607 research outputs found

    Tracing the Scenarios in Scenario-Based Product Design: a study to support scenario generation

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    Scenario-based design originates from the human-computer interaction and\ud software engineering disciplines, and continues to be adapted for product development. Product development differs from software development in the former’s more varied context of use, broader characteristics of users and more tangible solutions. The possible use of scenarios in product design is therefore broader and more challenging. Existing design methods that involve scenarios can be employed in many different stages of the product design process. However, there is no proficient overview that discusses a\ud scenario-based product design process in its full extent. The purposes of creating scenarios and the evolution of scenarios from their original design data are often not obvious, although the results from using scenarios are clearly visible. Therefore, this paper proposes to classify possible scenario uses with their purpose, characteristics and supporting design methods. The classification makes explicit different types of scenarios and their relation to one another. Furthermore, novel scenario uses can be referred or added to the classification to develop it in parallel with the scenario-based design\ud practice. Eventually, a scenario-based product design process could take inspiration for creating scenarios from the classification because it provides detailed characteristics of the scenario

    Case-based reasoning for product style construction and fuzzy analytic hierarchy process evaluation modeling using consumers linguistic variables

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    Key form features are relative to the style of a product and the expression style features depict the product description and are a measurement of attribute knowledge. The uncertainty definition leads to an improved and effective product style retrieval when combined with fuzzy sets. Firstly, a style knowledge and features database are constructed using fuzzy case based reasoning technology (FCBR). A similarity measurement method based on case-based reasoning and fuzzy model of the fuzzy proximity method may be defined by the Fuzzy Nearest-Neighbor (FNN) algorithm obtaining the style knowledge extraction. Secondly, the Linguistic Variables (LV) are used to assess the product characteristics to establish the product style evaluation database for simplifying the style presentation and decreasing the computational complexity. Thirdly, the model of product style feature set, extracted by FAHP and the final style related form features set, are acquired using LV. This research involves a case study for extracting the key form features of the style of high heel shoes. The proposed algorithms are generated by calculating the weights of each component of high heel shoes using FAHP with LV. The case study and results established that the proposed method is feasible and effective for extracting the style of the product

    商品の形状デザインと素材選択への感性工学の応用

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    国立大学法人長岡技術科学大

    Text analytics on MOOCs. A comprehensive analysis of emotions

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    The value of diversity in education is highly emphasized in recent years, particularly in the wake of the COVID-19 pandemic, by many scholars. Massive open online courses (MOOCs) have aided the evolution of online learning by broadening the range of learning opportunities available. They have gained popularity, especially in higher education by providing unlimited access to lectures and rich learning materials by renowned and respected academics in a wide variety of areas, with no restrictions and at very low fees. Furthermore, learners' motivations for enrolling in a MOOC may vary depending on their choices for the course's instructional design as well as their emotions. Knowing this, the development of more effective online courses that address affective concerns would appeal to a wider audience and improve the learning experience. This research aims to uncover the emotional characteristics of MOOCs to better understand why learners choose a specific course among hundreds of options available on MOOC sites. For extracting the learners' emotions from user reviews, the study used Kansei Engineering approach, which is enhanced with text analytics techniques. The research methodology entails gathering reviews from MOOCs and analyzing them using natural language processing (NLP) techniques to discover Kansei words that characterize MOOCs, notably for courses in the discipline of Data Science. The expected output of this study is a Kansei corpus for online courses in this discipline

    Emotional Design: An Overview

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    Emotional design has been well recognized in the domain of human factors and ergonomics. In this chapter, we reviewed related models and methods of emotional design. We are motivated to encourage emotional designers to take multiple perspectives when examining these models and methods. Then we proposed a systematic process for emotional design, including affective-cognitive needs elicitation, affective-cognitive needs analysis, and affective-cognitive needs fulfillment to support emotional design. Within each step, we provided an updated review of the representative methods to support and offer further guidance on emotional design. We hope researchers and industrial practitioners can take a systematic approach to consider each step in the framework with care. Finally, the speculations on the challenges and future directions can potentially help researchers across different fields to further advance emotional design.http://deepblue.lib.umich.edu/bitstream/2027.42/163319/1/Emotional_Design_Manuscript_Final.pdfSEL

