• Title/Summary/Keyword: 디자인가치평가

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A Study on Product Image Analysis and Design Expression Using Flowers (꽃을 소재로 한 상품이미지분석과 디자인 표현에 관한 연구)

  • Kim, Gok Mi
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.1
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    • pp.231-236
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    • 2018
  • Flowers are one of the most natural expressions of human expression. Recently, these flowers have been applied to various kinds of products to enhance their aesthetic value and to use them as artistic materials expressing their vitality. The purpose of this study is to investigate the formative characteristics of flowers that are visually beautiful and to express them visually through the fusion of various products used in daily life. Based on this research, we study the importance of emotional design that gives satisfaction to consumers and new design expression techniques. In addition, we pursue the aesthetic value of the product with naturalness and original design sense, and develop sensibility product design expressing design sensitivity by combining floral motif with various products based on expression of decoration using image of flower. I would like to suggest the possibility of development of sensible product design.

Visual design teacher competency evaluation model study (시각디자인 교사역량 평가 모델 연구)

  • SUN, PENG
    • Journal of the International Relations & Interdisciplinary Education
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    • v.2 no.1
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    • pp.29-41
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    • 2022
  • In recent years, visual design has become an emerging industry that creates production value in various countries, and visual design teachers have become a key factor affecting the development of designers and even the trend of the design industry. Therefore, the requirements for the ability of visual design teachers have become particularly important. This study takes the visual communication teachers in colleges and universities as the research object. Focus on the composition of competencies that teachers have when performing their duties. First of all, through document sorting, it is based on the five aspects of knowledge ability, teaching ability, practical ability, management ability and professional ethics. A Likert scale questionnaire was developed on the evaluation of visual design teachers' competencies by interviewing 10 visual design industry experts and conducting two Delphi method interviews. This research refers to the relevant literatures such as curriculum research and teaching objective research of design major, and discusses the evaluation standards of visual design teachers' abilities in colleges and universities. Expert interviews have sorted out 12 criteria and 36 sub-criteria about visual design teachers' abilities, and verified their rationality through expert return visits. The establishment of this evaluation standard provides a certain theoretical basis for visual design teachers' ability evaluation and self-cognition.

Design and Implementation of a Wearable Computer based on a Technology of Image-based Sensor (이미지 센서 기술 기반의 웨어러블 컴퓨터의 디자인과 구현)

  • 이영진;송승근;이주현
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.05a
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    • pp.23-28
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    • 2003
  • 본 연구는 이미지 센서를 통한 입력 기술 중 칼라 코드 입력 기술을 기반으로 한 웨어러블 컴퓨터를 디자인 및 구현하는 것을 목적으로 하였다. 본 연구는 실생활 응용 서비스 애플리케어션을 위해 도출된 컨셉 디자인으로부터 시작하여 실물 모델을 개발한 후 평가 및 수정 단계를 거쳐 최종 모델을 완성하였다. 이러한 일련의 과정을 거쳐 물리적 인터페이스와 의류로써의 가치를 고려한 칼라 코드 기반 '페트롤 재킷'형 웨어러블 컴퓨터가 디자인 및 구현되었으며 이러한 개발 과정은 의류학 및 인지과학의 이론을 근간으로 한 것이다. 본 연구에서 개발된 결과물은 기존의 하드웨어 중심의 웨어러블 컴퓨터를 의류에 접목 시키기 위한 초기 모형으로서 이는 앞으로 보다 인간 친화적인 웨어러블 컴퓨터를 개발하기 위한 초석이 될 것이라 전망된다.

