Publication statistics

Pub. period:1989-2007
Pub. count:20
Number of co-authors:33



Co-authors

Number of publications with 3 favourite co-authors:

Shun-ichi Yonemura:3
Yoko Asano:3
Shinya Nakajima:2

 

 

Productive colleagues

Katsuhiko Ogawa's 3 most productive colleagues in number of publications:

Erik Hollnagel:35
Patrick Brezillon:13
Yoko Asano:10
 
 
 
May 18

It's really hard to design products by focus groups. A lot of times, people don't know what they want until you show it to them.

-- Steve Jobs, 1998

 
 

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Katsuhiko Ogawa

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Publications by Katsuhiko Ogawa (bibliography)

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2007
 
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Ogawa, Katsuhiko and Kobayashi, Minoru (2007): Introduction: Toward Universal ICT Media Design: HCI Research at NTT Cyber Solutions Laboratories. In International Journal of Human-Computer Interaction, 23 (1) pp. 1-2.

 
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Ishii, Megumi, Izawa, Minako, Kataoka, Ryoji, Oku, Masahiro and Ogawa, Katsuhiko (2007): Instant Topic Extraction From a Text-Based Communication Channel for Seeing the World. In International Journal of Human-Computer Interaction, 23 (1) pp. 51-69.

This article proposes three topic extraction methods for a text-based communication channel of a message stream in bulletin board or chat services. A message is input into the channel, and these methods instantly select active and curious topics from the channel by using noun phrases, topic pressure at the latest message in the channel, topic unexpectedness, and partial matching. This serves as a module of a system that enables a user to follow unfolding world developments. An evaluative comparison of the performance of our methods and a conventional method using four data sets from two standpoints was performed. This is the first step in testing the performance of our methods.

© All rights reserved Ishii et al. and/or Lawrence Erlbaum Associates

 
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Watanabe, Masahiro, Okano, Aya, Asano, Yoko and Ogawa, Katsuhiko (2007): VoiceBlog: Universally Designed Voice Browser. In International Journal of Human-Computer Interaction, 23 (1) pp. 95-113.

We developed VoiceBlog, a voice browser based on the concept of universal design. It has a cascading user interface, has a hierarchic structure, and can well parse strictly structured Web content such as blogs. We investigated whether VoiceBlog could function as a voice browser by observing blind users of VoiceBlog and then interviewing them. After using VoiceBlog for a while, most users felt that VoiceBlog made it much easier to read and understand Web content than common voice browsers. The cascading user interface is seen as one of the best methods for aural presentation. However, some users complained about the synthesized voice and key-mapping, mainly because these differed from the voice browsers' voice and key-mappings the users were familiar with. We also compared the operation logs of sighted and blind users and found that there were some differences in their demands. The results suggest that it is difficult to make one mechanism that suits both sighted and blind users. A universally designed voice browser should prepare different kinds of mechanisms (modes) and switch between them according to the users.

© All rights reserved Watanabe et al. and/or Lawrence Erlbaum Associates

 
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Iizuka, Shigeyoshi, Ogawa, Katsuhiko and Nakajima, Shinya (2007): Factors Affecting User Reassurance When Handling Information in a Public Work Environment. In International Journal of Human-Computer Interaction, 23 (1) pp. 163-183.

This article describes a basic study on design guidelines for a public work environment where personal information might be handled. In this study, we conducted a user survey to extract factors that affect reassurance and performed an experiment to evaluate the effect of partition size on reassurance. First, from the user survey, we extracted personal-information and work-environment factors that affect reassurance in a public work environment. Next, we examined the effect of partition size (height and depth) on reassurance and found that "the ability of someone viewing my monitor from a neighboring seat" is a factor affecting reassurance and that "the ability of seeing the figure (feel the presence) of a neighbor" does not affect reassurance. In short, partition height has the role of blocking information (on the monitor) from a neighbor, and provided that partition height satisfies a certain value (keeping the monitor out of a neighbor's view), partition depth will also make a significant difference in reassurance. The role of partition depth, moreover, is not so much to block information but rather to block off the user's space.