    Meta-KANSEI modeling with Valence-Arousal fMRI dataset of brain

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    Background: Traditional KANSEI methodology is an important tool in the field of psychology to comprehend the concepts and meanings; it mainly focusses on semantic differential methods. Valence-Arousal is regarded as a reflection of the KANSEI adjectives, which is the core concept in the theory of effective dimensions for brain recognition. From previous studies, it has been found that brain fMRI datasets can contain significant information related to Valence and Arousal. Methods: In this current work, a Valence-Arousal based meta-KANSEI modeling method is proposed to improve the traditional KANSEI presentation. Functional Magnetic Resonance Imaging (fMRI) was used to acquire the response dataset of Valence-Arousal of the brain in the amygdala and orbital frontal cortex respectively. In order to validate the feasibility of the proposed modeling method, the dataset was processed under dimension reduction by using Kernel Density Estimation (KDE) based segmentation and Mean Shift (MS) clustering. Furthermore, Affective Norm English Words (ANEW) by IAPS (International Affective Picture System) were used for comparison and analysis. The data sets from fMRI and ANEW under four KANSEI adjectives of angry, happy, sad and pleasant were processed by the Fuzzy C-Means (FCM) algorithm. Finally, a defined distance based on similarity computing was adopted for these two data sets. Results: The results illustrate that the proposed model is feasible and has better stability per the normal distribution plotting of the distance. The effectiveness of the experimental methods proposed in the current work was higher than in the literature. Conclusions: mean shift can be used to cluster and central points based meta-KANSEI model combining with the advantages of a variety of existing intelligent processing methods are expected to shift the KANSEI Engineering (KE) research into the medical imaging field

