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April 29th @ NTUST
Self Portrait

-   was born in Taipei, Taiwan.
-   3 years experience in Marketing and Design Communication in IT company
-   entered to Graduate School of Industrial Design, Cheng-Kung University, Tainan, Taiwan.
-   entered to Ph.D. Programme, Division of Design Science, Chiba University, Chiba, Japan
Self Portrait

-   was born in Taipei, Taiwan.
-   3 years experience in Marketing and Design Communication in IT company
-   entered to Graduate School of Industrial Design, Cheng-Kung University, Tainan, Taiwan.
-   entered to Ph.D. Programme, Division of Design Science, Chiba University, Chiba, Japan

- member of IxDesignLab Taiwan, largest interest group of interaction design with
    overseas chinese.
- coordinator in workshops of Interaction Jam! Workshop, Renaissance with Nature
    workshop, and so on.
- main arrangement of CHOTERIE, presented works in Tokyo Designers Week, 2010
- Post-doc researcher in Quanta Research Institute, Now
About Chiba University




                         40 mins
         60 mins
Topics

Introductions
Designing Kansei for Interaction

Case study: several design research via Kansei
Reflection
What is interaction?
Human-Machine Interaction
                   Since 1950
                     Control panel
                           NASA
Computer-Human Interaction
                             Since 1960
                Artificial Intelligence
                         Cybernetics
                          Ubiquitous
Human-Computer Interaction
                    Since 1970
                     Cognition
                     Perception
                      Adaptive
Social Interaction
                                             Since 1980
                        Distance workspace
Computer-supported cooperative work(CSCW)
                   Collaborative computing
Physical Interaction
                                      Since 1990

Tangible and embedded interactions
                   Affective Haptic
               Perceptual Interface
Primitive model in
interaction design/designing interactions




          User                      Object
Primitive model in
interaction design/designing interactions



                        Action




          User         Sensation    Object


                     Experience
Interaction Design   /   Designing Interaction
Theoretical              Empirical
Interaction Design                       /   Designing Interaction
Theoretical                                  Empirical



Interdisciplinary study
- process-based engineering approach


Types of interface
- graphic user interface (GUI)
- tangible user interface (TUI)... etc


Action-based
- usability engineering
- efficiency
Interaction Design                       /   Designing Interaction
Theoretical                                  Empirical



Interdisciplinary study                      Multi-disciplinary study
- process-based engineering approach         - respect to nature


Types of interface                           Located
- graphic user interface (GUI)               - physical object
- tangible user interface (TUI)... etc       - ambient environment


Action-based                                 Sensation-based
- usability engineering                      - affective
- efficiency                                  - emotional
                                             - reflection
Designing Kansei for Interaction
Empirical



Multi-disciplinary study
- respect to nature
                                   Kansei ?
Allocations
- Tangible object
- Ambient environment


Sensation-based
- affective
- emotional
- reflection
What is Kansei?
Henri Cartier-Bresson -
Gare Saint-Lazare,
1932
,   , 1989
Le Corbusier, Le Corbusier Sofa LC3, 1928
Kansei = Pure Experience
Kansei Approaches
questions to achieve “Pure Experience”

How to produce pure experience?



What is pure experience?



Being pure experience?
Kansei Approaches
questions to achieve “Pure Experience”

Kansei Engineering
Extract from human cognitive mind, constructive, emotional allocation
Focused on cognition mapping from shape, obstacle, style, and form
Visual sensory input



Kansei Science
Understanding kansei (what)
As direct as possible, based on scientific approach.
For applicative purpose



Kansei Design
Involve designer’s kansei(what)
Develop kansei design skills
Engage to user’s kansei
Designing Kansei for Interaction
Empirical



Multi-disciplinary study   Physiology, Psycho-sociology, Psychology
- respect to nature


Allocations                Mind & Soul,
- Tangible object
- Ambient environment


Sensation-based            sensory-audience driven activity, subjective
                           sensation, passive perception
- affective
- emotional
- reflection
                                                              Kansei !
Case Study


