Kansei Engineering

book-cover

Editors: Mitsuo Nagamachi, Shigekazu Ishihara

Topics: Kansei Engineering

Publication Date: 2023

ISBN: 978-1-958651-77-3

DOI: 10.54941/ahfe1003997

Articles

Optimization and decision making of design solutions for product development of wickerwork lamps

With the popularity of the concept of sustainable traditional wickerwork, wickerwork lamps have become the most popular craft. When customers purchase wickerwork luminaire products, Kansei consensus has become a key factor influencing the communication between manufacturers and customers. Therefore, this paper establishes a three-level evaluation grid diagram driven by user attractiveness through Miryoku engineering to clarify the key perceptual appeal and design elements. Secondly, to solve the problem of subjectivity and uncertainty in product design solution preference, the design solution evaluation and preference method is proposed. For the key perceptual factors, the gray correlation analysis is used to comprehensively assess the priority order of evaluation indicators. Finally, the Vikor was used to evaluate representative product design solutions to obtain the best ranking of alternatives, and then the best product design solution was selected. The results show that the method takes into account the subjectivity and uncertainty of the decision making process in the selection of design solutions, which can effectively improve the objectivity and accuracy of the solution evaluation results and provide more objective and effective reference suggestions for designers to measure the quality of design results.

Tianxiong Wang, Liu Yang, Xian Gao, Tong Yu, Qiang Yu
Open Access
Article
Conference Proceedings

Evaluation Method of Modeling Beauty of Construction Machinery Based on Analytic Hierarchy Process

Based on the current research on the beauty evaluation of construction machinery, the analytic hierarchy process is introduced to establish the evaluation system and method for the beauty of construction machinery. Build a hierarchical structure model, extract construction machinery beauty evaluation factors, such as proportion, structure, color, material, surface technology and brand image, which as the criterion layer of the hierarchical structure mode, and the criterion layer is divided into fourteen index layers. Experiments show that the extraction model of impact factors of construction machinery beauty is feasible, and the model is repeatable. With the help of AHP, the preference of users' perception of the beauty of construction machinery is obtained, which provides a theoretical basis for construction machinery design.

Li Hui, Zhan Xuewen
Open Access
Article
Conference Proceedings

AI image generation boosts Kansei engineering design process

Methods of Kansei engineering help the design process by surveying users’ latent Kansei, then reflecting it on product and service development and continuous elaborations of them (Nagamachi, 1991, 2012). Through our applications of Kansei engineering to product development, we have learned that there are several common difficulties. 1. Evaluation samples’ lack of variety: products in the market have limitations in design. 2. Everyone is encouraged to participate in the design process with Kansei engineering: non-designers participation greatly contributes to successful products. 3. Designers are few and too busy: designers’ efforts should be reduced and make time to think more innovatively. In this study, to ease these problems, we have applied AI image generators, a recent development of artificial intelligence, to the Kansei engineering design process.Milkcarton Kansei studies result (Ishihara et al., 1996) is the starting point of this study. First, we examine StableDiffusion (Rombach et al. 2021), an image generation artificial intelligence system. StableDiffusion (SD) seems to lack milkcarton’s shape knowledge. Then we made incremental learning of its shape with the “Hypernetworks” framework. A common method to make innovative ideas is borrowing ideas from neighboring areas. Milkcarton in red is quite a few. On the other hand, our Beer can Kansei study (Ishihara, 1998) shows that Red color has strong relation between Kansei of Premium, Gorgeous, Affected, and Showy. Then, we try to apply a red color. The AI-generated “Red flower milkcarton” is nicely designed. Our 1996 study showed that blue has the preferred color for milkcarton. Blue abstract shapes are too often used for it; then people have Kansei as “simple”, “proper” and “monotonous”. In this attempt, we seek a “modern” and “refined” touch to blue and abstract design. The AI-generated design successfully incorporated modern touch to blue-based design. Also, we have tried more novel ideas of “Colorful painting modern milkcarton”. Milkcartons have different colors and have been implicitly or explicitly intended for “Juvenile” and “Tender” Kansei. This trial also adds modern touch, and novel designs are obtained. Finally, “Jackson Pollock painting milkcarton” was examined. The result reflects his abstract painting in the 1940s, before his invention of “drop painting”.In its long-year quest for Kansei engineering, KE methodology shows its stimulating role of innovative and problem-solving design. This study challenged the use of cutting-edge AI technology to boost more innovative designs. Along with AI technology extends, further methods for boosting innovative creation interacting with humans.