    Statistical methods in Kansei engineering studies

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    Aquesta tesi doctoral tracta sobre Enginyeria Kansei (EK), una tècnica per traslladar emocions transmeses per productes en paràmetres tècnics, i sobre mètodes estadístics que poden beneficiar la disciplina. El propòsit bàsic de l'EK és descobrir de quina manera algunes propietats d'un producte transmeten certes emocions als seus usuaris. És un mètode quantitatiu, i les dades es recullen típicament fent servir qüestionaris. S'extreuen conclusions en analitzar les dades recollides, normalment usant algun tipus d'anàlisi de regressió. L'EK es pot situar en l'àrea de recerca del disseny emocional. La tesi comença justificant la importància del disseny emocional. Com que el rang de tècniques usades sota el nom d'EK és extens i no massa clar, la tesi proposa una definició d'EK que serveix per delimitar el seu abast. A continuació, es suggereix un model per desenvolupar estudis d'EK. El model inclou el desenvolupament de l'espai semàntic – el rang d'emocions que el producte pot transmetre – i l'espai de propietats – les variables tècniques que es poden modificar en la fase de disseny. Després de la recollida de dades, l'etapa de síntesi enllaça ambdós espais (descobreix com diferents propietats del producte transmeten certes emocions). Cada pas del model s'explica detalladament usant un estudi d'EK realitzat per aquesta tesi: l'experiment dels sucs de fruites. El model inicial es va millorant progressivament durant la tesi i les dades de l'experiment es van reanalitzant usant noves propostes.Moltes inquietuds pràctiques apareixen quan s'estudia el model per a estudis d'EK esmentat anteriorment (entre d'altres, quants participants són necessaris i com es desenvolupa la sessió de recollida de dades). S'ha realitzat una extensa revisió bibliogràfica amb l'objectiu de respondre aquestes i altres preguntes. Es descriuen també les aplicacions d'EK més habituals, juntament amb comentaris sobre idees particularment interessants de diferents articles. La revisió bibliogràfica serveix també per llistar quines són les eines més comunament utilitzades en la fase de síntesi.La part central de la tesi se centra precisament en les eines per a la fase de síntesi. Eines estadístiques com la teoria de quantificació tipus I o la regressió logística ordinal s'estudien amb detall, i es proposen diverses millores. En particular, es proposa una nova forma gràfica de representar els resultats d'una regressió logística ordinal. S'introdueix una tècnica d'aprenentatge automàtic, els conjunts difusos (rough sets), i s'inclou una discussió sobre la seva idoneïtat per a estudis d'EK. S'usen conjunts de dades simulades per avaluar el comportament de les eines estadístiques suggerides, la qual cosa dóna peu a proposar algunes recomanacions.Independentment de les eines d'anàlisi utilitzades en la fase de síntesi, les conclusions seran probablement errònies quan la matriu del disseny no és adequada. Es proposa un mètode per avaluar la idoneïtat de matrius de disseny basat en l'ús de dos nous indicadors: un índex d'ortogonalitat i un índex de confusió. S'estudia l'habitualment oblidat rol de les interaccions en els estudis d'EK i es proposa un mètode per incloure una interacció, juntament amb una forma gràfica de representar-la. Finalment, l'última part de la tesi es dedica a l'escassament tractat tema de la variabilitat en els estudis d'EK. Es proposen un mètode (basat en l'anàlisi clúster) per segmentar els participants segons les seves respostes emocionals i una forma d'ordenar els participants segons la seva coherència en valorar els productes (usant un coeficient de correlació intraclasse). Com que molts usuaris d'EK no són especialistes en la interpretació de sortides numèriques, s'inclouen representacions visuals per a aquests dos nous mètodes que faciliten el processament de les conclusions.Esta tesis doctoral trata sobre Ingeniería Kansei (IK), una técnica para trasladar emociones transmitidas por productos en parámetros técnicos, y sobre métodos estadísticos que pueden beneficiar la disciplina. El propósito básico de la IK es descubrir de qué manera algunas propiedades de un producto transmiten ciertas emociones a sus usuarios. Es un método cuantitativo, y los datos se recogen típicamente usando cuestionarios. Se extraen conclusiones al analizar los datos recogidos, normalmente usando algún tipo de análisis de regresión.La IK se puede situar en el área de investigación del diseño emocional. La tesis empieza justificando la importancia del diseño emocional. Como que el rango de técnicas usadas bajo el nombre de IK es extenso y no demasiado claro, la tesis propone una definición de IK que sirve para delimitar su alcance. A continuación, se sugiere un modelo para desarrollar estudios de IK. El modelo incluye el desarrollo del espacio semántico – el rango de emociones que el producto puede transmitir – y el espacio de propiedades – las variables técnicas que se pueden modificar en la fase de diseño. Después de la recogida de datos, la etapa de síntesis enlaza ambos espacios (descubre cómo distintas propiedades del producto transmiten ciertas emociones). Cada paso del modelo se explica detalladamente usando un estudio de IK realizado para esta tesis: el experimento de los zumos de frutas. El modelo inicial se va mejorando progresivamente durante la tesis y los datos del experimento se reanalizan usando nuevas propuestas. Muchas inquietudes prácticas aparecen cuando se estudia el modelo para estudios de IK mencionado anteriormente (entre otras, cuántos participantes son necesarios y cómo se desarrolla la sesión de recogida de datos). Se ha realizado una extensa revisión bibliográfica con el objetivo de responder éstas y otras preguntas. Se describen también las aplicaciones de IK más habituales, junto con comentarios sobre ideas particularmente interesantes de distintos artículos. La revisión bibliográfica sirve también para listar cuáles son las herramientas más comúnmente utilizadas en la fase de síntesis. La parte central de la tesis se centra precisamente en las herramientas para la fase de síntesis. Herramientas estadísticas como la teoría de cuantificación tipo I o la regresión logística ordinal se estudian con detalle, y se proponen varias mejoras. En particular, se propone una nueva forma gráfica de representar los resultados de una regresión logística ordinal. Se introduce una técnica de aprendizaje automático, los conjuntos difusos (rough sets), y se incluye una discusión sobre su idoneidad para estudios de IK. Se usan conjuntos de datos simulados para evaluar el comportamiento de las herramientas estadísticas sugeridas, lo que da pie a proponer algunas recomendaciones. Independientemente de las herramientas de análisis utilizadas en la fase de síntesis, las conclusiones serán probablemente erróneas cuando la matriz del diseño no es adecuada. Se propone un método para evaluar la idoneidad de matrices de diseño basado en el uso de dos nuevos indicadores: un índice de ortogonalidad y un índice de confusión. Se estudia el habitualmente olvidado rol de las interacciones en los estudios de IK y se propone un método para incluir una interacción, juntamente con una forma gráfica de representarla. Finalmente, la última parte de la tesis se dedica al escasamente tratado tema de la variabilidad en los estudios de IK. Se proponen un método (basado en el análisis clúster) para segmentar los participantes según sus respuestas emocionales y una forma de ordenar los participantes según su coherencia al valorar los productos (usando un coeficiente de correlación intraclase). Puesto que muchos usuarios de IK no son especialistas en la interpretación de salidas numéricas, se incluyen representaciones visuales para estos dos nuevos métodos que facilitan el procesamiento de las conclusiones.This PhD thesis deals with Kansei Engineering (KE), a technique for translating emotions elicited by products into technical parameters, and statistical methods that can benefit the discipline. The basic purpose of KE is discovering in which way some properties of a product convey certain emotions in its users. It is a quantitative method, and data are typically collected using questionnaires. Conclusions are reached when analyzing the collected data, normally using some kind of regression analysis. Kansei Engineering can be placed under the more general area of research of emotional design. The thesis starts justifying the importance of emotional design. As the range of techniques used under the name of Kansei Engineering is rather vast and not very clear, the thesis develops a detailed definition of KE that serves the purpose of delimiting its scope. A model for conducting KE studies is then suggested. The model includes spanning the semantic space – the whole range of emotions the product can elicit – and the space of properties – the technical variables that can be modified in the design phase. After the data collection, the synthesis phase links both spaces; that is, discovers how several properties of the product elicit certain emotions. Each step of the model is explained in detail using a KE study specially performed for this thesis: the fruit juice experiment. The initial model is progressively improved during the thesis and data from the experiment are reanalyzed using the new proposals. Many practical concerns arise when looking at the above mentioned model for KE studies (among many others, how many participants are used and how the data collection session is conducted). An extensive literature review is done with the aim of answering these and other questions. The most common applications of KE are also depicted, together with comments on particular interesting ideas from several papers. The literature review also serves to list which are the most common tools used in the synthesis phase. The central part of the thesis focuses precisely in tools for the synthesis phase. Statistical tools such as quantification theory type I and ordinal logistic regression are studied in detail, and several improvements are suggested. In particular, a new graphical way to represent results from an ordinal logistic regression is proposed. An automatic learning technique, rough sets, is introduced and a discussion is included on its adequacy for KE studies. Several sets of simulated data are used to assess the behavior of the suggested statistical techniques, leading to some useful recommendations. No matter the analysis tools used in the synthesis phase, conclusions are likely to be flawed when the design matrix is not appropriate. A method to evaluate the suitability of design matrices used in KE studies is proposed, based on the use of two new indicators: an orthogonality index and a confusion index. The commonly forgotten role of interactions in KE studies is studied and a method to include an interaction in KE studies is suggested, together with a way to represent it graphically. Finally, the untreated topic of variability in KE studies is tackled in the last part of the thesis. A method (based in cluster analysis) for finding segments among subjects according to their emotional responses and a way to rank subjects based on their coherence when rating products (using an intraclass correlation coefficient) are proposed. As many users of Kansei Engineering are not specialists in the interpretation of the numerical output from statistical techniques, visual representations for these two new proposals are included to aid understanding