CirculaFloor/Beacon/COLOLO
DEVELOPING SENSORY FUNCTION:
TRANSFER HUMAN SENSES FROM CONTEXTUAL PERCEPTION




Tung Jen TSAI (a), Pierre LEVY (b), Kenta ONO(c) and Makoto WATANABE(c)

(a) Division of Design Science, Chiba University, Japan
(b) Eindhoven University of Technology, Nehterlands
(c) Faculty of Engineering, Division of Design Science, Chiba University, Japan
1    INTRODUCTION
•   Dualism in traditional interaction design:




                                    Digital Input
                   -----
                                                                  Digital output




           Computer                            Hyper space                              Human
            Interactive system                      Interaction                    Human cognitive actions



    *computer-supported collaborative work
1   INTRODUCTION
•   Context for implicit interaction:



                                Digital input/output             Analogue input/output
        -----

                        -----




                -----




Computing Machine Interaction                                                Human Senses
Anyplace, anywhere, any-person                         Context               Human actions or activities
1   INTRODUCTION
• Objectives:

  • Describe    the integration form contextual environment as
     stimuli to human perception.

  • Comprehensive     the sensorimotor in transfer nature

  •A    process to extract contextual perception by nature of
     transfer functions.

  • Design   an application for reflection
2   STATE OF ART


• Context   in computing

 • CSCW: Communicative       space in contextual environment

 • Tangible: Meaningful, implicit   interactions

 • From “how” to “why”?
2   STATE OF ART

• Approaches   in design for support contextual communications

 • Culture   probe [16], rooted from “social affordance”

 • Context   mapping[17], incentive communicational exploration

 • Sensory   Function, define as the transfer functions from
     contextual stimuli to perception.
2   STATE OF ART

       Input                         Perception   Output

     tacit interaction
                                     Contextual   Tacit Knowing
                                     perception
     Context

                      sensorimotor     Stimuli

         Visual
                                     Visual       Images
    optical signals
                                     perception
2   STATE OF ART

    The theoretical nature of contextual perception

             Sense the implicit interaction

        Transfer from stimuli via sensorimotor

              Dynamic with open-system
3   METHOD



Observation             Interpretation             Analysis                 Prototype



              Context                    Cluster              Sensory Function          Reflection
4   RESULT: OBSERVATION



               What is the situation?                        Who are the actors?
      - embedded situation in spatial environment        - human actors / artifical actors




                                               Context
4   RESULT: INTERPRETATION

                                                 Object
                                                 a) coffee cup
                                                 b) table
                                                 c) cash register
                                                                       sensory
                        Senses                   d) menu
                                                                       organs
                        a) sight
                                                                       a) eyes
                        b) hearing
                                                                       b) hands
             Clusters   c) taste
                                                                       c) ears
                        d) smell
                                                                       d) nose
                        e) touch
                                                                       e) mouth


                                     Drinks                  Spatial
                                     a) coffee               a) room
                                     b) macha                b) counter
                                     c) latte
                                     d) tea




                                                 Stimuli
4   RESULT: ANALYSIS
    FS 11: the ordering process should provide a counter that waiter can using
    their hands (touch) on the cash register.


                                                          Object
                                            FS 11
                                                          a) coffee cup
                                                          b) table
                                                          c) cash register
                                                                                sensory
                                 Senses                   d) menu
                                                                                organs
                                 a) sight
                                                                                a) eyes
                                 b) hearing
                                                                                b) hands
                                 c) taste
                                                                                c) ears
                                 d) smell
                                                                                d) nose
                                 e) touch
                                                                                e) mouth


                                              Drinks                  Spatial
                                              a) coffee               a) room
                                              b) macha                b) counter
                                              c) latte
                                              d) tea




                                                          Stimuli
4   RESULT: ANALYSIS
    FS 9: the ordering process should provide coffee cups for coffee drinker in
    seeing (eyes) the drinks to be filled with.