© All rights reserved Iizuka et al. and/or Lawrence Erlbaum Associates

 
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Shinohara, Akio, Tomita, Junji, Kihara, Tamio, Nakajima, Shinya and Ogawa, Katsuhiko (2007): A Huge Screen Interactive Public Media System: Mirai-Tube. In: Jacko, Julie A. (ed.) HCI International 2007 - 12th International Conference - Part II July 22-27, 2007, Beijing, China. pp. 936-945.

 
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Hidaka, Kota, Miyashita, Naoya, Fujikawa, Masaru, Yuguchi, Masahiro, Satou, Takashi and Ogawa, Katsuhiko (2007): A Video Digest and Delivery System: "ChocoParaTV. In: Smith, Michael J. and Salvendy, Gavriel (eds.) Symposium on Human Interface 2007 - Part I July 22-27, 2007, Beijing, China. pp. 437-445.

 
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Iizuka, Shigeyoshi, Goto, Yusuke and Ogawa, Katsuhiko (2007): A Study of Personal Space in Communicating Information. In: Dainoff, Marvin J. (ed.) EHAWC 2007 - Ergonomics and Health Aspects of Work with Computers July 22-27, 2007, Beijing, China. pp. 95-104.

1995
 
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Ogawa, Katsuhiko and Ueno, Kaori (1995): Guidebook: Design Guidelines Database for Assisting the Interface Design Task. In ACM SIGCHI Bulletin, 27 (2) pp. 38-39.

 
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Edmondson, William, Alty, Jim, Brezillon, Patrick, Hollnagel, Erik, Meech, John, Ogawa, Katsuhiko and Suthers, Dan (1995): Interaction in Context -- Context in Interaction. In: Proceedings of the Sixth International Conference on Human-Computer Interaction July 9-14, 1995, Tokyo, Japan. pp. 5-17.

 
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Asano, Yoko, Yonemura, Shun-ichi, Hamada, Hiroshi and Ogawa, Katsuhiko (1995): Method of Ecological Interface Design Applied to Interactive Diagnosis Support System. In: Proceedings of the Sixth International Conference on Human-Computer Interaction July 9-14, 1995, Tokyo, Japan. pp. 423-428.

This paper proposes a procedure for designing ecological interfaces suitable for interactive diagnosis support systems based on the perspectives of work analysis and interface design proposed by Rasmussen [1, 2]. Several of the perspectives proposed by Rasmussen are chosen and concrete transformation paths are created for them. The effectiveness of the proposed procedure is confirmed by designing and testing a support system for interactive diagnosis.

© All rights reserved Asano et al. and/or Elsevier Science

1994
 
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Yoshimune, Toshiya and Ogawa, Katsuhiko (1994): Graphical Feedback System to Effectively Support User's Task. In: Proceedings of the Human Factors and Ergonomics Society 38th Annual Meeting 1994. pp. 345-349.

The book metaphor approach was created to simplify database access. The intent was to improve access speed and comfort. In 1990, we created an advanced book metaphor interface (BMI) to a set of about 300 design guidelines. The user interacts with the guidelines through a 'book like' screen and operations such as the table of contents, the index, or browsing. Experiments revealed, however, that the BMI did not offer a significant improvement over the equivalent printed version of the guidelines. The BMI was more comfortable but users did not perform the task, correcting an example of a bad data input screen, any more rapidly. The problem was that novice users did not understand the tools offered by the BMI and so failed to use them in the optimum manner. An agent was added to the BMI that monitors the user's commands and, when the user deviates from the optimum procedure, graphically suggests what the more correct procedure would be. The subjects of the usability analysis were software designers who did not have background in human factors. They were instructed to design screens through the use of the guidelines using the BMI. The agent was provided to only half of them. The usability analysis finds that the new BMI realizes higher productivity and increased user acceptance.

© All rights reserved Yoshimune and Ogawa and/or Human Factors Society

1993
 
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Ogawa, Katsuhiko (1993): A Complexity Measure of Task Content in Information-Input Tasks. In International Journal of Human-Computer Interaction, 5 (2) pp. 167-188.

