Research
UX design
We research the design of products and services that provide a better experience by measuring the user's senses, sensibilities, surroundings, circumstances, and context.
Package design based on the multimodal senses of vision and tactile
We are researching whether it is possible to design a package that evokes a concrete image of the contents of a product and how this affects purchase decisions, creating the surface of a product package with a "material with a specific tactile feeling" such as velour or leather, and an "impression word" that describes the tactile feeling, such as "smooth" or "glutinous.”. Using hand cream as the subject matter, we verified through cognitive psychology experiments that it is possible to design packages that evoke the pleasant feeling of the contents by using a combination of impression words and materials. Furthermore, as a result of verifying the influence of these two factors on willingness to purchase, we found that packaging similar to the imagined feel and overall feel of the product tends to improve the impression of the product and increase the willingness to purchase it. We also found that the combination of impression words x materials in the highly rated packages differed depending on the difference in the feel of the product itself. This type of package design is expected to assist consumers in making purchase decisions in stores and online retailers, where the Corona disaster has made it challenging to use testers.
Guide Design of Museum Exhibit Rooms by Joint Attention
In museums and art galleries, visitors are usually guided by arrow signs. However, this method of guidance may spoil the atmosphere and world view of the exhibition room. Furthermore, if a mechanism allows visitors to move freely and actively choose their route, it is expected to positively affect the act of viewing itself. In this study, we propose a method using joint attention to casually guide visitors to a route and verify the effectiveness of this method. The verification was conducted by reproducing the museum or art museum exhibition room in a VR space and implementing joint attention by avatars. It was demonstrated in the VR space that the viewer's behavior differs depending on the avatar's presence or absence of joint attention.