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Affective Lab by Mind Map: Affective Lab
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Affective Lab

Management

Relationship Management

Marketing

Creativity

Place

Company Management

Human

Elderly

Physiology

Personality

Solo

Design

Proposal of a Framework to Design/Evaluate User Experience

User experience is a concept that goes beyond pragmatic aspects, and getting focused recent years to give users joy, pleasure, or something else than pragmatic qualities. Although many researches have been done in order to design or capture user experience, it is still difficult to do so. The purpose of this study is to propose a framework to design and/or evaluate user experience. The framework can be used by not only expert, and can capture two factors: expectation and the user’s activities to design, which were found to be important by literature reviews and brainstorming about “good experiences”. The framework is a principle that can help us to capture broader range of experience to design and users’ expectations by going up and down “three levels of experience” with the keywords “WHY” and “HOW”, and help us to think of “experience to propose”, “the scenario to realize the experience”, and “actual products or services”. This framework was developed through several discussions with expert, and through several group work activities. In order to validate the effectiveness of framework, an experimental investigation was conducted. In the experiment, the outputs by the groups with framework and without framework were compared. Seven evaluators evaluated those outputs. The result showed that the groups with framework came up with ideas that covered broader range of experience, were more practical, and considered flow of the experience than the groups without framework. In addition, discussions with experts were conducted to validate the effectiveness of framework. As a result, it is confirmed that the framework can be also used to evaluate the products or services and can see the possibilities for next design directions. It is also confirmed that thinking about “3 levels”, and the “WHY and HOW” principle are important. Business aspect could be considered in further study, which has not been argued.

A study on similarity judgments in design rights infringement cases

Design has been becoming more and more important for operations of enterprises because of its essential role in establishing their brands and in making their products more valuable and distinguishable. As design strategy becomes crucial, opportunities of exercising design rights increases. However, in general it is difficult to predict the results of design rights infringement litigations, especially for the people who have little expertise. It is because the judgments involve similarity judgments, which depend on various factors including the effectiveness of design rights. In this thesis, two different methods were proposed that estimate the extent of similarity between registered design and accused design in design rights infringement litigations. These methods were based on the prototype theory in cognitive science field and the practical framework of litigation. The first method was to judge the similarity following the pre-established process determining the significant design elements of the registered, the accused, and the publicly known designs. The second method was to quantitatively estimate the similarity based on the distance between the registered design and the accused design located in a two-dimensional space. These proposed methods were validated through an experiment. The result showed that both methods provided high concordance rate with decisions by the court. It implies that the proposed methods provided the ways to predict the similarity decisions by the courts, even for the people with little expertise.

Detection of emotional responses to visual stimuli based on pupil size changes

Recently, advances in technology have made computer and other products multi-functional and small in size. Detection of user emotion might be enable to improve human-computer interaction, novel marketing system that detect human impression of products, new kinds of communication tools, and so on. Purpose of this study is to propose the method to detect emotional responses to the affective stimuli based on pupil size changes. To evoke emotional responses, visual stimuli which varied in valence(positive, negative, neutral) and arousal(high-arousal, low-arousal) were used. Visual stimuli were selected from the International Affective Picture System(IAPS) and the internet web sites. The subjects rated their subjective impression of valence and arousal to the stimuli using 9 point scales. Based on this ratings, visual stimuli were categorized into three valence categories and two arousal categories. Four variables were defined to express the characteristics of pupil size changes while visual stimuli were presented, and relationship between these variables emotional responses in terms of valence and arousal were investigated. Based on these relationships, methods to detect subject’s responses were proposed, and the effectiveness of the proposed methods were validated. The results showed that the changing rate of pupil size and maximum pupil size were significantly larger when negative stimuli were presented compared with when positive and neutral stimuli were presented. All four variables did not show any significant differences between positive other valences, or between arousal levels. The proposed method detects emotional responses when one or more characteristic variables exceed the thresholds. The results showed that negative states could be detected based on the rate of pupil size changes, and maximum pupil size. Combination of the variables was founded to improve accuracy of the detection. The sensitivity of the detection of positive states were not as good as detection of negative emotion when only one variable was use. However combination of the characteristic variables could improve the accuracy to some extent. Emotional responses in terms of arousal and reflective responses could not be detected by the proposed method. It implied that these responses does not appears in pupil changes.

The Effect of Users' Individual Characteristics on the Spending Time in User Experience/ "ユーザの個人特性がユーザ・エクスペリエンスの 時間的変化に与える影響"

Proposal of the Network System for Auditory Information Access Considering the Priority of the Information under the Environment of Plural Sound/ 複数の音が存在する環境において情報の優先順位を考慮した聴覚情報アクセスのためのネットワークシステムの提案

The Research of Product Development Appoach for the Systematization of Perceived Quality and Its Realization/ 感性品質の体系化とその実現のための製品開発アプローチの研究

Technology

Robot

Elderly × Technology

Human-Computer Interaction

Virtual Reality