This article presents a measure of the task complexity a human operator faces while inputting information. The measure, called task-content complexity (TCC), depends only on the complexity of the task content. A human-computer information-transmission model is proposed to clarify task complexity. It is shown that the model has three hierarchical levels of task complexities: the computer device (hardware), the computer software, and the task content. The model provides a definition of task content and the concept of the TCC measure. It is theoretically proven that the TCC measure is related to the task content, and is independent of the computer system used. Experiments based on graphical information-input tasks confirm that the TCC measures of the same task using two different computer systems are almost equal. They also confirm the strong relationship between the TCC measure and the cognitive complexity of the task the operator performs. The TCC measure will be very useful in the design of computer tasks and in the evaluation and the usability rating of computer systems.

© All rights reserved Ogawa and/or Lawrence Erlbaum Associates

 
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Ogawa, Katsuhiko (1993): The Role of Design Guidelines in Assisting the Interface Design Task. In: Proceedings of the Human Factors and Ergonomics Society 37th Annual Meeting 1993. pp. 272-276.

Many human-computer interface design guidelines have been developed to design good interfaces for various kinds of software. Database systems have been also developed for accessing the guidelines. This paper considers the role of the design guidelines, rather than the role of the database, in improving interface designs. Sixteen software designers, who have no human factors experience, participated in a typical design review task. They were provided with a representation of a bad interface design. Eight designers (the UG participants) were instructed to individually improve the design by using the guidelines. The other designers (the NG participants) were instructed to improve it unaided (without the guidelines). The results indicated that both groups made similar numbers of improvements, but the UG participants produced higher quality improvements. Quality was evaluated using a goodness measure defined in this paper. The NG participants made good improvements but also bad ones that conflicted with the guidelines because only the designers' knowledge, experience and preference were used. On the other hand, the UG participants made fewer bad proposals because they could refer to the guidelines. Guidelines can work as a filter to eliminate inappropriate or false improvements from the designers' original proposals. There is a possibility that the guidelines may hinder the designer from developing new and interesting proposals. Their value is, however, very clear for novice designers who have no human factors experience; they can easily develop high quality proposals.

© All rights reserved Ogawa and/or Human Factors Society

 
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Ueno, Kaori and Ogawa, Katsuhiko (1993): A Design Guideline Search Method that Uses a Neural Network. In: Proceedings of the Fifth International Conference on Human-Computer Interaction 1993. pp. 27-32.

Human-computer interface design guidelines are useful for developing well designed interfaces. The method of effectively retrieving guidelines appropriate for the designers' problems by using neural networks was examined to improve the productivity of software designers. Two learning methods for neural networks are proposed and the performance of each are compared in this paper. First, from software designers, who had used the guidelines experimentally, we found the relations between the words and guidelines the designers associated with a sample HI designed display. Next, many networks were trained using the relations, and the trained networks were evaluated using a criterion of appropriateness which had been defined in advanced. As a result, we found Method D which trained networks using the relations between each word and several guidelines was more effective than Method C which trained networks using the relations between several words and one guideline.

© All rights reserved Ueno and Ogawa and/or Elsevier Science

1992
 
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Ogawa, Katsuhiko and Yonemura, Shun-ichi (1992): Usability Analysis of Design Guideline Database in Human-Computer Interface Design. In: Proceedings of the Human Factors Society 36th Annual Meeting 1992. pp. 433-437.

Human-computer interface design guidelines are useful for developing well designed interfaces but the designer must be able to access the guideline appropriate to the application. Research is conducted to understand how designers access design guideline databases and then methods are tested to improve the usability of the databases. A design guideline database of approximately 300 guidelines is developed using a hypermedia approach. The system employs a book metaphor interface to characters and graphics in a Japanese environment. The subjects of the usability analysis are software designers who did not have any background in human factors. They were provided with the representation of a bad interface design on a piece of paper, and were instructed to improve the design through the use of the guideline database. Two common strategies were identified by observing the designers' actions: a hypothesis strategy and a checklist strategy. These strategies were analyzed using the quantities and quality of improvements recommended. The optimum database usage checks interface violations by employing the browsing function of the database; sometimes key word searches are used.

© All rights reserved Ogawa and Yonemura and/or Human Factors Society

1991
 
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Kato, Kanji, Ogawa, Katsuhiko and Tokunaga, Yukio (1991): Analysis and Classification of Operators' Demands for System Improvements. In International Journal of Human-Computer Interaction, 3 (1) pp. 95-111.

