• Title/Summary/Keyword: 근거기반 디자인

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포장과 법률 - 산업디자인진흥법 일부개정법률안

  • (사)한국포장협회
    • The monthly packaging world
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    • s.256
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    • pp.112-115
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    • 2014
  • 산업통상자원부는 산업디자인의 정의에 기술적 요소를 포함하고 서비스디자인을 산업 디자인의 영역에 추가하며, 산업디자인의 사업화 지원 근거를 마련하고, 공공부문 산업디자인 개발에 대한 대가기준 수립 근거를 신설하는 등 제도적 기반을 강화함으로써 우리나라 산업디자인의 경쟁력을 강화하고자 산업디자인진흥법 일부 개정법률안을 고시했다. 본 고에서는 주요 내용과 함께 신 구조문을 비교해 살펴보도록 한다.

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A Study on the Improvement Effect of Hospital Digital Signage for Room Spaces - Applying the Evidence-Based Design(EBD) Process (병원 진료 안내 디지털 사이니지 개선 효과 연구- 근거기반디자인(EBD) 과정을 적용하여)

  • Kwon, Youngmi;Lee, Seungji
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.29 no.1
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    • pp.21-28
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    • 2023
  • Purpose: Evidence-based design is the process of making design decisions based on reliable research to achieve the best results, so it is important to accumulate reliable evidence through research. Therefore, the purpose of this study is to present new evidence by applying the evidence-based design process to improve the digital signage for each room spaces in hospitals and verifying its effectiveness. Method: Through the 8-step process of evidence-based design, improved digital signage for each room spaces are installed. It conducted surveys and statistical analysis to prove hypotheses by linking design and research. Results: The hypotheses established in the study are: 1) improvement in the readability of digital signage is correlated with patient satisfaction; 2) Improving the intuitiveness of digital signage correlates with patient satisfaction; 3) Improving the sufficiency of digital signage correlates with patient satisfaction. As a result of satisfaction analysis and correlation analysis, all of the above hypotheses were proven. Implications: Although the hospital sign system is the element that patients rely on most intuitively in the long journey of reception, waiting, examination, and treatment, there is insufficient evidence to refer to or apply it when designing. It is necessary to expand future research to expand the evidence that can be applied to hospital sign design.

뉴미디어 시대 전문대학 디자인 교육 전략과 문제점 연구 - 커뮤니케이션 툴 학습기능을 중심으로 -

  • 명광주
    • Archives of design research
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    • v.12 no.3
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    • pp.55-71
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    • 1999
  • 본 연구는 전문대학 디자인 교육의 문제를 점검하고, 전문대학만의 차별화 된 디자인 교육을 위한 전략과 방향을 정보화에 기반한 커뮤니케이션 툴 학습기능을 중심으로 찾아보는 것이 목적이다. 연구 방법은 주로 문헌 조사 방법을 사용 했다. 전문대학 디자인 관련 현황과 문제점을 분석하고, 새로운 학습체제의 대안을 제시 했다. 연구에서 도출한 결론은 첫째, 전문대학 디자인 교과과정은 중견 직업인 양성 목적 보다는 4년제 교과과정의 모방이며 둘째, 학과목의 연계성 부족과 과도한 학과목으로 전문성 양성과 거리가 있고 셋째, 정보화와 멀티미디어화 등에 대한 대응력에서 취약하며 넷째, 학교 시설과 교수 인력에 한계가 있다. 이에 인터넷등 네트워크 미디어를 통해 가상학교를 구축, 상호 시너지를 확보하는 전략 전개의 필요성을 제시했다. 결론적으로 본 연구 논문은 전문대학의 현실적 디자인 교육 진단을 근거로, 국가적인 교육 정보화 정책과 세계적인 사이버 교육의 트렌드를 접합하여 현실적인 대안을 제시했다.

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An Empirical Study on Emotion-based Homepage Design (감성 기반의 웹페이지 디자인을 위한 실증적 연구)

  • Choi, Dong-Seong;Lee, Joo-Eun;Kim, Jin-Woo
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.5
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    • pp.475-488
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    • 2001
  • With the increase of the number of Internet users, various methodologies have been proposed for the effective design of web page. However, the prior methodologies have focused only on the functional aspect of web page while ignoring the emotional aspects of web pages. This paper focuses on the emotional design of home pages and aims to provide a methodology to design a web page suitable for goal emotions. In order to achieve the main purpose, we have conducted three related studies. First, we have identified basic emotional dimensions representing various feeling users have from web pages as a pool of emotional adjectives. Second, we have identified key design elements related to the emotion by observing the design process of expert designers. Third, we examined the causal relation between the perceived emotion and designed elements. The results indicate that some design elements are more effective to produce certain feeling than others. This paper ends with limitations and implications of the study results.

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Development of Integrated Analysis Model for Eyegaze Analysis - With Emphasis on the Generation of Heuristic Guidelines for User Interface Design - (시선추적 분석을 위한 통합 해석 모델의 개발 - 사용자 인터페이스 디자인을 위한 휴리스틱 가이드라인의 도출을 중심으로 -)

  • 성기원;이건표
    • Archives of design research
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    • v.17 no.2
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    • pp.23-32
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    • 2004
  • This paper's objective is the analysis of eye-movement recording with visual perception process, the inference of heuristic guidelines with human information processing, and the generation of design principles for practical works. For this objective, it was experimented on that the user's eye-movement recording of interactive media with the Eyegaze Interface System, and analyzed the visual perception process of top-down & bottom-up processing, and inferred the design principles from human information process. Our results provide the implications of design through the analysis of the user's eye-movement recording that were changed according to each menu depth of the interactive media. And, it is proposed that the new concept of heuristic guidelines based on each stage of action that is related to human factors.

