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Systematic Study for “Kawaii” Products (The Second Report)
- Comparison of “Kawaii” Colors and Shapes -
Michiko Ohkura1, Akari Konuma
1, Shuto Murai
1and Tetsuro Aoto
2
1Department of Engineering, Shibaura Institute of Technology, Tokyo, Japan
(Tel : +81-3-5859-8508; E-mail: {ohkura, l04040, l05118}@sic.shibaura-it.ac.jp)2Graduate School of Engineering, Shibaura Institute of Technology, Tokyo, Japan
(Tel : +81-3-5859-8508; E-mail: m706101@ sic.shibaura-it.ac.jp)
Abstract: In the 21st
century, the Kansei values of industrial products are considered very important. In this study, wefocused our attention on kawaii as a Kansei value for future industrial products, and analyzed kawaii attributessystematically to construct kawaii products. After performing a simple experiment using magnets, we performed another experiment with kawaii colors and shapes in two-dimensional plane and three-dimensional virtual space.
Keywords: Kawaii, Kansei value, Color, Shape, Virtual.
1. INTRODUCTION
The rapid progress of science and technology in the20
thcentury produced a materially affluent society. In
addition, the striking development of information and
communication technologies in the latter half of thecentury supplied convenient tools such as computersand network environments. Against this backdrop, people in the 21st century are placing more importance
on spiritual wealth than material wealth and aremodifying their value systems from physical-based toinformation-based. Based on these social backgrounds,the Kansei values of industrial products are consideredvery important.
In the advanced information society of the 21
st
century with its communication infrastructure of
computers and networks, enriching software that utilizesthese technologies is crucial, that is, digital contents.Concentrating on the large export surpluses of Japanese
games, cartoons, and animation, which comprises theso-called digital content, in contrast with thetremendous import surpluses of software products other than the above, kawaii characters and their highlysensitive techniques are primary reasons for the successof digital content [1].
Our new research analyzes kawaii to construct such products.
2. BACKGROUND OF KAWAII AND OUR
PREVIOUS EXPERIMENT
Such various Japanese characters as Hello Kitty and
Pokemon have already spread all over the world; theJapanese word kawaii has become international [1].Moreover, pink digital cameras and round printers have
been marketed. These productions are ad-hocapplications of the implicit knowledge of the designer,questionnaire results from female high school students,
or the taste of charismatic fashion models. They are notthe results of a systematic approach to kawaii products.
However, since no research has focused on the kawaii attributes of artificial products themselves, we focus on
a systematic analysis of kawaii artificial products
themselves; that is, kawaii caused by the attributes of artificial products such as shapes, colors, textures, andmaterials. We aim to clarify a method for constructingkawaii products from the results.
It is said that the description of the value of kawaii at present first appeared in section 151 of the Pillow Book
written by Sei Shonagon, a very famous Japanesefemale essayist, in the Heian Period [2]. In that section,her examples of kawaii objects included a behavior of
the chirping sparrow, a small leaf of a hollyhock, and asky-blue jar.
Although Sei Shonagon had already mentioned a leaf and a jar as examples of kawaii objects, most objects
she described as kawaii are restricted to the followingliving creatures: Children, girls, small animals and other living
creatures
Facial expressions of the above creatures
Gestures of the above creatures
Representations of the above creatures (e.g. figures,stuffed animals)
Recent works on kawaii include “Kawaii Ron” byInuhiko Yomoda, a middle-aged Japanese male
researcher [3], “Hello Kitty: The Remarkable Story of Sanrio and the Billion Dollar Feline Phenomenon” bytwo American male journalists [1], and “Cuties in
Japan” by a female researcher in Britain [4]. Theseworks recognize the following as common attributes of kawaii;
An emotional value of Japanese origin.
Such positive meanings as cute, loveable, andsmall.
Based on a survey of cultural studies, we formed ahypothesis, and performed a simple experiment to verifyit [5-6]. Analysis of the experimental results verified our hypothesis (with some modification).
Japanese men, especially middle-aged tend to regardkawaii as an adjective only for living creatures and their figures and characters. On the other hand, Japanese
women and young men express kawaii not only for living creatures but also for artificial objects.
SICE Annual Conference 2008August 20-22, 2008, The University Electro-Communications, Japan
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Six basic objects from 3ds Max were chosen ascandidates: box, pyramid, cube, cylinder, tube, and torus.
Red, blue, and green were chosen as the basic colors.Participants were presented a set of six objects of thesame color from various viewpoints and asked to choose
the most kawaii object and to explain their choice. This
procedure was repeated three times for three colors.Examples of the presented sets of objects are shown inFig. 8. Finally, presented with the three chosen objects
for different colors all together, participants were againasked to choose the most kawaii object and to explaintheir choice.
Experiments were conducted with six female and sixmale students in their 20s. The temperature andhumidity of the experimental room ranged from 23.3-
24.2C, and 49-51%, respectively.