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The Effects of Hedonic Versus Utilitarian Attributes on the Consumer Acceptance of Intelligent Products (지능형제품의 쾌락적 속성과 실용적 속성이 소비자 수용도에 미치는 영향)

  • Kwak, Sonya S.
    • Design Convergence Study
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    • v.15 no.2
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    • pp.333-345
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    • 2016
  • Recently, an intelligent product in which information and robotic technologies are applied to an existing common product, called a mother product has been developed. In order to develop intelligent products which could be accepted by users, various intelligent product design methods have been introduced considering various interaction aspects or intelligent parts to be made. However, as an intelligent product is originated in a mother product, intelligent product design methods based on product attributes need to be explored. In this study, the impact of intelligent product types by product attributes on users' acceptance was investigated by comparing hedonic intelligent products and utilitarian intelligent products. An experiment was executed with child slippers as a case. As a result, participants evaluated utilitarian intelligent products more positively than hedonic intelligent products. They showed higher purchase intention and willingness to pay toward utilitarian intelligent products than hedonic intelligent products. In the case of child slippers, even though the hedonic attributes could be expected as they are child products, utilitarian attributes were perceived as much more important than hedonic attributes as the child slippers are related to the floor noise which is a severe social problem.

Analysis of Game Interface Design Elements towards Battle Ground (게임 인터페이스 디자인 요소분석 : 베틀 그라운드를 중심으로)

  • Huaqian, Xie;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.287-288
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    • 2018
  • Developing games is a popular work in itself and a field of commercial development. It also occupies an important position in the design field as well. Because the game has a high commercial value and a design role in the game. This study examines the interface in terms of usability evaluation to see how to design the interface that corresponds to the appearance of the game. For this purpose, the previous research is examined and the interface elements derived from the survey are used as questionnaire items. The results of this study are expected to help guide the design of game interface design.

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The Research on Impact of the Website User Experiences about Affective Brand Loyalty (감정적 브랜드 충성도가 웹사이트 사용자경험에 미치는 영향에 관한 연구 - 중국에서 판매되고 있는 자동차 브랜드 사이트를 중심으로-)

  • Liu, Yuanchen;Kim, Se-hwa
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.938-942
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    • 2009
  • 브랜드 이미지가 마케팅에 미치는 영향이 커지면서 기업은 브랜드 가치 형성을 위해 온/오프라인 PR활동과 함께 브랜드 웹사이트를 적극적으로 활용하고 있다. 또한 학계와 관련 업계에서는 소비자들의 웹사이트의 이용 경험이 브랜드이미지 형성에 미치는 영향에 대하여 많은 연구를 진행해 왔다. 그러나 이와 반대로 웹사이트의 평가에 있어서 선 경험된 브랜드 이미지가 사이트의 평가에 영향을 미칠 수 있음에 대해서는 거의 연구되지 않았다. 본 연구에서는 브랜드 인지도와 브랜드 이미지를 통해 형성되는 브랜드 충성도-특히, 감정적 브랜드 충성도(Affective brand loyalty)-가 웹사이트의 사용자 경험에 있어서 디자인과 인터랙션디자인에 대한 감정적 평가에 미치는 영향에 대해 조사하였다. 이를 위하여 중국의 대학생, 대학원생 70인을 대상으로 중국에서 판매되고 있는 자동차 브랜드 8개를 선정하여 브랜드 충성도와 웹사이트의 사용자경험 평가에 대한 상관관계를 조사하였다.

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A Questionnaire Design Strategy for Enhancing the Rationality and Testing for the Validity of Choice Experiments Using Example Choice Questions (Choice Experiments의 합리성 제고 및 타당성 검증을 위한 설문지 디자인 연구 - 예제 도입 방안을 중심으로 -)

  • Kim, Yong-Joo
    • Environmental and Resource Economics Review
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    • v.14 no.1
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    • pp.1-24
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    • 2005
  • One of the most important factors that determine the quality of a stated preference study is questionnaire design. This study introduces strategies for enhancing the rationality and testing for the validity of choice experiments(CE) using "example" choice questions that mimic the main choice questions. From the case study of WTP for reduced radon radiation exposures in the home, the study found that screening out irrational responses, 12% of the effective responses, resulted in a meaningful increase in model fit. Meanwhile the study tested for anchoring effects, as a way of confirming the divergent validity of the study, by looking at equality of models estimated for two subsamples. The overall test results were mixed. The pros and cons of the questionnaire design strategy employed are also reported.