                                                          Object
                                                          a) coffee cup
                                                          b) table
                                                          c) cash register
                                                                                sensory
                                 Senses                   d) menu
                                                                                organs
                                 a) sight
                                                                                a) eyes
                                 b) hearing
                                                                                b) hands
                                 c) taste
                                                                                c) ears
                                 d) smell
                                                                                d) nose
                                 e) touch
                                                                                e) mouth


                                              Drinks                  Spatial
                                              a) coffee               a) room
                                              b) macha                b) counter
                                              c) latte
                                              d) tea




                                                          Stimuli
4   RESULT: PROTOTYPE
                                                    “clink! (water drop)”




    (1)               (2)




    FS 7, 9, 10, 11     FS 11, 15   FS 2, 7   FS 3, 4           FS 6, 8, 11
4   RESULT: REFLECTION
4   RESULT: REFLECTION


                    Control Group          Experimental Group
                   (with explanation)     (without explanation)



     Accuracy         •   Finger-for-volume
                      •   Tap-for-sugar
                      •   Twist-for-temperature
                      •   Push-for-strongness
    Satisfaction      •   Chip-for-variation
4      RESULT: REFLECTION
         Point-for-Volume
                        0%                    46.9%                                       25.0% 28%                                40.6

            Tap-for-Sugar                    43.8%                                  21.9% 31%                          3.1%
                                                                                                                                   43.8

    Twist-for-Temperature                                            90.6%                                        3.1% 3%
                                                                                                                       3.1%
                                                                                                                                   90.6

      Push-for-Strongness                   40.6%                       12.5% 38%                                      9.4%
                                                                                                                                   40.6

        Chip-for-Variation
                         0%                                           93.8%                                            3%
                                                                                                                       3.1%
                                                                                                                                   93.8
                              0                     0                        1                    1                           1



                                  Correct   Noise       Not notice      Without meaning     Without explanation
                                                                                                                                  Accuracy
4   RESULT: REFLECTION

       5




       4




       3




       2




       1



Accuracy     40.6             43.8                90.6                  40.6                   93.8
       0
           Point-for-Volume   Tap-for-Sugar   Twist-for-Temperature   Push-for-Strongness   Chip-for-Variation   Total




                                                                            Satisfaction                             With explanation
                                                                                                                     Without explanation
5    CONCLUSION&DISCUSSION
• Manifest   in sensory functions

• The   functionality of sensory functions

 • situated   actions that combines perceptual “images”

 • embedded    with dynamic properties in contextual
     environment.

•A   further discussion in contextual perception with visual input.

 • Intentions   that transform from contextual perception

 • Quality    in design interaction human perceptual actions
Reflections


Personal Kansei in mini-seconds, and how to
exploit collective Kansei?

Sensory-forced function which can be embedded
into any physical object, virtual machine,
material, intelligent space.

Transferring Kansei through interaction
Thanks, and question?




   tungjentsai@gmail.com
  @tungjentsai

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Designing Kansei Experience For Interaction

