753 research outputs found
About the nature of Kansei information
Kansei studies refer to the more and more holistic consideration of the cognitive and affective processes which occur during user experience. In addition, few studies deal with the experience of the designers during the design process, and its influence on the final design outputs. Historically kansei engineering has been firstly focused on the semantic differential approach. Afterwards emotions were integrated into kansei approaches. The semantic differential approach enabled to evaluate products and then to generate automatically design solutions with semantic input data. Thereafter, evaluations have been completed by physiological measurements in order to reduce the subjectivity involved in those evaluations and also to capture some unconscious reactions. This implementation is still in process. Today kansei studies have been much enriched from the three disciplines of design science, psychology and artificial intelligence. The cross influence between these disciplines brought new dimensions into kansei approaches (multisensory design information, personality, values, and culture, new formalisms and algorithms) which lead progressively towards the consideration of a whole enriched kansei experience. We propose in this paper a description of the nature of kansei information. Then we present some major orientations for kansei evaluation. Finally we propose an overall table gathering information about kansei dimensions and formats.AN
Tracing the Scenarios in Scenario-Based Product Design: a study to support scenario generation
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 formerâs 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 ï»żcharacteristics of the scenario
Kansei Engineering and cultural differences in mobile phone design
Kansei Engineering, a Japanese design method used to translate feelings into product parameters, was used to look at the mobile phone design features of the Motorola Charm, Samsung t249, and HTC HD7 in the United States. Preferences of four design features (shape, material, LCD screen size, and navigation tools) were explored in a sample population of twenty-five university students in a private Northeastern university. Six kanseis/feelings elicited by phones were determined to be important to this group: (1) Attractive, (2) Cool, (3) Durable, (4) Ergonomic, (5) Modern, and (6) User-friendly. A (generic) phone with a rectangular shape, comprised mostly of metal-like and glass material, with a large LCD screen and navigation via a touchpad was determined to be the most ideal and strongly perceived to elicit many of these kanseis. After exploring the cultural sub-groups of this sample, it was determined that there are significant cultural group differences between Chinese participants and both American and Indian participants, mainly when considering the durability (p=.008) and coolness (p=.034) of the phone feature set
Perceived Quality of Cars. A Novel Framework and Evaluation Methodology.
The supremacy of the automotive manufacturers today is no longer driven by them achieving a superior manufacturing quality but increasingly depends on the customerâs quality perception. Average car consumers see a carâs quality as a fancy mixture of design, aesthetics, their own previous experiences and performance characteristics of the vehicle, unlike a combination of mechanical parts, software pieces, advanced materials, cutting-edge manufacturing processes, with technical knowledge, skills and high production volumes â all ingredients involved in the modern car creation. Perceived quality is one of the most critical aspects for product development that defines successful car design.Speaking of perceived quality, we are dealing with a complex, multifaceted adaptive system; a system where a human is the main agent. âWhich product characteristics require the most attention for successful car design?â\ua0 This is the question engineers and designers need to answer under the pressure of shrinking product development time, available technologies, and financial limitations, not to mention that the answer is expected to be given in numbers to sustain the fierce competition in todayâs automotive industry. For this reason, the perceived quality must be understood and controlled during all stages of product development. The research presented in this thesis justifies the engineering viewpoint on perceived quality as an inevitable part of new product development. The core of this research is the Perceived Quality Framework (PQF), a taxonomy structure of perceived quality attributes and the Perceived Quality Attributes Importance Ranking (PQAIR) method, a novel method for perceived quality evaluation that can be applied to a variety of products, including cars. The PQF communicates the attribute-centric engineering viewpoint on quality perception, developed through cumulative studies in the premium and luxury market segment of the automotive industry. The PQAIR method equips engineers with practical tools for perceived quality evaluation. The proposed method helps to reach the equilibrium of the productâs quality equation from the perspective of design effort, time, and costs estimations.Altogether this introduces a new paradigm of perceived quality as the inevitable element integrated into the process of engineering endeavor regarding product attributes that communicates quality to the customer
Implementasi Kansei Engineering Pada Aplikasi Kontrol Gula darah Mandiri Untuk Membantu Pasien Diabetes Tipe 2 Non Insulin
Prosentase penderita penyakit diabetes di Indonesia adalah sebesar 6.9 %
dari keseluruhan populasi. 90 % diantaranya termasuk ke dalam diabetes tipe 2.
