Ayako Hashizume

Ayako Hashizume
Tokyo Metropolitan University | TMU · Department of Management Systems Engineering

About

42
Publications
7,961
Reads
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115
Citations
Citations since 2016
21 Research Items
85 Citations
2016201720182019202020212022051015
2016201720182019202020212022051015
2016201720182019202020212022051015
2016201720182019202020212022051015

Publications

Publications (42)
Chapter
Usability and UX are the concepts that represent the amount to what extent the interaction with the artifact, i.e. products and services, is meaningful and satisfying to the human user while the automation is one aspect of the human artifact interaction. The concept of usability was first defined by Shackel in 1991 as the extent of successfulness o...
Chapter
Based on the notion of quality characteristics in design and quality characteristics in use in terms of the UX for products and services, authors tried to apply the ERM that was originally developed for measuring (and evaluating) the UX to the new field “social aspects of everyday life” based on the idea that the UX is just a part of the total expe...
Conference Paper
The goal of the service activity is to give customers a positive impression on their experiences. Recently, the service quality is discussed in the context of the “user experience”. But it should be noted that the quality of service experience is different from that of user experience for the product in terms of its intangibility, inseparability of...
Chapter
Today, most democratic countries adopt the election system based on the notion of “one vote for one voter”. The winner will be determined by the total number of votes that s/he obtained. But will it be the optimal voting method considering the occurrence of the cracked vote? If there are two opposite sides and there are only two candidates one for...
Chapter
In Japan, “Kawaii” is frequently used in various situations mainly by young female. Corresponding English word “Cute” that is pronounced as “Kyuuto” is also used in daily conversation. Our study compared the denotation of both words by applying the free association method, thus clarified the semantic commonality and the difference. The result of su...
Chapter
Experience Recollection Method (ERM) was announced at HCII 2018 conference by the author and is a research method for the UX (User Experience) that evaluates the contents and degrees of UX. It is a memory-based measurement method for the UX where the informants are asked about the content and degree of episodes concerning the use of targeted artifa...
Chapter
The notion of kawaii (cuteness in the context of Japanese culture) is ubiquitous in Japan and ranges from Hello Kitty products to road signs to posters created by the Japanese government, to name just a few examples. Japanese products, which are used globally, are consciously tailored to accommodate widely preferred cuteness. Therefore, when design...
Chapter
Japanese products and pop culture, such as Hello Kitty, Pokemon, J-pop, and Anime, have gained global popularity, including in the United States. As a result, Japanese Kawaii (cute) design has also spread. It is not clear, however, how American perceptions of Kawaii compare to Japanese perceptions. In previous work by the third and fourth authors,...
Chapter
Conceptual frameworks that describe the concept of satisfaction on the timeline were analyze. Because the satisfaction can be considered as the same with the notion of utility in economics, we included the theory of Bentham and Kahneman for comparison. Based on the critical consideration, it shows that it is not easy to explain or predict the curre...
Chapter
Cuteness in Chinese is written as 可爱 (kě ài), which literally means “worth loving.” In this chapter, we first review the evolution of the meaning of cuteness in Chinese literature. Then, we present the conventional Chinese style of cuteness in visual design, followed by the three movements (i.e., kawaii culture, Moe culture, and Baozou phenomenon)...
Chapter
The following interview with Wentao Wang, Senior User-Experience Designer at Baidu, Beijing, China (see Fig. 6.1) occurred via Skype on 22 November 2015 by book co-author Prof. Xiaojuan Ma, Assistant Professor, HCI Program, Department of Computer Science and Engineering, University of Science and Technology, Hong Kong, China.
Chapter
Full-text available
In this chapter, the Japanese word “kawaii will be discussed instead of “cute” because the Japanese do not use the English word “cuteness” or “cute” in their conversation or in written form and “kawaii” is the closest word to “cute.”
Chapter
Cuteness relates to many of the product–service development topics mentioned in other chapters. We proposed a simplified definition of cuteness: a characteristic of a product, person, thing, or context that makes it appealing, charming, funny, desirable, often endearing, memorable, and/or (usually) nonthreatening. As one can note from the other cha...
Chapter
We conducted an interview with Ms. Yuko Yamaguchi, the third designer to be responsible for Hello Kitty, asking about her approach to “cuteness” regarding the world-famous character design of Hello Kitty.
Conference Paper
Kawaii is a Japanese word meaning cute or pretty. Authors classified this concept into three categories, i.e. the psycho-physical Kawaii, cultural Kawaii and generic Kawaii. Kawaii, especially the cultural Kawaii, could be regarded typical to the female in Japan. But the psycho-physical Kawaii and generic Kawaii may be shared by both of male and fe...
Chapter
While authors surveyed the use of chopsticks, they found that there are different types of norms regarding the good/bad use of chopsticks. Japanese culture has created a set of rules on good manners and bad manners for using them. Good manners are DOs for the manner of using them to appear as smooth and beautiful in a similar way as the hand motion...
Book
This state of the art monograph presents a unique introduction to thinking about cuteness and its incorporation into modern, especially computer-based, products and services. Cuteness is defined and explored in relation to user-centered design concepts and methods, in addition to considering the history of cuteness and cuteness in other cultures, e...
Conference Paper
This paper reports on the overview of the research field of Kansei Engineering that originated in Japan. The paper traces back the history of the word “Kansei” and reviews its current use as an indigenous academic term specific to Japan and some Asian countries. The field of Kansei Engineering will be explained and its implication for the internati...
Conference Paper
UX graph (Kurosu 2015) is a revised version of UX curve (Kujala et al. 2011) in which the emphasis is not on the curve itself but on the episodes that constitute the graph, hence the graph will be drawn after plotting each episodic events. Furthermore, UX graph expands its temporal scope by including the expectation before purchase and the anticipa...
