...
    2. 2. Stimuli & item screening The subjects, who participate in the experiment, conducted item screening one week before participating in product evaluation as follows. Four groups of stimuli were used: Seventy car-front-face images,... more
    2. 2. Stimuli & item screening The subjects, who participate in the experiment, conducted item screening one week before participating in product evaluation as follows. Four groups of stimuli were used: Seventy car-front-face images, car-side images, and car front and side multi-aspect images used as Uninominal Reality Sets. Seventy front & side combination images used as Binominal Reality Sets. Subjects separated stimuli like and dislike around half and half. After that, subjects selected twentyfive preferred images from the preferred image group, and also did for the non-preferred group as the same as preferred group. Then, arranged the twenty-five preferred images from the most to least, and did the twenty-five non-preferred images as the same as preferred images.
    There are several issues compromising the educational role of social networks, particularly in the case of video-based online content. Among them, individual (cognitive and emotional), social (privacy and ethics) and structural... more
    There are several issues compromising the educational role of social networks, particularly in the case of video-based online content. Among them, individual (cognitive and emotional), social (privacy and ethics) and structural (algorithmic bias) challenges can be found. To cope with such issues, we propose a recommendation system for online video content, applying the principles of sustainable design. Precision and recall in English were slightly lower for the system in comparison to YouTube, but the variety of recommended items increased; while in Spanish, precision and recall were higher. Expected results include fostering the adoption of complex thinking by taking on account a user’s objective and subjective contexts.
    Abstract Due to the changes and complications of emerging society, designers are required not only to know about their design values, but also understand the link between their design and the impacts on the users. This paper aims to show... more
    Abstract Due to the changes and complications of emerging society, designers are required not only to know about their design values, but also understand the link between their design and the impacts on the users. This paper aims to show a Kansei focused proposition for sustainable behaviour. By investigating the relationship between Subjective Preference (Like-Dislike) and product evaluation, it shows how affective values, which are used in Kansei engineering researches, influence user’s preferences. In this study, it was considering (1) various factors of product (e.g. the view variation and blackness of products), and (2) Reality Sets (Uninominal–Binominal). Car-front-face, car-side, car-multi-aspect (as Uninominal Reality Sets) and combinations of car front and side (as Binominal Reality Sets) were used as stimuli. The experiment consists of item screening and product evaluation. Subjects were participated in both. The aim of item screening was at selecting subjectively preferred/non-preferred images. Images, which were screened through item screening, were reconciliated per subject. The aim of product evaluation was at investigating if Subjective Preference has related to product evaluation. Semantic Differential method was used as product evaluation method. Evaluation values were preference, aesthetic and pleasure. The findings shows: (1) Subjective Preference is related to product evaluation independently in Uninominal Reality Sets, whereas Subjective Preference is related to product evaluation dependently in Binominal Reality Sets (2) partial preferred images influence product evaluation in Uninominal Reality Sets, whereas Binominal Reality Sets do not influence it.
    ABSTRACT Following the current trend of modern product designs and developments, kansei and aesthetics are becoming inescapable concepts that must be considered in a user-centred design process. In this chapter, we make the assumption... more
    ABSTRACT Following the current trend of modern product designs and developments, kansei and aesthetics are becoming inescapable concepts that must be considered in a user-centred design process. In this chapter, we make the assumption that aesthetic emotion is part of kansei feeling based on the cognition of sensori-emotional values evoked in interactions between humans and artefacts within situated contexts, either through immediate sensory perception or bodily interaction. Therefore, we construe aesthetic experience as a kansei element and an emotive cognition process in the construction of product values, and then propose that this phenomenon traverses all layers of product experience in both intrinsic and extrinsic ways, depending on the context, culture and environment. We project that the understanding of kansei as a denominator for aesthetic experience in design will foster value-based approach to the development of products that truly resonate and satisfy the users’ cognitive and emotional sensibilities.
    We examined the effect of tactile stimuli for rhythm discrimination and hearing impression with ABX methods. We used semantic differential scale composed of 10 impression word pairs. We set the experiment condition with Audio (A),... more
    We examined the effect of tactile stimuli for rhythm discrimination and hearing impression with ABX methods. We used semantic differential scale composed of 10 impression word pairs. We set the experiment condition with Audio (A), Audio+Vibration (AV), and Vibration (V). In the rhythm discrimination test, the hearing loss group showed better performance in (AV) than (A). The without hearing loss group showed that (AV) differed non-significantly from (A). We focused to “Enjoyable - Not fun” in impression evaluation for the effect of tactile stimuli. As a result of “Enjoyable - Not fun” impression evaluation showed significant differences with hearing loss group and without hearing loss group in (AV) between (A).
    Situation is considered as an important factor in psychological re-search, and the principle of situation research is still being established in recent years. It is important to take situations into consideration in design psychology,... more
    Situation is considered as an important factor in psychological re-search, and the principle of situation research is still being established in recent years. It is important to take situations into consideration in design psychology, affective engineering and Kansei study as well. However, there are few tools and measurement methods to categorize, present or assess situations. Various researches that applied visualized situations can be found, but the design simplicity of the images (visualized situations) was not discussed or treated as a factor. In this paper, we proposed a way of using visualized situations to evaluate participants’ (48) comprehension and emotion in different dining situations. The design simplicity of the visualized situations and gender are considered as two main factors. Two-way ANOVA and independent t-test yielded significant differences in both comprehension and evoked emotions. Both design simplicity and gender indicated significant main effects and intera...

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