• Title/Summary/Keyword: 구두 디자이너

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The Playrole of Structure Designer (해외건축 - 구조 디자이너의 역할)

  • Lee, Jeong-Su;Hwang, Gi-Tae
    • Korean Architects
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    • no.7 s.351
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    • pp.80-91
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    • 1998
  • 구조 디자이너란 무엇을 하는 사람인가. 일찍이 비트루비우스가 건축을 구성하는 3요소로서 '기능', '구조', '미'를 이야기할 때에는 이것이 각각 독립된 것이 아니라, 개체적 아름다움이 최선을 발휘하면서 서로 조화를 이루어 유기적인 관계를 가질 때 가장 '좋은 건축'이 이루어진다고 생각하였으리라. 이 원고에서는 최근 일본에서 완성된 몇몇 건축물중에서 구조 디자이너의 역할을 유감없이 발휘하면서, 구조가 보여줄 수 있는 아름다움을 잘 표현하고 있는 대표적인 구조디자이너인 와타나베 쿠니오를 통하여 그가 생각하는 구조 디자인, 구조 디자이너의 역할, 그리고 건축교육에 대해 논하고자 한다. 참고로 이 글중 '작품을 통해서 본 구조 디자이너의 역할'은 'SDG'으로부터 받은 자료를 바탕으로 필자가 정리한 것이며, '마키 후미후코씨의 평가'는 마쿠하리 메세의 건축과정에서 와타나베 쿠니오의 역할에 대한 코멘트를 부탁하여 받은 구두발언을 정리한 것이다.

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A Study on Selection Criteria for Purchasing Designer Shoe Brands According to Fashion Leadership of Women in Their 20's and 30's (20-30대 여성의 유행선도력에 따른 디자이너 구두 브랜드의 구매 선택기준과 만족도에 관한 연구)

  • Chang, Mi-Soon
    • Journal of Fashion Business
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    • v.15 no.2
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    • pp.71-85
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    • 2011
  • The study examines the current state of designer shoe brands, which are gaining a great deal of popularity in the footwear market, and offer bold designs that cannot be found in typical ready-made shoes. Women in their 20's and 30's who are sensitive to fashion are classified into sub-groups based on fashion leadership, and comparative analyses conducted among the sub-groups on selection criteria of designer shoe brands, intention of purchase and satisfaction according to fashion leadership. To this end, a questionnaire survey was conducted of women residing in Seoul and the Capital Area, and 371 questionnaires were used for final data analyses. As a result of the study, the following conclusions were reached. For satisfaction with the purchase of designer shoe brands according to fashion leadership among sub-groups, it was found that the satisfaction with the purchase of designer shoe brands is higher among fashion laggards than among fashion leaders, dual fashion leaders and fashion followers. Dual fashion leaders and fashion leaders showed the highest purchase satisfaction in terms of color, size, material and durability.

Empirical approach to Cognitive Process for Problems of Marine Design (해양디자인 문제해결을 위한 인지적 프로세스에 관한 실증적 접근)

  • Kim, Kiesu
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.126-134
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    • 2012
  • The researchers of this study closely looked into the methods for cognitive-scientific approach to problems of marine design at a time when the overall values of marine cultures are acknowledged in full scale. To that end, the researchers analyzed the problems and problem-solving process for the initial approach to marine design. At the same time, the researchers made the matrix of the design-developmental directions by cognitive scientific approach. After selecting the subjects, the researchers collected verbal protocol and behavior protocol which were shown in the process of a designer's thinking. This was for the sake of protocol analysis which is the representative research technique of cognitive science. Based on the collected data, the researchers empirically analyzed the behavior patterns shown in the marine design process so as to develop the design behavior-graph pattern of designers in an objective and systematic way. The behavior graph was helpful for looking into the initial developmental directions of design and for predicting cognitive structure of designers. The researchers hope that this study will become a fundamental material for predicting cognitive directions of designer for planning and designing the marine design.