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국내 MMORPG 게임산업의 성장방안 연구 - 게임디자인의 미디어 간 재매개 잠재력을 중심으로 -

  • No, In-Sik
    • 한국게임학회지
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    • v.6 no.1
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    • pp.44-47
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    • 2009
  • 분명한 것은 한국형 온라인게임의 특징적 원리들이 탑재되고 있는 방식과 현상은 점차 강화되고 있음에도 불구하고 게임사 주도적으로 전개되고 있는 산업의 성장모형은 평가기능으로 작동해야 할 조정 메커니즘의 원활한 흐름을 저해하는 길항관계에 있는 것은 사실이다. 이러한 문제를 인식하고 연구자는 게임연구의 활성화지점과 게임개발 테크놀로지가 가진 길항관계를 보완할 수 있는 디자인에 주목하고자 하였다. 게임디자인은 게임의 미적, 실용적, 경제적 가치를 창출하는 직무이면서 유관 콘텐츠산업과의 연계와 매개 가능성을 함의하고 있다는 측면에서 게임연구의 활성화지점의 매개로서 충분하다는 것이 연구자의 견해이다. 이 같은 주장의 전개를 위하여 국내에서 탄생한 온라인게임에 초점을 맞추고 국내 온라인게임의 전형이 되고 있는 핵 앤 슬래쉬(Hack & Slash) 방식과 허구적 공간에서의 게임화된 사회경험을 추구하는 스토리텔링 방식의 분석을 통해 국내형 온라인게임이 성취한 디자인 좌표를 검증하고, 이를 통해 국내 게임산업에 대두되고 있는 위기 스펙트럼과의 연관성은 어떤 것이며, 디자인은 어떠한 방향으로 매개되어야 할 것인지에 대한 의제로 접근하였다.

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Study of Clock Design Applied to DFX Methodology of Green Design (그린 디자인의 DFX법을 도입한 시계 디자인 연구)

  • Qing, Yan;Koh, Kyeong-Uk
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.690-699
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    • 2011
  • Green Design is mostly discussed in the field of industry design on the concept basis, while less attention to environmental issues have been paid by neither designer nor manufacturer, which thereby adds to the necessity of the study on Green Design methods and process to a great extent. This article through the classification and analysis of DFX, researches on which kinds of designs in the Clock products market are invested with green design concept as piloted by the principle of DFMs, DFR, DFA and DFD. DFX means design for excellence, and also "design for X", where X is a variable with many values. Under the label Design for X, a wide collection of specific design guidelines are summarized. This article conducts DFX principle assessments on Clock by selecting 30 products of Clock market varieties as the samples, and conducts the field design practices centering on those materials of the least conformity with green design tenet amidst the Framework assessment results. In the course of field practices, DFMs principle is introduced, and embodies the significance of DFX method guidance by virtue of the ultimate results of conceptual designs conducted in the guidance of theoretical basis.

Calculation of the Eco-Design Index for Components of the Multi-function Printer (공용 복합기 출력 기능 소모품들의 Eco Design Index 산정)

  • Lee, Joo-Young;Lee, Jong-Seok;Kim, Jong-Min;Lee, Kun-Mo
    • Journal of Korean Society of Environmental Engineers
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    • v.38 no.6
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    • pp.334-342
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    • 2016
  • Conventional eco-design has been implemented based only on the environmental aspects of a product. Key components of a product identified from the analysis of the environmental aspects have been the target for improvement in the conventional eco-design. The use of eco-design index (EDI) considering both the environmental and economic aspects, and utility value (UV) of a product can be envisaged as an alternative way of implementing and assessing the eco-design. The objective of this study was to propose the logic of the EDI and apply it to the components for performing printing function of the multi-function printer. The EDI was formulated by quantifying the UV, life cycle environmental impact (LCE) and life cycle cost (LCC) of the components of a product, here components of the printer. Of the eight components investigated, roller was identified as the best performing consumable in both the environmental and economic aspects. However, its UV was the lowest among the eight. The EDI of the roller was mere $4^{th}$ in ranking out of the eight. Transfer belt ranked $8^{th}$ and $5^{th}$ in the environmental and economic aspects, respectively, while $2^{nd}$ in the utility value with its EDI ranked $3^{rd}$. This indicates that not only the environmental aspects but also economic and utility value aspects should be considered when identifying the key components for improvement in the eco-design.