To uncover human-system mismatches in system operation, a methodology is proposed for the analysis and classification of operators' opinions about operation problems and their demands for system improvements. Previous methodologies had several limitations for dealing with human-related accident reports, that is, human error data. To be able to process operators' opinions, a clustering method, "the modified affinity diagram," is used to analyze opinions. Clustered opinions are classified into eight categories based on Rasmussen's qualitative model of human behavior. The proposed methodology has several advantages because it uses the operators' opinions as data -- data that can be collected at any time even in the absence of reported accidents. These data are intended to include information related to human-system mismatch situations. The methodology prevents unconscious or deliberate bias from influencing data collection. An application of the methodology to the analysis of network systems is presented. The proposed methodology is useful to clarify the subjective human-system mismatch areas in terms of human behavior in system operation.

© All rights reserved Kato et al. and/or Lawrence Erlbaum Associates

 
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Asano, Yoko and Ogawa, Katsuhiko (1991): Analysis of VDT Text Reading Styles. In: Proceedings of the Fourth International Conference on Human-Computer Interaction 1991. pp. 88-92.

This paper proposes a method for identifying reading styles based on the relationship between reading time and a Japanese text readability measure. The readability measure for Japanese text (RGV) proposed by us in 1989 can be used to measure the difficulty of passages based on school grade levels. The results of a VDT text reading experiment indicate that a few reading styles can be identified based on differences in reading time variance patterns.

© All rights reserved Asano and Ogawa and/or Elsevier Science

 
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Yonemura, Shun-ichi and Ogawa, Katsuhiko (1991): Using a Computer Game to Analyze Color Recognition Abilities. In: Proceedings of the Fourth International Conference on Human-Computer Interaction 1991. pp. 103-107.

Experiments using a computer game were conducted to analyze association operators made between colors and concepts. The experiments were designed to evaluate the associations commonly made between the four colors, green, yellow, orange, and red, and the three alarm levels, Normal, Caution, and Danger. Experimental results indicate that colors representing a set of concepts should be chosen as follows. 1. The order of the color associate with a word (concept) should match the users' study strategy. Our limited tests indicate that the sequence Danger, Normal, Caution requires the shortest time to remember. 2. Only colors that are "unambiguous" and can be easily named should be selected to represent concepts.

© All rights reserved Yonemura and Ogawa and/or Elsevier Science

 
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Kato, Shuichi, Ogawa, Katsuhiko and Cunningham, James P. (1991): Evaluation of screen symbols for Japanese. In: Proceedings of the 35th Annual Meeting of the Human Factors and Ergonomics Society September 2-6, 1991, San Francisco, California. .

1989
 
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Ogawa, Katsuhiko (1989): Evaluating Complexity of Task Content in Human-Computer Interaction. In: Proceedings of the Third International Conference on Human-Computer Interaction 1989. pp. 680-687.

This paper proposes a measure, called Task Content Complexity TCC, for evaluating the task complexity a human operator faces while performing a task using a given computer system. It is theoretically proven that the TCC measure is related to the content of the task, independent of the operation of the computer system used. An experiment confirms a strong relationship between the subjective complexity of the input material, in this case graphical information, and the TCC measure of the task the operator performs, using two different systems. The TCC measure will be of great use in the evaluation of computer operations.

© All rights reserved Ogawa and/or Lawrence Erlbaum Associates

 
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Page maintainer: The Editorial Team
URL: http://www.interaction-design.org/references/authors/katsuhiko_ogawa.html

Publication statistics

Pub. period:1989-2007
Pub. count:20
Number of co-authors:33



Co-authors

Number of publications with 3 favourite co-authors:

Shun-ichi Yonemura:3
Yoko Asano:3
Shinya Nakajima:2

 

 

Productive colleagues

Katsuhiko Ogawa's 3 most productive colleagues in number of publications:

Erik Hollnagel:35
Patrick Brezillon:13
Yoko Asano:10
 
 
 
May 18

It's really hard to design products by focus groups. A lot of times, people don't know what they want until you show it to them.

-- Steve Jobs, 1998

 
 

Featured chapter

Read the fascinating history of Wearable Computing, told by its father, Steve Mann

Read Steve's chapter !

 
 

Help us help you!