A Study on the Formativeness of the Fashion Shoes in High Fashion (하이패션에 나타난 패션구두의 조형성)

  • Lee, Hyo-Jin
    • Journal of the Korean Society of Costume
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    • v.59 no.9
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    • pp.55-70
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    • 2009
  • This study aims at analyzing the formativeness of women fashion shoes shown in the high fashion since 2000 along with the necessity of study for such purposes. Fashion shoes designed for the perfection of high fashion have been positioned as an important item to increase the value of fashion. Subsequently, three formative images through the research method under the literature study could be analyzed as follows. First, the Fetishism image appeared from 18th century and the shoe heel has the erotic internal beauty while attracting the erotic nature from the perspective of 'feet confinement'. The high heel came to have an absolute relationship with the feminine beauty, and the feet and shoes are accepted for the erotic symbol regardless of anyone in the East or West. Second, the fashion shoes in the Maximalism image to pursue for the dream and excitement at the same time have been shown at the same time by using various ornaments in an exaggerated manner for the use of ornaments to clothes through designs by shoe designers. Third, the Aristocratism image in the fashion shoes was remarkably highlighted with the use of materials from processing natural materials with the best quality, which was expressed in an exotic manner with roughness and comfort despite the nature of refinement balanced with the simple reactionary tendency and technical senses of handicrafts. It can be perceived that the inner emotions of human beings are expressed by intentionally dismantling the functions of shoes in terms of functionality even in the fashion shoes in completing the ideal images after which are pursued by people.

Novice and Expert Graphic Designers for Coloring Process (칼라링 디자인 프로세스에서 초보자와 전문가)

  • Tengku, Fauzan BintiTengku Anuar;Song, Seungkeun;Jeong, HeeKwon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.181-182
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    • 2013
  • The purpose of this research is to gain a more in depth understanding of human behavior by comparing synthesis strategies of novice and expert graphic designers for coloring process using analogue and digital tools, with some practical test/examples. In this paper, we present an exploratory protocol study on the use of different communication channels during main process of Graphic Design. We focus on how individual designers use their design skills to complete the coloring process task, and analyze their use of graphical, coloring and verbal communications during concept generation. The implication of this study from the findings will be implemented to design curriculum. If we can find out and understand the nature of the practical design process, we can apply or adjust the result of this research as a guideline for design curriculum in the future.

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A Case Study of Configuration Strategy and Context in Everyday Artifacts - Concentrated on analysis by Creativity Template Theory and Artifact Context Model - (일상 디자인산물의 구성배치 전략과 맥락에 관한 연구 - 창조성템플릿이론과 산물맥락모델을 이용한 분석을 중심으로 -)

  • Jin Sun-Tai
    • Archives of design research
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    • v.19 no.4 s.66
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    • pp.41-50
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    • 2006
  • It is generally regarded a design system in post-industrial society, which products designed by in-house designers or design consultancy are manufactured in factory and distributed in market for the consumer. Although it is treated an old design system in traditional society, the traces of vernacular design has been remaining in the state of adopted to the periodical needs in these days, also proving the attribute of design culture to constitute human's material environment as well as existing design systems. There were discovered various design artifacts in daily surroundings vary from the established design in several manners, user modifications or manufactures in everyday lives formalized them. It was approached a case study that analyze the changes of artifact configuration and designer/user context and creation process of the non-professional design artifacts, Creativity Template Theory and ACM(Artifact Context Model) have been utilized for the analysis model. From the analysis result, It assume that the everyday artifacts may be ordinary but extra-ordinary including particular ideas and identity represented by everyday designers or users. Beside these characteristics induce the potentiality that reflect on creative motives for the designers or a complementary artifact generator filling up with drawbacks in established design system. The everyday design domain, various explorations and alternatives are made, is seems to be another design practice domain dissimilar to the one in the industry-based design. Moreover it provides an more easily accessability for the approaching user-friendly design, user customization because they conduct the reliable modeling of consumer and end-user. Finally, based on the exploratory study regarding interpretation of context and configuration in the everyday artifacts, new approach for the design process and design education through more detailed cognitive modeling of everyday designers will be a further study.

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