Kyushu University Academic Staff Educational and Research Activities Database
List of Presentations
Tokushu Inamura Last modified date:2023.06.23

Assistant Professor / Department of Strategic Design / Faculty of Design


Presentations
1. INAMURA Tokushu, ITO Shinichiro, Introduction for online meditation, ADADA+CUMULUS 2020 International Conference for Asia Digital Art and Design 2020, 2022.12, [URL], Based on two presentations in Work in Progress [56,57], this is an online meditation session held at 9:30 on the third day of this international conference as an Invited Session on short notice. The Invited Session was cordinated by Tokushu Inamura and Shinichiro Ito.

[56] Shinichiro Ito, Yanfang Zhang and Tokushu Inamura. Designing Design Education Programs for the SDGs in the Age of COVID-19
[57] Yanfang Zhang, Ito Shinichiro and Tokushu Inamura. Developing a Process to Conduct Online Participatory Design Workshops for Diverse Participants.
2. Mark Watson, Zhang Yan-fang, Tokushu Inamura, Roy Palmer, "How might we develop startup solutions for a sustainable Blue Economy with a Design driven approach"?, ISPIM Connects Fukuoka, 2018.12, [URL], From Sushi and Sashimi, Japan, is a global leader in relation to all things Seafood. It’s relationship to the water is one that is ancient, yet also resilient and innovative. Japan has repeatedly recovered from natural disasters such as Tsunami and Typhoons. During its rapid post-war industrial development, Japan was in an all-out start-up-innovation mode, it has also learned to be innovative in the face of industrial pollution adapting technologically, socially as well as in policy.

However, issues like microplastics, agricultural run-off and climate change, need to be faced globally, if we are to harness the true potential of the blue economy. Japan has been a driver in areas such as the UN Minamata Convention coming into force 2017, showing the power of global action (http://www.mercuryconvention.org/).

We will tap into the depth of knowledge and diversity of ISPIM delegates to rapidly develop and share solutions around the blue economy through the power of Design. Participants will have the opportunity to get hands on with powerful Design concepts, methods and tools to accelerate innovation for people, planet and profit in line with UN SDG’s.

The session will be facilitated by experts with global design experience and will be sharing their experience gained from organizing and innovating in the Global Goals Jam, a synchronized two-day jam to tackle the UN Sustainable Development Goals. Over the course of the two-hour session, delegates will join diverse teams, turning insights into focussed issues, that will be prototyped and reflected upon. This is an opportunity open for all delegates regardless of experience in Design Thinking or Agile..
3. Yanfang Zhang, Ito Shinichiro and Tokushu Inamura. , Developing a Process to Conduct Online Participatory Design Workshops for Diverse Participants, ADADA+CUMULUS2020, 2020.12, [URL].
4. Shinichiro Ito, Yanfang Zhang and Tokushu Inamura. , Designing Design Education Programs for the SDGs in the Age of COVID-19
[57] Yanfang Zhang, Ito Shinichiro and Tokushu Inamura. Developing a Process to Conduct Online Participatory Design Workshops for Diverse Participants, ADADA+CUMULUS2020, 2020.12, [URL].
5. Tokushu Inamura, Yanfang Zhang and Shinichiro Ito., Practices of Awareness implemented in Remote Online Design Workshops : Mindfulness, Sound Meditation and Taichi during the Global Goals Jam, ADADA+CUMULUS2020, 2020.12, [URL].
6. With the advent of Covid-19, more than ever it is important to move online collaboration ahead. This study takes the Global Goals Jam, a two day world wide hackathon, and researches the online tools used during it's operation. This research was conducted through online ethnography, and participation by the researchers in the Global Goals Jam. Results show that major databases lack research about the Global Goals Jam, and that 11 unique online tools were used to realize collaboration. Slack was identified as a major factor in allowing scalable global collaboration..
7. This document reports on a case study regarding participatory(designers - citizen) workshops for social issues problems. Planning and implementation took place from 2012 to 2019 and its results includes participants point of view and social impact . The purpose of this study is to evaluate the relationship [ designer's role ] - [final output ] in workshops processes.The results show how multidisciplinary teams that incorporate designers as active members tend to have higher quality outputs than teams without designers. In addition, the former composition tends to have better organization of information, creativity, visualization, communication, leadership, getting higher-quality social issues proposals, as well as real implementation beyond prototype.
8. This study explores a form of remote collaborative design education across cultures with ICT technology. It reports on a two-week remote international design workshop on the Sustainable Development Goals (SDGs) jointly conducted in five countries as a case study, and attempts to summarize the key points for cultural exchange-based remote collaborative design education through reflection. From the structural analysis of the workshop, four components of ICT-based cultural exchange-based distance design education are identified: challenges, teams, processes, and tools.
9. Tokushu Inamura, The long and short of it: Pre/During/Post Disaster in Kyushu Japan. Where next for Humanitarian Innovation & Design. Royal College of Art, London., Where next for Humanitarian Innovation & Design, 2017.09, [URL].
10. Tomohiko Akagi, Richika Urasoko, Tokushu Inamura, & Takeharu Seno., The challenges faced in making the “What is Vection!?” movies and the evaluations of them by seven professional creators of visual images., MOVEMENT, Brain Body Cognition, 2020.07.
11. Vanna Savina Torrisi, Tokushu Inamura, Yasuyuki Hirai, Re-mix project – Hybridisation leading to disruptive innovation, 20th International Conference on Engineering and Product Design Education, E and PDE 2018, 2018.09, The focus of this paper is disruptive innovation, created through processes of hybridisation. For the purpose of this study, the term ‘hybridisation’ refers to the blending of design practices that strongly reflect key societal and behavioural aspects of the two or more respective original cultures. The research addresses the role of hybridised design practices in tackling documented weaknesses in the innovation industry in Japan and in the UK. Re-mix is a collaborative research project between the Royal College of Art (RCA) and Kyushu University (KU). A series of experimental short projects explored the mutual impact of combining two design practices embodying the regional cultures of the involved institutions. The contrasting design practices embrace the full spectrum of innovation: from incremental innovation (KU) through inclusive approaches with close coordination with participatory communities, aiming at solid improvements, to radical innovation (RCA) fostered by diversity, ambiguity, improvisation, conflict, high-risk strategies and acceptance of failure. Two projects were undertaken in London and Fukuoka, which were used as fields for mutual observation, and mapping of practices during and after the end of each phase of the project. This revealed opposing factors in innovation culture and process, as documented in the literature. Initial findings have shown strong potential in this approach, as a method to trigger a novel hybrid process. Based on the observation of team performance, it has been postulated that such a process may be characterised by non hierarchical structure, as well as effectively merging a risk taking culture with specialist knowledge..