Prof. Hideo Terasawa

ASIAN ART & DESIGN NOW 2008

WASEDA ART FORUM 今日のアジアのアートとデザイン

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Hideo Terasawa 寺沢 秀雄
Professor, School of Systems Information Science, Future University-Hakodate, Japan
公立はこだて未来大学 システム情報科学部 教授
 
武蔵野美術大学大学院(視覚伝達デザインコース)修了.芸術学修士.ソニー株式会社インタラクションデザイナー,多摩美術大学情報デザイン学科非常勤講師,武蔵野美術大学デザイン情報学科教授を経て2005 年より現職.最近は「デザインするものの考え方」に興味を持ち,特にインタラクションデザイン分野において,ユーザ中心設計への適用とその教育を模索している.日本デザイン学会評議員.
 
Master of Art (Visual Communication Design), Musashino Art University. Interaction Designer, Sony Corporation.  Professor, Dept. of Design Informatics, Musashino Art University. Lecturer, Dept. of Information Design, Tama Art University. Councilor, Japanese Society for the Science of Design. Specialty: Interaction Design and Information Design.


Interaction design for leading to awareness
気づきを誘発するインタラクションデザイン

Society needs Creative Thinking
  It is said that the design will be requested in the society recently. It is not just a result of the design (beauty and additional value). It should be thought that "It is an idea though designs" is requested. However, the designer who is the person concerned doesn't notice the value.
  It is said that it hung to the wall of the Philips (Netherlands) out the slogan "The Bridge is not designed but it designs how to go across the river". It is described that Aoki [1] is an idea that the concept combines with forming as for the design.
  Recently, the problem-solving ability that is called "Jiatama" power is paid to attention [2].  Such a creative thinking has been thought to be the one of the nature so far. Attention has gathered in power to discover the rule and the structure that lurks usually now, the power of the design to restructure it, and the promotion.

Found Behavior - Interaction Design Originated from Interactive Experience
  Some interface designers are thought to create ideas by referring to their interactive experience: memories accumulated by observing the behavior of humans in their daily lives. The author termed this referred behavior “Found Behavior” [3].
  Fukasawa [4] is calling the term Found Object for something designed on the basis of an iconified shape or a design of another item so that a user might be made to devise a function and meaning of a new item. The behavior of humans is targeted in Found Behavior while Found Object targets the form.
  The activity to transfer human behavior to artifacts behavior is assumed to be an interaction design here. Found Behavior acts on the upstream of the process (Figure1).
  The observation is divided into the following two here. 1. Observation of the situation (discovery of person's intention on activity in place). 2. Observation of the human behavior (discovery of person's habit and thoughtless acts). One is an observation of the site used in general by the contextual design. Two is an observation that presses the reference to the interactive experience that can be called even if the designer draws it out.
  There are four user centered activities [5]. "2. Specify the user and organizational requirements" is assumed to be "Observation of the situation" here. Moreover, the cycle of the interaction design exists when "4. Produce design solutions" during the cycle is seen in detail. "Observation of the human behavior" becomes a key here.

Educational case with Interaction Design
  It introduces the following as an educational case based on this idea. Design ordering a dish, Proposal of digital camera by observation of play, "Hakosemi" information architects workshop, and others.