This study explores the characteristics of collaboration between people with Japanese value orientation in co-design workshops. We define co-design as an approach where designers collaborate with non-designers to design new products or services. This research investigates the effect of culture and value orientation on co-design between designers and non-designers in a Japanese context. Through interviews with four professional designers, we identified that the participation of Japanese non-designers in a co-design workshop might be hindered by the presence of an expert, who is perceived as a person in a higher social position. With 20 subjects, we experimentally investigated the impact of power distance on collaboration. European and Japanese groups of non-designers generated and discussed ideas in two conditions-with or without a professional designer in the group. Through behaviour and speech analysis, we assessed the quality of collaboration within the group. Depending on their power distance score, the contributions of participants were affected differently by the presence of a professional designer. Unlike in the European groups, the presence of a designer in a Japanese group created a hierarchical structure that hindered the participation of non-designers. This work is expected to support the development of co-design methods adapted to their cultural contexts.
Co-design approaches invite users in the early phases of design process for designing new products or services, which helps collecting users' Kansei data. As users are not formally trained as designer, tools and techniques have been proposed to help users to be creative in co-design. However, hierarchical structure in design teams has negative impacts on quality of collaboration in co-design. In this paper, as a step for employing co-design approach to collect users' Kansei values, we developed new tools for idea generation and selection. Anonymity was expected to help the participants to freely express their thought. The tools were assessed in a lab-based experiment with sixteen Japanese subjects. Findings show that anonymity leads to higher both objective and perceived creativity in idea generation and increases critical discussion and participants' perceived performance in idea selection. These findings have the potential to be used in developing tools for design practice.
This study proposes and verifies bipolar electrostatic grippers stacking 3D-printed-layered modules consisting of arrays of elastically deformable bipolar beams. The influence of the mechanical compliance of grippers on the attractive force that it generates is clarified by comparing two types of modules having either high or low mechanical compliances. Experiments measured the attractive force of the gripper and demonstrated the pick-and-place performance of a thin film. The results show that mechanical compliance plays an important role in mitigating the attractive force decrease in stacking modules. The grippers’ ability for thin film handling is demonstrated by observing pick-and-place behaviours of the proposed bipolar electrostatic grippers.
This study aims at developing a new user research method that uses IoT sensors embedded at users' homes to enable users to recall their memories. The proposed method was evaluated by experiments where four participants individually created user journey maps with quantity data that was collected for seven days. The results showed that IoT sensor data increased the quantity, clarity, and accuracy of recalled memories. This study argues that IoT sensors can be an effective approach to increasing user research quality by triggering users' memories without interfering with users' ordinary lives.
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