Shigekazu Ishihara, Rueikai Kuo, Keiko Ishihara
Open Access
Article
Conference Proceedings

A Study on the Spatial Location of HCP and Spinopelvic Alignment when Sitting on an Automotive Seat

The design of automotive seats is an important design factor that affects the biomechanical alignment of the driver's spinopelvic alignment when in a seated state. However, there is a lack of biomechanical studies evaluating body changes in a driver's seated state in a driving environment. Therefore, urgent research is needed on driver-specific basic data that can be used as basic data to be considered in the development and design of automotive seats.Purpose: The purpose of this study is to measure the difference in the alignment of the spine and pelvis according to the driver's sitting posture when voluntarily participating drivers sit at their preferred car seat back angle and to use this data as basic biomechanical data for car seat design.Method: A total of 15 participants were seated in their preferred posture, and the lateral view of their spine and pelvis was evaluated using X-rays. The sagittal seatback angle at the time of sitting and the distance from the HCP (hip center point) to the VBC (vertebral body center) were measured. The HCP was determined as being the center of the femoral head, which is the point where the horizontal line and the vertical line bisecting the horizontal line meet after drawing a circle enclosing the femoral head on the lateral X-ray. VBC was defined as being the point at which the lines connecting the four ends of the vertebral body with intersections met in the side view of the X-ray. Then, based on the HCP, the distance of the VBC from the 5th lumbar vertebra to the 10th thoracic vertebra was measured with the x-coordinate for the horizontal line and the y-coordinate for the vertical line.Result: When the angle of the seatback was optimized when sitting, the angle was 10.9.4°±2.997°. And the distance of all vertebral bodies (L5, L4, L3, L2, L1, T12, T11, T10) from the HCP was 128±15.96, 147.3±19.44, 167.6±22.39, 187.5±24.87, 202.9±26.93, 216.2±29.89, 226.4±32.42, and 234±33.46, respectively, and the y (mm) values were 64.67±21.93, 106.1±22.91, 143.8±24.78, 181.6±23.30, 218.1±24.32, 253.6±27.80, 283.8±30.6.57, 331.6.57, respectively. Thus, as the change in distance from the HCP from the 5th lumbar vertebra to the 10th thoracic vertebra increases, x-axis increases by 15%, 13.78%, 11.87%, 8.2%, 6.55%, 4.72%, and 3.4%, respectively, and y-axis increases by 64.67%, 35.53%, 26.29%, 20.1%, 16.28%, 11.9%, and 10.6%, respectively, were observed.Conclusion: The results of this study will be used as basic data that can be reflected in an optimal ergonomic seat design by providing the vertebral body coordinate shift in the thoracic and lumbar region from the HCP through actual X-ray imaging, not virtual simulation, for optimal car seat design.

Woojin Choi, Siyoung Choi, Ka Sanghoon, Kim Sunwoong, Sohn Moonjun
Open Access
Article
Conference Proceedings

Depth of information processing rather than its content affects proactive behavioral intentions towards risk

Increasing incidences of climate-change-related extreme weather is known to cause risk perception and anxiety. When these psychological reactions lead to proactive behaviors such as an intention to purchase a disaster insurance policy, the psychological reactions are regarded as adaptive. According to the deficit model, information contents should strongly affect psychological reactions and proactive behaviors. However, the causal model postulates that the processing depth of information should affect psychological reactions and proactive behaviors. These models led to an examination of the deficit model in Study 1 and of the causal model in Study 2. In Study 1, 505 participants, who did not have disaster insurance at the time of the study, were randomly assigned to either the informative or less informative condition. Then, they responded to an online questionnaire which included items for demographics, risk perceptions regarding climate-change-related disasters, efficacy in dealing with climate-change-related disasters, anxiety about climate-related disasters, absence of worry about a climate-related disasters, and intention to buy disaster insurance. The results revealed no significant difference between the informative and less informative conditions, implying that the deficit model was not supported. In Study 2, 445 participants, who did not have disaster insurance at the time, were randomly assigned to shallower or deeper processing conditions, and all participants responded to the same questionnaires used in Study 1. The results indicated that risk perception and insurance purchase intentions were higher in the deeper processing condition, implying that the deficit model is partially supported. Taken together, manipulating the manner in which information is processed can be an effective way to promote proactive behavior.