Dalam usahanya untuk membantu penanganan diabetes, International Diabetes
Foundation (IDF) memiliki suatu program yang disebut dengan Self-Monitoring of
Blood Glucose (SMBG). Program tersebut dirancang untuk mengetahui informasi
terkait dengan level gula darah pada waktu tertentu, dimana hasil informasi akan
digunakan sebagai acuan dalam penentuan diet makanan serta aktivitas fisik yang
harus dilakukan penderita dalam usahanya menurunkan level gula darah mereka.
Di Indonesia, sistem self-monitoring belum diimplementasikan secara merata
dikarenakan banyaknya hambatan dalam penggunaan aplikasi. Salah satunya
adalah kemampuan penderita untuk menginterpretasikan level gula darah yang
dicek dan penggunaannya dalam menentukan diet makanan yang harus dilakukan.
Melihat perkembangan penggunaan smartphone dan internet pada beberapa tahun
terakhir, media informasi dan teknologi dapat dijadikan salah satu solusi
kesuksesan implementasi SMBG di Indonesia. Untuk penyelesaian permasalahan
yang ada, digunakan metode Kansei Engineering sebagai upaya dalam menangkap
suara customer terkait aplikasi tersebut untuk kemudian ditranslasikan ke
komponen-komponen rancangan baru pada aplikasi. Penggunaan Kansei
Engineering pada penelitian diakibatkan oleh kemampuannya dalam menangkap
atribut tersembunyi dalam produk. Analisa statistik yang digunakan untuk
mendukung penggunaan Kansei Engineering merupakan Factor Analysis dan
Partial Least Squares (PLS). Hasil dari analisa statistik menunjukkan terdapat
empat (4) komponen kansei terpilih, diantaranya konsistensi pencatatan data (data
record persistence), kemudahan penggunaan (ease of use), tampilan data (data
presentation), dan tampilan visual (visual attractiveness). Dari Partial Least
Analysis, empat komponen ini kemudian dijadikan konsep rancangan dasar dalam
pembuatan rancangan baru aplikasi.
==================================================================================================================
The proportion of people having diabetic in Indonesia is 6.9% of Indonesia
population, and 90% of the diabetic population is including in Type 2 Diabetes. To
control diabetes, International Diabetes Foundation (IDF) has a program named
Self-Monitoring of Blood Glucose (SMBG). It is designed to gather detail
information about the blood glucose on the certain time that will be used to adjust
dietary habit and physical activity. In Indonesia, self-monitoring have not been done
widely, because there are many obstacles in its application. One of them is patientâs
ability to read blood glucose level they have recorded, and use it to determine their
food consumption. Seeing the rapid development of smartphone and internet in
recent years, information and technology can become a solution for the success of
SMBG in Indonesia. To solve this problem, Kansei Engineering method is used to
translate the customer / patientâs perception of the application into design elements.
