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
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
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
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
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