  • 1. April 29th @ NTUST
  • 2. Self Portrait - was born in Taipei, Taiwan. - 3 years experience in Marketing and Design Communication in IT company - entered to Graduate School of Industrial Design, Cheng-Kung University, Tainan, Taiwan. - entered to Ph.D. Programme, Division of Design Science, Chiba University, Chiba, Japan
  • 3. Self Portrait - was born in Taipei, Taiwan. - 3 years experience in Marketing and Design Communication in IT company - entered to Graduate School of Industrial Design, Cheng-Kung University, Tainan, Taiwan. - entered to Ph.D. Programme, Division of Design Science, Chiba University, Chiba, Japan - member of IxDesignLab Taiwan, largest interest group of interaction design with overseas chinese. - coordinator in workshops of Interaction Jam! Workshop, Renaissance with Nature workshop, and so on. - main arrangement of CHOTERIE, presented works in Tokyo Designers Week, 2010 - Post-doc researcher in Quanta Research Institute, Now
  • 4. About Chiba University 40 mins 60 mins
  • 5. Topics Introductions Designing Kansei for Interaction Case study: several design research via Kansei Reflection
  • 7. Human-Machine Interaction Since 1950 Control panel NASA
  • 8. Computer-Human Interaction Since 1960 Artificial Intelligence Cybernetics Ubiquitous
  • 9. Human-Computer Interaction Since 1970 Cognition Perception Adaptive
  • 10. Social Interaction Since 1980 Distance workspace Computer-supported cooperative work(CSCW) Collaborative computing
  • 11. Physical Interaction Since 1990 Tangible and embedded interactions Affective Haptic Perceptual Interface
  • 12. Primitive model in interaction design/designing interactions User Object
  • 13. Primitive model in interaction design/designing interactions Action User Sensation Object Experience
  • 14. Interaction Design / Designing Interaction Theoretical Empirical
  • 15. Interaction Design / Designing Interaction Theoretical Empirical Interdisciplinary study - process-based engineering approach Types of interface - graphic user interface (GUI) - tangible user interface (TUI)... etc Action-based - usability engineering - efficiency
  • 16. Interaction Design / Designing Interaction Theoretical Empirical Interdisciplinary study Multi-disciplinary study - process-based engineering approach - respect to nature Types of interface Located - graphic user interface (GUI) - physical object - tangible user interface (TUI)... etc - ambient environment Action-based Sensation-based - usability engineering - affective - efficiency - emotional - reflection
  • 17. Designing Kansei for Interaction Empirical Multi-disciplinary study - respect to nature Kansei ? Allocations - Tangible object - Ambient environment Sensation-based - affective - emotional - reflection
  • 19. Henri Cartier-Bresson - Gare Saint-Lazare, 1932
  • 20. , , 1989
  • 21. Le Corbusier, Le Corbusier Sofa LC3, 1928
  • 22. Kansei = Pure Experience
  • 23. Kansei Approaches questions to achieve “Pure Experience” How to produce pure experience? What is pure experience? Being pure experience?
  • 24. Kansei Approaches questions to achieve “Pure Experience” Kansei Engineering Extract from human cognitive mind, constructive, emotional allocation Focused on cognition mapping from shape, obstacle, style, and form Visual sensory input Kansei Science Understanding kansei (what) As direct as possible, based on scientific approach. For applicative purpose Kansei Design Involve designer’s kansei(what) Develop kansei design skills Engage to user’s kansei
  • 25. Designing Kansei for Interaction Empirical Multi-disciplinary study Physiology, Psycho-sociology, Psychology - respect to nature Allocations Mind & Soul, - Tangible object - Ambient environment Sensation-based sensory-audience driven activity, subjective sensation, passive perception - affective - emotional - reflection Kansei !
  • 27. DEVELOPING SENSORY FUNCTION: TRANSFER HUMAN SENSES FROM CONTEXTUAL PERCEPTION Tung Jen TSAI (a), Pierre LEVY (b), Kenta ONO(c) and Makoto WATANABE(c) (a) Division of Design Science, Chiba University, Japan (b) Eindhoven University of Technology, Nehterlands (c) Faculty of Engineering, Division of Design Science, Chiba University, Japan
  • 28. 1 INTRODUCTION • Dualism in traditional interaction design: Digital Input ----- Digital output Computer Hyper space Human Interactive system Interaction Human cognitive actions *computer-supported collaborative work