Yasushi Kyutoku, Mitsuru Yamashina, Masayoshi Tanishita, Hidetsugu Nanba, Satoshi Fukuda, Hiroko Shoji
Open Access
Article
Conference Proceedings

Avatar Design for Bullying Prevention in the Metaverse: Avatar Appearances and the Presumption of Bullying

Nowadays, people operate avatars in the metaverse to engage in social activity. While technology is making human society better, the bullying and harassment that occurs on the internet are still unresolved. Bullying is caused by a variety of influences, including psychological and environmental factors. Previous research has shown that the appearance of bullying victims is a cause of bullying. In the future, the appearance of the avatar could cause others to act aggressively. To prevent bullying in the metaverse, we create strong-impression and weak-impression avatars and investigate their association with the presumption of bullying. In this study, the presumption of bullying means that the participants answer whether an avatar is a victim or a perpetrator of bullying. The research method is described below.Participants: The participants were Forty-five graduate students (M = 24.49, SD = 4.48, Forty males, Four females, and one other).Avatars: Four avatars with a weak impression (e.g., fat/introverted) and Four avatars with a strong impression (e.g., good figure/extroverted) were created by VRoid Studio. We will describe the avatar images used in the experiment in the AHFE paper. Materials and procedure: Numerical Rating Scale (NRS) from 1 to 10 (10-point scale) was used as the evaluation method. The survey items are as follows. (1) The impression of avatars (weak impression to strong impression). (2) The attractiveness of avatars (unattractive to attractive). (3) The presumption of bullying (I think this avatar is: victim to perpetrator). Participants were asked to respond to each avatar and survey items using Google Forms. This study was approved by the Japan Advanced Institute of Science and Technology's life science committee.Results: We hypothesized that the impression of avatars and the attractiveness of avatars were related to the presumption of bullying. Then, A multilevel analysis was performed. The model is as follows. [bullying~1+ impression+ attractiveness+ (1|avatars)]. Singular fit results were obtained when participants were included in random effects. Therefore, there would be little difference between participants. R² = .52. The fixed effect omnibus tests are: The impression of avatars (p <. 001), The attractiveness of avatars (p = .575). The results have shown that the impression of avatars has a significant effect on the presumption of bullying.Discussion: The results of this study have shown that the avatars perceived as weak by the participants tend to be presumed the victim of bullying. It shows that people have the physical stereotype of the victim about avatars. Stereotypes do not cause bullying immediately. However, people in the metaverse should avoid using a weak impression avatar to protect themselves from potential harm. The multilevel analysis has shown that the attractiveness of avatars had no significant effect on the presumption of bullying. Participants who are attracted to a particular avatar may have psychological resistance to identifying that avatar as a victim or perpetrator. This study shows that designers should be careful not to subconsciously build the weak impressions into avatars.

Teru Kawakita, Hideaki Kanai
Open Access
Article
Conference Proceedings

Product design based on Collaborative Kansei Engineering

Collaborative Kansei Engineering is to achieve design optimization through multi-party collaboration and resource sharing, which can solve the problems of complex processes, large span of specialties, and long development cycles in each stage of design research. In this study, a collaborative design team was firstly formed based on the expertise, capability and working experience of different groups, and collaborative Conceptual Engineering was used to exchange and share knowledge on product design perceptual information and product attributes in order to speed up the decision-making process and improve design efficiency. Then, starting from the design task workflow, the tasks are decomposed and optimized according to certain logical relationships to achieve efficient design resource matching and improve the execution efficiency and controllability of collaborative design. Finally, the Design principles of Collaborative Kansei Engineering is constructed by considering the personal information of design resources, collaborative cooperation ability and other information. The results show that the approach to Internet product design based on Collaborative Kansei Engineering can improve the correct rate of decision evaluation in the product design process and improve the design efficiency.

Ceng-Juan Wu, Tianlu Zhu, Zhizheng Zhang, Zhe Zhu, Yanqing Lan, Bo Xue
Open Access
Article
Conference Proceedings

A method for product form design based on user perceptual imagination and product modeling constraints

To solve the difficulties in obtaining user requirements and establishing objective and effective product modeling constraints in product design , A research model of design method based on user perceptual imagination and product modeling constraints was constructed. Firstly, based on the collection of user information, the KJ method is used to obtain the accurate perceptual cognition of users about the product. To address the problem of strong subjectivity of data acquisition in the process of user imagery cognition research, on the basis of user perceptual cognition, the product perceptual imagery semantics is targeted to obtain user perceptual demand information.Then, the user data and the user perceptions obtained from the interviews are combined, and the user perceptual needs are derived through filtering. Next, the complex constraint theory is used as a guide to summarize the design constraint problem and establish the product modeling constraints. Finally, by integrating product perceptual imagination and morphological constraints, product design positioning is derived. The method model of this study can accurately derive a product design orientation based on user needs and objective constraints of the product, and improve design effectiveness and accuracy.

