• Title/Summary/Keyword: 디자이너 역할

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In the relationship between design competency strengthening education for designers and individual performance, Mediating effect of learning self-efficacy and corporate learning transfer climate (디자이너 대상 디자인 역량강화교육과 개인성과와의 관계에서 학습 자기효능감과 기업 학습전이풍토의 매개효과)

  • Kim, Gun-Woo;Kim, Sun-Ah
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.897-908
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    • 2022
  • The purpose of this study is to prove the hypothesis that the learning transfer climate, such as individual learning self-efficacy and corporate innovative knowledge transfer, will play a mediating role in the relationship between design competency strengthening education and individual performance considering the designer's characteristics. This is meaningful in expanding the meaning of design education and training by quantitatively analyzing the learning transfer climate that affects learning self-efficacy and organizational culture according to the characteristics of designers, unlike existing studies that simply investigate the satisfaction of education. Specifically, this study set up seven hypotheses, and as a result, it was found that design capacity building education for designers, learning self-efficacy, and learning transfer climate of companies had a significant effect on individual performance.

A Study on Interface Design based on Understanding User Interface (인터페이스의 이해에 기초한 인터페이스 디자인에 관한 연구)

  • Hong, Jong-Iin
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.228-233
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    • 2004
  • Radically changing multimedia and thereby paradigm shift on communication require designers to change their traditional role. Therefore, the study aims to find what interface design has to intend by understanding the notion of interface and the user's characteristics on recognition.

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A study on design of glasses pattern using Optical Art (옵아트를 이용안 안경 패턴 디자인의 연구)

  • Kang, Min-Soo;Kim, In-Soo;Kang, Sung-Soo
    • Journal of Korean Ophthalmic Optics Society
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    • v.10 no.4
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    • pp.391-403
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    • 2005
  • Vision is the most important sense of the five senses in our body. This represents that an eye is for the mysterious organ playing the essential role in our body. Alain Mikli known as a famous spectacle designer in France said that glasses exists for seeing and for being seen. This saying is one of the philosophically well-organized definition of the most fundamental function of eye-glasses described in and out of itself. Today, in the world, there are a number of works of glasses design and lots of glasses designers are designing hard in order to convey the goods with the best value and philosophy to customers. They work for the goal that glasses is used as seeing and try to give customers satisfaction and enjoyment of it. And they think that glasses should play the role of the interface. At this point, we need to catch hold of the interface of glasses. That means that glasses has to have the communication between eyes and objects and be the mediation of the connection between the image of oneself and that of one by others. For the character of the interface of glasses, glasses designers should plan and investigate this character at the being of design. This study of optical art has been researched for the necessary and sufficient condition between consumers and products.

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Survey of Prototyping Tools for Interactive Product Design (인터랙티브 제품 디자인을 위한 프로토타이핑 도구 조사)

  • Nam, Tek-jin;Yim, Ji-Dong
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.165-174
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    • 2005
  • The development of digital technologies transforms the design targets, characteristics of the targets and the role of designers. The paper highlights the role of prototyping in the interactive digital product design process and presents the survey and analysis of prototyping tools that can be used by designers in designing such products. From the review of tools in design related fields. the classification framework for the tools were presented. The framework has the criteria of the fidelity of prototypes, the stage when the prototyping is used, and design targets. Based on the analysis, the implications for using the tools are suggested. They includes that prototyping is important in the concept stage for designers and different tools and methods are to be applied according to design targets and objectives. Prototyping tools need to support exploring design concepts without being constrained by implementation technologies The collaboration with other professionals can also help effective prototyping. Existing tools familiar to designers can be effective platforms for the new design problems. The results can be guidlines with which designers choose more appropriate prototyping tools when they face new design problems. It also make practical contribution in improving design efficiency and design education for interactive product design projects.

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Application of Multi-Resolution Modeling in Collaborative Design (협업 설계에서의 다중해상도 모델링 응용)

  • Kim, Tae-Seong;Han, Jung-Hyun
    • The KIPS Transactions:PartA
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    • v.10A no.4
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    • pp.339-346
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    • 2003
  • This paper provides a framework for information assurance within collaborative design, based on a technique we call role-based viewing. Such role-based viewing is achieved through integration of multi-resolution geometry and security models. 3D models are geometrically partitioned, and the partitioning is used to create multi-resolution mesh hierarchies. Extracting a model suitable for access rights for individual designers within a collaborative design environment Is driven by an elaborate access control mechanism. 

A Study on the Metaphor of Industrial Design (산업 디자인에 있어 Metaphor 연구-)

  • 김성곤
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.05a
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    • pp.74-75
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    • 1999
  • 산업디자인은 제품이 가지고 있는 형태에서 주는 디자인의 이미지는 상품에 중요한 역할을 하고 있다. 제품의 형태는 많은 인더스트리얼 디자이너에 의해 여러가지 제품의 형태로 나을 수 있으나 독창적이거나 개성이 없다는 것이 많은 사람들의 지적이다. 새로운 디자인이미지 창출을 위한 방법으로 이미지 유입(Metaphor)의 방법을 소개 하고자 한다. (중략)

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An Analysis on Metaphorical Thinking in Design Process (디자인 과정에서 나타난 은유사고의 분석)

  • 이한석;윤기병;이정규
    • Archives of design research
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    • v.15 no.4
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    • pp.307-316
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    • 2002
  • Metaphor thinking is a kind of intuitive thinking and plays a central role in design process. But there are not many researches on this topic because it happens in designer's mind during design problem solving. In this paper, we considered cognitive aspects of metaphorical thinking as they cropped up in the process of design concepts development. As a method of cognitive experiment we used a protocol analysis of the design review reports. At the end of this research we concluded that metaphorical thinking is engaged in restructuring of new frames and reconciliation of conflicting frames for the development of new design ideas and concepts. This role of metaphorical thinking makes the design thinking divergent and the design process creative.

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A Review on the paradiam of Eyewear Design Concept (안경 design concept의 paradigm에 관한 고찰)

  • Kang, Hyunshik;Jang, Woo-Yeong
    • Journal of Korean Ophthalmic Optics Society
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    • v.9 no.1
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    • pp.189-195
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    • 2004
  • Eyewear must not be judged only by the skill of the designer who created it. For production of successful eyewear, we must always take into account the point of view of the wearer. Because eyewear is above all a means to correct of the visual acuity, it is a medical instrument. Therefore in any case, it should not submit to the dictatorship of fashion designer. The eyewear designer's role may therefore be summarized in following way: to have a subtle sensitivity and inspiration, and originality, know-how to develop a symbiosis between functionality and technical know-how, harmonious production of the design and concept of the human engineering. At present, the way of designing has undergone a big change to enabling us to supply the customer with technical design and rapid prototyping of eyewear with assistance to computer processing such as computer graphic and cad/cam.

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