Figure 9 shows the results for each color. The verticalaxis shows the number of participants who chose theobject in the horizontal axis. The following conclusions
were obtained: For blue objects, such round objects as cubes,
cylinders and tori were chosen as the most kawaii.
For red objects, most participants judged that noobjects were kawaii.
For green objects, 1/3 of the participants chose
straight-lined objects, 1/3 chose round objects, and1/3 judged none as the most kawaii object.
The most kawaii shape of an object depends on its
color.
Differences exist by gender.Table 1 shows the results of the most kawaii
combination. The numerator and the denominator
respectively denote the number of male and female participants who chose that combination. The followingconclusions were obtained from this table: Most participants chose round objects as the most
kawaii.
Most male participants chose blue objects as the
most kawaii, but female participants didn’t show acolor preference.
This experiment also reconfirmed that the value of kawaii for artificial objects is acceptable for Japanese
men and women in their 20s. However, differences exist between the results of the first and the secondexperiments.
4. DISCUSSION
The results of the first and the second experiments
reconfirmed that the value of kawaii for artificial objectsis acceptable for young Japanese men and women.
However, comparing both experiments, following
results are identical: All participants could choose a most kawaii
combination of color and shape.
The choice of the most kawaii shape varied bycolor.
The most kawaii object has a curved shape.On the other hand, differences exist by color. Warmer
colors tended to be chosen as the most kawaii in the first
Fig. 6 Result of choosing most kawaii shape.
Fig. 7 Experimental setup.
Fig. 8 Examples of presented objects.
100-inch film screen
2 projectorswith planarpolarizationfilters
Controller
PC
Generatingobjects withvarious colorsand shapes.
Planarpolarizationglasses
100-inch film screen
2 projectorswith planarpolarizationfilters
Controller
PC
Generatingobjects withvarious colorsand shapes.
Planarpolarizationglasses
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experiment, while most male participants chose blueobjects as the most kawaii in the second experiment. Itis uncertain whether this was caused by the differences
of the 2-dimensional plane shapes in the firstexperiment and the 3-dimensional virtual objects in thesecond experiment. Additional detailed experiments
remain as future works.
5. CONCLUSION
In the 21st
century, the Kansei values of industrial products are considered crucial. In this study, wefocused on kawaii as a Kansei value for future industrial
products and began to systematically analyze kawaii attributes to construct such products.
From our previous experiment, we confirmed the
following hypothesis:“Japanese men, especially middle-aged, tend to
regard kawaii as an adjective only for living creatures
and their figures and characters. On the other hand,Japanese women and young men express kawaii notonly for living creatures but also for artificial objects.”
To reconfirm the above hypothesis and to make a new
step to clarify the attributes of kawaii products, we performed new experiments with kawaii for colors andshapes in a two-dimensional plane and in a
three-dimensional virtual space. From the results, thefollowings conclusions were obtained:
All participants could choose the most kawaii
combination of color and shape.
The choice of the most kawaii shape varied bycolor.
The most kawaii object had a curved shape. Warmer colors tended to be chosen as most kawaii
in the 2-dimensional plane, whereas blue objects
were chosen as the most kawaii in a 3-dimensional
virtual space by most male participants.Future consideration is required for the different
tendencies of the most kawaii color between
2-dimensional plane shapes in the first experiment and3-dimensional virtual objects in the second experiment.
REFERENCES
[1] K. Belson, B. Bremner, Hello Kitty: The RemarkableStory of Sanrio and the Billion Dollar Feline Phenomenon, John Wiley & Sons Inc., Hoboken,2004.
[2] Sei Shonagon, I. Morris, The Pillow Book of SeiShonagon (Translation from the Oriental Classics),
Columbia University Press, NY, 1991.[3] I. Yomota, Kawaii Ron, Chikuma Shobo, Tokyo,
2006.
[4] S. Kinsella, “Cuties in Japan”, In Women, Media and
Consumption in Japan (Lise Skov and Brian Moeran,ed.), University of Hawai’i Press, Honolulu, 1995.
“http://basic1.easily.co.uk/04F022/036051/Cuties.html”
[5] M. Ohkura, T. Aoto, “Systematic Study for “Kawaii”Products”, Proceedings of the 1
st International
Conference on Kansei Engineering and Emotion
Research (KEER2007), Sapporo, 2007.[6] M. Ohkura, T. Aoto, “Systematic Study for “Kawaii”
Products”, Proceedings of workshop of DIS2008,
Cape Town, 2008.[7] T. Aoto, et al., “Construction of Virtual Toyosu
Campus Display System”, The Research Report of
Shibaura Institute of Technology, Natural Sciencesand Engineering , Vol. 49, No. 1, pp. 11-18, 2005.( in Japanese)
Fig. 9 Results of choosing object.
Table 1 Results for final combination
Men/Women Blue Red GreenBox 0/1
Pyramid Cube 3/1 1/2
Cylinder 1/0 Tube 1/0 Torus 0/2 none