Kansei Engineering usage in this research is based on the ability of this method to
catch the impression of the product that usually hidden. Statistical analysis which
are Factors Analysis and Partial Least Squares (PLS) Analysis are used to support
Kansei Engineering. From the statistical analysis, there are four selected Kansei
components which are data record persistenceâ, âease of useâ, âdata presentationâ,
and âvisual attractivenessâ. From Partial Least Analysis, these new concepts were
transferred to new design specifications that became the basic design concepts
Application of Kansei Engineering Method in the development of e-Government job portals
Nowadays, companies often find it difficult to predict consumersâ needs and
requirements and have been looking for ways to quantify customersâ impression on
their products. Kansei Engineering (KE) is a method originated from Japan that could
be used in achieving the companiesâ goal. This method is often used in humanoriented
product development to generate products with improved economic value. In
this study, Kansei Engineering is applied in website development. This study reveals
that e-government websites in Malaysia have lower usability values among the others
website domains. There is a significant potential of improving the usability value of
the e-Government job portals by implementing a effective usability testing
methodology on them. This study aimed to use usability as a testing method by
applying Kansei Engineering in the evaluation of e-Government job portals in
Malaysia. This study proposes to improve the quality of job-seeking website managed
by Malaysia government by measuring the user experience of the website users. The
research is aimed to address the dominant factors that affect the impression of a user
on the website as well as to compare the design elements of other sample job-seeking
websites. Methodologies devised from the investigation are based on proven and
existing approaches by other researchers of the same field. Thus, recommendations
obtained and analysis of the results shall be useful to guide the improvement of
existing job portals to better serve the good cause of its existence
An Hedonomic Evaluation Of Pleasurable Human-technology Experience: The Effect Of Exposure And Aesthetics On The Experience Of Flow
A framework was developed called the Extended Hedonomic Hierarchy (EHH) that provides a basis for evaluating pleasurable human-system experience. Results from a number of experiments within this framework that evaluated specific dimensions of the framework are reported. The \u27Exposure\u27 component of the EHH framework and hedonics of the system were investigated to see how changes would affect other dimensions, such as the occurrence of flow, the mode of interaction, and the needs of the user. Simulations and video games were used to investigate how repeated exposure affects flow, interaction mode, and the user needs. The Kansei Engineering method was used to measure user needs and investigate the effect of different hedonic properties of the system on user needs and flow. Findings reveal that: (a) pleasurable human-system experience increases linearly with repeated exposure to the technology of interest; (b) an habituation effect of flow mediated by day; (c) motivation to satisfy human need for technology is hierarchically structured and contributes to pleasurable human-system experience; (d) interactivity is hierarchically structured and seamless mode of interaction is a behavioral outcome of pleasurable human-system experience; (e) there are individual differences among users that affect the likelihood of experiencing pleasurable human-system interaction; (f) performance is positively correlated to flow and (g) the method of kansei engineering provides data from which informed decisions about design can be made and empirical research can be conducted. Suggestions for (a) making Hedonomics a reality in industry, the workplace, and in the field of Human Factors, (b) future research directions for Hedonomics, and (c) principles and guidelines for the practice of Hedonomics are discussed
Kansei engineering as a tool for the design of in-vehicle rubber keypads
Manufacturers are currently adopting a consumer-centered philosophy which poses the challenge of developing differentiating products in a context of constant innovation and competitiveness. To merge both function and experience in a product, it is necessary to understand customersâ experience when interacting with interfaces. This paper describes the use of Kansei methodology as a tool to evaluate the subjective perception of rubber keypads. Participants evaluated eleven rubber keys with different values of force, stroke and snap ratio, according to seven Kansei words ranging from âpleasantnessâ to âclick- inessâ. Evaluation data was collected using the semantic differential technique and compared with data from the physical properties of the keys. Kansei proved to be a robust method to evaluate the qualitative traits of products, and a new physical parameter for the tactile feel of âclickinessâ is suggested, having obtained better results than the commonly used Snap Ratio. It was possible to establish very strong relations between Kansei words and all physical properties. This approach will result in guidance to the industry for the design of in-vehicle rubber keypads with user-centered concerns.Projecto HMIExcel - I&D criÌtica em torno do ciclo de desenvolvimento e producÌ§ĂŁo de soluçÔes multimedia avançadas para automovel/Critical R&D no enquadramento do ciclo de desenvolvimento e produção de soluçÔes multimĂ©dia avançadas para automĂłvel (AICEP-PIN-HMIEXCEL)
KEER2022
AvanttĂtol: KEER2022. DiversitiesDescripciĂł del recurs: 25 juliol 202
- âŠ