Takehiko Ohno’s research while affiliated with NTT DATA Corporation and other places

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Publications (18)


Participatory Design to Create Innovative Services Case study on the workshop held in Japan and Denmark
  • Conference Paper
  • Full-text available

December 2012

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244 Reads

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Takehiko Ohno

To create innovative services which satisfy user needs, participatory design approach was adopted. We conducted service design workshops both in Japan and Denmark to see the effectiveness of our design game named "ICT Design Game". ICT Design game is a design method to create future ICT services. As a result of our workshops, the tools of the games, such as pictures and video-clips, helped the participants to understand the user and the technology and to create new service ideas. We also found the differences in the process and the results in spite of fixed and well-defined procedure of the method.

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How to motivate people to use internet at home: Understanding the psychology of non-active users

August 2012

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94 Reads

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5 Citations

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Takehiko Ohno

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Ai Nakane

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Although many Internet services exist that can raise our quality of life, there are still many non-active users who cannot fully enjoy the convenience of the Internet and its potential even when they have computers in the home. To deeply understand this failure to use the Internet, we conducted a field study, and arrived at an integrated model depicting the psychology of active/non-active computer users. Our model enables us to understand the psychology of the users and the external factors affecting them and sheds light on how non-active users are stuck in a negative loop. Users that received a support service designed on our model dramatically changed their attitude and started to use the service actively.


Figure 1. Screen shot of MeetingPlaza. 
Figure 3.The logistics of the experiment.
Figure 5. Boxplots for questionnaire responses. 
Figure 6. Usability/acceptability change
Figure 7. High/low intelligence malleability belief and usability/acceptability judgment
Psychology of user experience in a collaborative video-conference system

February 2012

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592 Reads

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13 Citations

The authors employ behavioral theories of human motivation and affect and present an explanation for why some CSCW experience is satisfying and engaging for a user. In a longitudinal experiment, participants were divided into four groups and solved two open-ended problems together using a video-conference system. Traditional metrics of usability and product acceptance were examined with respect to psychological variables such as personality, background knowledge, mindsets (i.e., implicit beliefs) and feelings toward group members. The results show that group-level mutual affect and implicit beliefs on one's ability (e.g., whether intelligence is fixed or malleable) are strong predictors of system usability and acceptability judgments. It is proposed that evaluating one's experience with a CSCW system is a meaning-making process and that the variables that modulate this process also influence subjective judgments of usability and acceptability of a complex collaborative system.


Mission of the ICT design center

September 2011

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11 Reads

NTT Technical Review

This article reviews human-centered design and introduces the activities of the ICT Design Center (IDeC) of NTT Cyber Solutions Laboratories, which is striving to create user-friendly information and communications technology (ICT) services by utilizing various techniques of human-centered design and cognitive psychology.


Design Guidelines for Installation Manuals for Novices

September 2011

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7 Reads

NTT Technical Review

This article describes some case studies of designing the paper manual for replacing an Internet router for a home network. Constructing a method for designing easy-to-understand paper manuals for novices is one of the most important tasks at the ICT Design Center. We show how we improved the manual, which is now being distributed to actual users.



The Layout for the User-Friendly Manual: Case Study on an Internet Set-Up Manual

July 2011

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85 Reads

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1 Citation

Lecture Notes in Computer Science

We propose two design concepts for the user-friendly manual and compare them in an experiment. The first concept, which focuses on user comprehension, is to use one picture of the completed wiring. The second concept is to uses a series of steps from left to right with the goal of making the user follow the order. Trials show that participants presented with material based on the first concept tend to follow their own mental-model rather than the manual. Material based on the second concept also failed to make users follow the order. Some implications for the refinement of manual design are derived based on the results.


Integrated model based on the psychology of active/non-active computer users: activating technology holdouts

April 2010

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21 Reads

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1 Citation

Although many Internet-based social services exist that can raise our quality of life, there are still many non-active users who cannot fully enjoy the convenience of the computer and its functionality even though they have computers in the home. In order to analyze how to enhance computer usage, we conducted a field study and arrived at an integrated model that enables us to deeply understand the psychology of active/non-active computer users. Initial design guidelines for activating the non-active users are derived from our model.


Citations (8)


... These Feature Articles introduce various initiatives in service design within the NTT Group. In "Concept Tailor: A Tool for Iteratively Designing Service Concepts Using Storyboards" [5], we introduce the Concept Tailor tool developed by NTT Service Evolution Laboratories. This tool supports the process of obtaining user evaluations of and refining a service concept iteratively. ...

Reference:

Service Design for Creating Attractive Services, and Trends in Design Thinking
Concept Tailor: A Tool for Iteratively Designing Service Concepts Using Storyboards
  • Citing Article
  • December 2015

NTT Technical Review

... It has its roots in the participatory design practiced in Scandinavia since the 1970s [16] and practiced in North America since the 1980s [17]. Co-design deals with a challenge by involving end users in the design processes of information systems [18] and varied methods such as the design of games [13,19,20], the Kawakita Jiro method [21], brainstorming [22], and theater and scenarios [23,24]. ...

Impact of Constraints and Rules of User-Involvement Methods for IS Concept Creation and Specification

Lecture Notes in Business Information Processing

... We suggest that this will aid in designing cloud computing implementations, and VMbased systems design. As suggested by the authors in [21], scenarios simplify understanding of behaviours, even with limited design knowledge. We anticipate that, using this approach, it will be simpler to develop model scenarios, subsequently translating them into design prototypes. ...

Scenario-based interactive UI design
  • Citing Article
  • April 2013

... By verbalising and sharing a common goal, it can minimise deviation and foster empathy when involving new stakeholders. In other words, this visual tool has been proven to enhance clarity and alignment to give direction to the project, thereby addressing challenges like understanding issues, clarifying objectives, and managing expectations that they have often encountered in participatory co-creation projects in Japan [36,41,42]. ...

Towards a Culturally Independent Participatory Design Method: Fusing Game Elements into the Design Process

... Scholars studying non-users tried to define which factors played a role in usage versus non-usage of technology. Suggestions have included a lack of skills, confidence (Nakatani et al. 2012), complexity of use and other demographic factors (e.g. age, gender, marital status, socio-economic status) (Wyatt, Thomas, and Terranova 2002;Lenhart et al. 2003;Selwyn 2003). ...

How to motivate people to use internet at home: Understanding the psychology of non-active users
  • Citing Article
  • August 2012

... The size and position of the VIS modules were controlled. Some studies have p posed that the layout of the visualization information in the interface influences the d gree of information understandability and the accuracy and efficiency of people's cog tion process toward the human-machine interface, and that users are prone to pay mo attention to the information on the left and the upper area [45]. To balance the impact the layout of the main VIS-element presentation, we presented them at the bottom le top center, and top right of the figure, and the size and position of the same modules we kept consistent across all UI levels. ...

The Layout for the User-Friendly Manual: Case Study on an Internet Set-Up Manual
  • Citing Conference Paper
  • July 2011

Lecture Notes in Computer Science

... These 18 papers were also eliminated using the same criteria. However, it was only possible to assess the papers after reading the full text (e.g., [92,104]). In total, 52 publications were included in the final phase of the full text analysis. ...

Psychology of user experience in a collaborative video-conference system