Tianlu Zhu, Yajun Li, Ceng-Juan Wu, Zhizheng Zhang, Yu-Hui Ge
Open Access
Article
Conference Proceedings

Impression Changes of a Live Stage by Lighting in Terms of a Virtual Pop Idol Show

In recent years, LEDs have replaced halogen bulbs or incandescent bulbs for lights on stages. The response time of the LEDs is shorter than those of halogen bulbs and incandescent bulbs, therefore it has become easier to control lights temporally and complex lighting patterns are being used for live music shows especially in pop music. Due to the COVID-19 pandemic, internet distribution of concerts has become popular. Especially, virtual idol’s live shows (-e.g., Hatsne Miku’s live shows-) have become very popular in the two years in Japan. In the present study, audio-visual stimuli with different areas of the stage illuminated by lights and the various colors of the illumination were prepared and live pop music shows performed by a virtual idol, Miss Monochrome were synthesized using the software SHOWMAKER. In Experiment 1, the color of the lights was fixed at light blue, and the area of the lights illuminated on the stage was varied for the live music stage performed by the virtual idol. These 30 synthesized videos were used as stimuli in a perceptual experiment. Fifteen participants rated their impressions of the video stimuli using the semantic differential method. The results of factor analysis showed that the impressions were spanned by three factors, power, tension and tightness. It was also shown that the wider the area illuminated, the more powerful and tighter it come to be perceived. In Experiment 2, nine different areas of illumination on the stage were selected from the areas used in Experiment 1, and twelve colors of the lights were selected from the color wheel. Then 97 stimuli were constructed. Fifteen participants were presented the stimuli through a computer monitor and headphones, and requested to rate the impressions of each of them using 24 paired semantic differential scales. The results of the factor analysis showed that the impressions of the stimuli were illustrated by a three-dimensional space spanned by power, tension and lightness. The results also showed that the wider the area illuminated, the more powerful and tighter it come to be perceived. Moreover, a warm color of the lights was perceived as tense and a cool color was perceived as loose. A prime color was perceived as heavy and a mixed color was perceived as light.

Yoshiki Nishita, Masashi Yamada
Open Access
Article
Conference Proceedings

A Perceptual Study on the Ratios of Areas of Two Adjacent Colors for the Optimal Congruency

Cute female characters frequently appear in Cool Japan content, such as anime, video games and manga. When designing a character, color is one of the most important factors. Previous studies showed that yellow characters tended to have a cute connotation like Pokémon. A character with yellow hair also had a cute impression. Particularly, a character with yellow hair and blue irises was perceived as one of the cutest types of character. A pair of yellow and blue consists of complementary colors and generally it is said that a pair of complementary colors gives an uncomfortable impression. It could be hypothesized that the small area of the pair of blue irises functioned as the effect color when combined with the wide area of yellow hair, and these colors were perceived as congruent. A Swiss artist, theorist and educator, Johannes Itten (1888-1967) calculated the ratios of areas of different colors based on a German poet, playwright, novelist and critic, Johann Wolfgang von Goethe (1749-1832). Goethe insisted the ratios of brightness of different colors are “yellow: orange: red: violet: blue: green = 9:8:6:3:4:6”. Then, the ratios of area of different colors for congruency were “yellow: orange: red: violet: blue: green = 3:4:6:9:8:6”, in Itten’s theory. Itten’s theory shows an inverse tendency from the phenomenon of a cute character. According to Itten’s theory, the area of blue must be wider than yellow. However, the theories of Itten and Goethe were based on their intuition. In the present study, a perceptual experiment was conducted to directly measure the ratios of areas of different colors for congruency, to test Itten’s theory. Twelve colors were selected from Itten’s color wheel; yellow, orange, red, violet, blue and green, and 132 pairs of two different colors were prepared. Two adjacent squares were painted in two different colors and 20 participants from the Kanazawa Institute of Technology were requested to adjust the boundary of the two areas to make them most congruent, using the software Illustrator. The results of the experiment showed that the ratios were “yellow: orange: red: violet: blue: green = 5:6:5:6:7:6”. The ratio of 5:7 for yellow and blue colors were smaller than Itten’s theory, but the tendency was consistent with Itten’s theory. To conclude, the phenomenon observed in cute characters in Japanese content could not be illustrated by the ratio of areas of the complementary colors of yellow and blue. The phenomenon may be explained rather by the cultural effects where Japanese people admired Western people with blond hair and blue eyes.