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An Empirical Approach on Textile Designer's Mental Model focused on the Motif Development for designing CAD tool of Digital Textile Printing (텍스타일 디자이너의 인지적 모형에 대한 실증적 접근 - 디지털 나염 전용 캐드 설계를 위한 모티브 개발을 중심으로-)

  • 송승근;이주현
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.11a
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    • pp.160-166
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    • 2002
  • 본 연구의 목적은 비디오/오디오 프로토콜 분석 방식을 이용해서 텍스타일 디자인 프로세스 중 모티브 개발 단계에서 디지털 나염(DTP : Digital Textile Printing) 전용 캐드(CAD)와 같은 디자인 저작도구를 설계할 때 어떤 요소에 중점을 두고 개발 할 것인지에 대한 향상된 지침을 마련하는데 있다. 텍스타일 디자인 프로세스에 대한 프로토콜 분석을 위해 선행 연구를 고찰하여 디자인 행동 범주의 틀을 하향식(top-down)방식으로 설정하고 실제 행동 프로토콜 (action protocol) 분석을 통해 상향식(bottom-up)방식으로 세부 디자인 행동을 도출하였다. 텍스타일 디자인은 선행연구의 건축디자인과는 다른 특징을 지니기 때문에 프로토콜 분석에서도 새로운 디자인 행동 범주(action category)가 필요하게 되었다. 이를 위하여 모델 휴먼 프로세서(Model Human Processor)이론을 근거로 디자인 행동을 모터 행동(motor action), 지각 행동(perceptual action), 인지 행동(cognitive action)의 세 가지 범주[4]로 나누었으며 텍스타일 디자인 프로세스에 적합한 코딩 스킴(coding scheme)을 개발하였다. 본 연구에서는 이 새로운 코딩 스킴을 토대로 디자인 저작도구에 대한 디자이너의 인지적 모형(Cognitive Model)을 개발하였다. 이렇게 개발된 디자이너의 인지적 모형은 디지털 나염을 기반으로 하는 모티브 개발 단계에서 스케치와 렌더링에 대한 디자인 저작 도구의 향상된 설계지침 뿐만 아니라 방향도 시사하였다.

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Research on toy design based on children's education and experience (교육 및 체험 기반으로 한 어린이 장난감 디자인에 관한 연구)

  • Wang, Zheng;Hong, Dongsik
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.119-127
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    • 2022
  • Based on the theory of interactive experience in children's toy design, this paper analyzes and explores the interactive experience of education children's toys. Based on the basic elements of product design, a case study of the popular children's educational toys in the Korean sales rankings was carried out. In addition, according to the user experience model, a questionnaire survey was conducted on the popular children's educational toys sold in Korea. The results show that the top three children's educational toys by sales are smart toys. Satisfaction is highest for feeling, feeling, thinking, acting, and related experiences. It provides a theoretical basis for the interactive experience design of children's smart toys. Design experiential toys that are more suitable for children's physical and mental health and more suitable for children's psychological development.

Concept of Information Architecture on Digital TV based on User Thought (사고 유형에 기초한 디지털 TV 채널 정보구조의 구상)

  • Hyun, Hye-Jung;Ko, Il-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.9
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    • pp.77-85
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    • 2010
  • As various convergency products have been actively developed, the study on user interface has been conducted a lot, and for more specific direction, users' experience-oriented user interface from user-oriented studies is recently developed. Such a tendency aiming to focus on product development to express users' emotion, the next step in the user-oriented development had difficulties in an objective approach, so the data based on previous users' experiences were presented as the basic data to establish user interface design process with grounds and design direction, and therefore it is available to show more specific and objective grounds. From this perspective, such psychological variables showing users' experiences like age and job are studied through surveys of users at the development of products, and products according to the variables are released. On the other hand, the products considering psychological difference distinguishing users' experiences as the cultural cap are not progressed yet. Despite the understanding of cultural difference, its decisive grounds are hard to distinguish like age, and job. Therefore, the cognitive concept about how to design menu information structure according to accident types that can be considered regarding user interface design among theoretical backgrounds about cultural difference. As the category according to the range of things among accident types, it is divided into analytical type and relational type to conduct a test on similarity and relations about the representative digital TV's menu information of the convergency product. As the result, analytical type and relational type showed difference and this study aims to use menu information concept considering this difference as explanatory variables of the users' experience-oriented development.

Experiencing Design Foundation in On-Line Education - By Using The Basic Graphic Tools - (디지털 학습 환경에서의 기초디자인 교육 - 기초디자인 훈련 도구(Basic Graphic Tools)의 개발을 중심으로 -)

  • Lee, Eun-Joo
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.255-264
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    • 2005
  • The development of personal computers and the Internet led to changes of instructor-student and student-student relationships in design education. New resources of design education with proper materials and tools have to be offered for teaching and learning. The purpose of this research is to develop Basic Graphic Tools(BGTs) on screen that help students to practice the design principles, and to evaluate the BGTs' usability to enhance the credibility of extra tools for online design learning. The BGTs has to be developed to minimize the gap between the online and traditional classroom settings and to maximize the diverse advantage of lecture content driven from technology. Students were given certain design requirements to explore BGTs and a learning guide/performance test after the lecture to evaluate the tools. The test was performed under the e-learning program serviced by C college. This research has presented some encouraging results and raises questions toward future work: how do BGTs impact the feasibility of an online design lecture.

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