  • 29. 1 INTRODUCTION • Context for implicit interaction: Digital input/output Analogue input/output ----- ----- ----- Computing Machine Interaction Human Senses Anyplace, anywhere, any-person Context Human actions or activities
  • 30. 1 INTRODUCTION • Objectives: • Describe the integration form contextual environment as stimuli to human perception. • Comprehensive the sensorimotor in transfer nature •A process to extract contextual perception by nature of transfer functions. • Design an application for reflection
  • 31. 2 STATE OF ART • Context in computing • CSCW: Communicative space in contextual environment • Tangible: Meaningful, implicit interactions • From “how” to “why”?
  • 32. 2 STATE OF ART • Approaches in design for support contextual communications • Culture probe [16], rooted from “social affordance” • Context mapping[17], incentive communicational exploration • Sensory Function, define as the transfer functions from contextual stimuli to perception.
  • 33. 2 STATE OF ART Input Perception Output tacit interaction Contextual Tacit Knowing perception Context sensorimotor Stimuli Visual Visual Images optical signals perception
  • 34. 2 STATE OF ART The theoretical nature of contextual perception Sense the implicit interaction Transfer from stimuli via sensorimotor Dynamic with open-system
  • 35. 3 METHOD Observation Interpretation Analysis Prototype Context Cluster Sensory Function Reflection
  • 36. 4 RESULT: OBSERVATION What is the situation? Who are the actors? - embedded situation in spatial environment - human actors / artifical actors Context
  • 37. 4 RESULT: INTERPRETATION Object a) coffee cup b) table c) cash register sensory Senses d) menu organs a) sight a) eyes b) hearing b) hands Clusters c) taste c) ears d) smell d) nose e) touch e) mouth Drinks Spatial a) coffee a) room b) macha b) counter c) latte d) tea Stimuli
  • 38. 4 RESULT: ANALYSIS FS 11: the ordering process should provide a counter that waiter can using their hands (touch) on the cash register. Object FS 11 a) coffee cup b) table c) cash register sensory Senses d) menu organs a) sight a) eyes b) hearing b) hands c) taste c) ears d) smell d) nose e) touch e) mouth Drinks Spatial a) coffee a) room b) macha b) counter c) latte d) tea Stimuli
  • 39. 4 RESULT: ANALYSIS FS 9: the ordering process should provide coffee cups for coffee drinker in seeing (eyes) the drinks to be filled with. Object a) coffee cup b) table c) cash register sensory Senses d) menu organs a) sight a) eyes b) hearing b) hands c) taste c) ears d) smell d) nose e) touch e) mouth Drinks Spatial a) coffee a) room b) macha b) counter c) latte d) tea Stimuli
  • 40. 4 RESULT: PROTOTYPE “clink! (water drop)” (1) (2) FS 7, 9, 10, 11 FS 11, 15 FS 2, 7 FS 3, 4 FS 6, 8, 11
  • 41. 4 RESULT: REFLECTION
  • 42. 4 RESULT: REFLECTION Control Group Experimental Group (with explanation) (without explanation) Accuracy • Finger-for-volume • Tap-for-sugar • Twist-for-temperature • Push-for-strongness Satisfaction • Chip-for-variation
  • 43. 4 RESULT: REFLECTION Point-for-Volume 0% 46.9% 25.0% 28% 40.6 Tap-for-Sugar 43.8% 21.9% 31% 3.1% 43.8 Twist-for-Temperature 90.6% 3.1% 3% 3.1% 90.6 Push-for-Strongness 40.6% 12.5% 38% 9.4% 40.6 Chip-for-Variation 0% 93.8% 3% 3.1% 93.8 0 0 1 1 1 Correct Noise Not notice Without meaning Without explanation Accuracy
  • 44. 4 RESULT: REFLECTION 5 4 3 2 1 Accuracy 40.6 43.8 90.6 40.6 93.8 0 Point-for-Volume Tap-for-Sugar Twist-for-Temperature Push-for-Strongness Chip-for-Variation Total Satisfaction With explanation Without explanation
  • 45. 5 CONCLUSION&DISCUSSION • Manifest in sensory functions • The functionality of sensory functions • situated actions that combines perceptual “images” • embedded with dynamic properties in contextual environment. •A further discussion in contextual perception with visual input. • Intentions that transform from contextual perception • Quality in design interaction human perceptual actions
  • 46. Reflections Personal Kansei in mini-seconds, and how to exploit collective Kansei? Sensory-forced function which can be embedded into any physical object, virtual machine, material, intelligent space. Transferring Kansei through interaction
  • 47. Thanks, and question? tungjentsai@gmail.com @tungjentsai

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