    Evaluating users’ emotions for Kansei-based Malaysia higher learning institution website using Kansei checklist

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    Emotions play a crucial role in human-computer interaction. Emotion research in the field of human-computer interaction has only started recently and continuously evolving through the investigation and understanding of emotional effects. Thus, it forms an intelligent interaction between human and computer by responding effectively to the humans’ feelings. Emotional design generates remarkable user experiences for websites as the emotional experiences create an intense impression on our long-term memory. Recent scientific findings recommend emotional elements to be considered in designing websites as emotions influences one’s perception, conception and decision-making throughout the interaction with a website. A poorly designed user interface leads to bad user interaction while rising the users’ arousal and a displeasing user experience with a website elicits dissatisfaction emotion where consecutively results in avoidance and prevents revisit to the website. This proves the importance of emotional engagement in a website design. This research evaluated users’ emotions toward a Malaysian higher learning institution website which was designed in accordance with the standard Kansei-based web design guideline. The result justified the standard Kansei-based web design guideline for website of higher learning institutions in Malaysia

    A conceptual model for e-learning supporting tools design based on cue model and Kansei engineering

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    The Covid-19 pandemic has triggered changes in learning due to the practice of social distancing to curb the spread of the virus. E-learning platforms have become the main platform for learning throughout the pandemic. However, e-learning does have challenges when it comes to ensuring student’s optimum participation throughout the learning experience that require extensive research about techniques and methods for an optimum e-learning experience. This includes various e-learning supporting tools that provides easy communication and immediate assistance to enhance user experience. The supporting tools or software usability and functionality design determined as imperative in enhancing the e-learning user experience. Thus, this research proposes a conceptual model for designing the e-learning supporting tools based on the CUE Model, integrated with Kansei Engineering for optimum user experience that can serve as a guideline for the e-learning supporting tools designer. The outcome of this research will create new research fields that incorporate multiple domains, including the e-learning domain, software and supporting tools design, emotions and user experience
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