Masato Chiba, Masashi Yamada
Open Access
Article
Conference Proceedings

A Statistical Analysis of History of Japanese Light Novels

In recent years, cool Japan anime, video games and manga have been recognized as important export-oriented merchandise in Japan. Another recent Japanese genre is light novels. Light novels are one of the genres of novels and construct a part of recent Japanese pop culture. In Japan recently, the anime, manga and live-action films have been adapted from the original light novels. Light novels were chiefly read by high and junior-high school student previously, but the range of the readers has been expanding widely in recent years. However, light novels have not been statistically studied yet. In the present study, 533 titles of popular light novels published in 2004-2020 were investigated to clarify the trends in the genre.Numbers were counted for each of 129 items, data of published year, publisher, label, platform first appeared on, length of time from the first publication to the release of the anime adaptation, length of time from the first publication to the manga adaptation and so on for each year. And a 17 x 129 cross-tabulation table was constructed. Then it was analyzed by correspondence analysis and cluster analysis.The results of the correspondence analysis showed a three-dimensional solution with a cumulative contribution ratio of 64 %. Each year was plotted on the three-dimensional space, then cluster analysis was performed on the plots with Ward’s method. The results of the cluster analysis showed that the plots could be divided into four periods; 2004-005, 2006-2015, 2016-2017 and 2018-2020.The results showed that KADOKAWA’s labels were popular between 2004 and 2014, but the other publishers’ labels which collect novels appearing in individuals’ private home pages or posted on web-sites became popular in recent years. The most important part of the business strategy of light novels is mass-production, which means a large number of works and writers are needed. As such, it stands to reason that internet novel submission sites have become an important source for publishers.The results also showed that it only took one or two years to produce anime for many titles between 2006 and 2014, but in recent years, the period of time has increased to four years and the number of cases where no anime was produced has also increased. Additionally, manga based on the light novels tends to be published within one year. This suggests that the center of the multimedia strategy of light novels has shifted from anime to manga. Since the mid-2010s, tablet devices and e-comics applications have rapidly developed. This has enabled publishers to rapidly produce and publish manga based on the original light novels. Moreover, it now takes longer to produce anime, because the quality of frames and productions costs have increased. Therefore, anime studios tend to select an original work of light novel carefully, observing the sales of the e-manga adaptation.

Sho Hasegawa, Masashi Yamada
Open Access
Article
Conference Proceedings

The Evaluation Method of Cruise Ship Exterior Styling Imagery Based on Kansei Engineering and Analytic Hierarchy Process

In order to solve the matching problem between the acquisition of modeling features during the cruise ship design process and the cognition of the cruise ship exterior styling imagery after the design is completed, and to assist the designer in making a reasonable selection of the design scheme through styling imagery evaluation, the research group of this paper proposes a cruise ship exterior styling imagery evaluation method based on Kansei Engineering (KE) and analytic hierarchy process (AHP). The semantic vocabulary of the cruise ship exterior imagery is quantified and analyzed by using the methods of semantic difference (SD) and AHP, and the index system that affects the evaluation of the styling imagery is established. The weight of each evaluation index is calculated by constructing the judgment matrix, and the comprehensive ranking is carried out. Combined with the weights of the evaluation indexes of each level in the judgment matrix, the image fuzzy comprehensive evaluation matrix of cruise ship exterior styling is established to evaluate the four cruise ship exterior styling imagery design schemes designed by the members of the research group, and finally, the best image design scheme of cruise ship exterior styling is obtained. This method reduces the subjective factors in the evaluation process as much as possible and can provide an effective reference for the evaluation of the cruise ship exterior styling imagery design scheme.

Jiefeng Lu, Jie Jiang, Mengying Tang, Li Zhang
Open Access
Article
Conference Proceedings

Color combination of information display interface based on Kansei Engineering and paired comparison experiment

Through the color extraction and perceptual semantic extraction of text disply, this paper puts forward the design elements and guidelines of text information display in public environment. Taking the design of information display in railway station as an example, the relationship model between perceptual semantics and color was established. In this study, the preference selection experiment proposed by Thurstone in psychology was combined with LCJ method and SD method of Kansei Engineering, and the Kansei Engineering evaluation of samples in multiple perceptual dimensions was carried out. The perceptual dimensions were reduced by factor analysis, and the evaluation system architecture of information display was obtained. Then, the paired comparison method was used to evaluate samples in two perceptual dimensions of clarity and pleasure, and the color design elements of public area information display was extracted and summarized. The correlation between perceptual image cognition and sample characteristics was established by regression analysis. Finally, we found that the blue background condition has better performance on the whole, while the text color has great differences in different perceptual cognition, which provides reference for the design of information display interface under different perceptual requirements.

Lin Sheng, Zhenyu Gu, An Zhang
Open Access
Article
Conference Proceedings