Article
Full-text available
Heart rate variability (HRV) is known to represent the activity of the autonomic nervous system and is used as a measure for stress levels. Generally, HRV is calculated from the heart rate or the pulse wave using an electrocardiogram (ECG) that is physically-taxing. However, for those with psychological strains and disorders, a handy device that ca...
Conference Paper
It is often said that there is an age difference in the use of ICT devices such as cell phones and smartphones, but the empirical evidences are rare regarding the details of the literacy and the use of such devices. The usability and satisfaction of such devices and applications are important for users. In this paper, authors focus on the factors i...
Conference Paper
In this paper, we introduce a method for utilizing qualitative investigation in the development of artifacts. In particular, we discuss ethnography principles that developers and designers need to learn in order to improve artifact quality and user experience in accordance with the principles of human-centered design (HCD). The objective of ethnogr...
Conference Paper
Current techniques for usability evaluation are costly, timeconsuming, subjective, and often require operation logs, which are difficult to obtain from electrical products. To overcome these limitations, we developed a usability evaluation method that is applicable for various types of interfaces and involves extracting the video-recorded fingertip...
Article
People have started to use ICT(Information and Communication Technology) devices to acieve various goals in many situations. But a gap still exsists between high end users and low end users that is related to their demographic group. One of the important traits is the generation or the age group. Authors conducted field research by the contextual i...
Article
In this paper, we focus on social isolation among elderly people to better understand the reality of their lives, and analyze the relationship between the factors behind changes in the family structures of the elderly and their social isolation, and changes in modern communities. We also investigate new forms of communication aimed at improving the...
Conference Paper
The concept of Kansei/Affective value creation is an essential tool for the decision making, for example, in the field of marketing. The main purpose of this paper is to discuss the viewpoint of Kansei engineering on decision making. It is shown that the Kansei/Affective information provides an important role for the decision making. Some illustrat...
Article
The purpose of this paper is to discuss the relation between interactivity and the degree of KAWAII for characters. It is also our problems that whence comes the 'KAWAII, fun' or 'amiability' of a 'character'? It is shown that we propose the visual communication model from the Shannon and Weaver process model of communication, and the interaction e...
Conference Paper
The purpose of this paper is to discuss an interactivity and fun of characters. It is also our problems that whence comes the 'fun' or 'amiability' of a 'character'? In this paper, we describe some popular characters and their notable features, and then discuss their interactivity, arguing first that decisive elements of the interactivity of a char...
Conference Paper
As a representative device of ICT-related devices and systems, authors selected the mobile phone for our research. Authors started their analysis from the questionnaire research roughly focusing on the use of mobile phone. As a result, it was revealed that the elderly people have low literacy for using the mobile phone compared to the young people....
Chapter
Kansei engineering originally evolved as a way to “introduce human ‘Kansei’ into manufacturing.” The recent trend indicates that the development of Kansei engineering is expanding beyond manufacture and design and is widening into relevant fields, creating one of the most conspicuous features of Kansei engineering. This trend can also be felt by pr...
Article
This paper emphasizes the necessity for Kansei communication in the ageing society. It is important for the Kansei communication to give birth to the empathy. Important elements that give birth to the Kansei communication are the non-verbal communication and the interpersonal distance with good feelings. There is a possibility of promoting the use...
Conference Paper
In this paper, authors focused on the use of the cell phone by senior people living in the urban area and the rural area in Japan. The result of the questionnaire research showed that there are differences in the use of the cell phone and other communication media between two areas. These differences are related to the difference in the life patter...
Conference Paper
Authors focused on the use of the cell phone by senior people and young people living in the urban area and the rural area in Japan and in the US. The result of the questionnaire research showed that there are differences in the use of the cell phone and other communication media depending on the situation. These differences are related to the dif...
Article
In this paper, authors focused on the use of the cell phone by senior people living in the urban area and the rural area in Japan. The result of the questionnaire research showed that there are differences in the use of the cell phone, especially with regard to the competence between two areas. The result showed that senior people living in the rur...
Conference Paper
The use of communication media including the land line, the cell phone, the letter, the telegram, the cell phone mail, the PC mail, asking somebody to convey the message, and the face-to-face meeting was analyzed in accordance with the situation comparing senior users and young users. Senior users showed the tendency to stick to the old media such...
Conference Paper
This paper deals with the issue of the working memory load in relation to the multi-window system and explains the reason why multi-window and multi-monitor systems are better for the window operation in accordance to the structure and the function of the working memory. In the last part of this paper, a model revised from Card, Moran and Newell is...
Article
Full-text available
For the purpose of obtaining the real situational information about the use of the cell phone by senior people, the questionnaire research focusing on calling operations and mailing operations was conducted for 63 senior people and 68 young people. The result showed that senior people have less knowledge and less motivation for solving problems by...

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Projects

Projects (3)
Project
improving the quality of life of ordinal people as a member of a society (including nation, local area, academic society, family, etc), as a user, as an individual, as a human being, as a living thing, ...