• Title/Summary/Keyword: 디자인기획

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소비자 감성에 기초한 경기용 여자 수영복 디자인 기획의 제시

  • Lee, Ju-Hyeon;Jang, Jin-Hui
    • Journal of Global Scholars of Marketing Science
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    • v.2
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    • pp.183-202
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    • 1998
  • 본 연구에서는 1) 경기용 여자 수영복의 디자인을 분석하여 대표적인 디자인 요소를 도출하고 2) 경기용 여자 수영복 디자인에 대한 소비자의 감성을 분석하고 그 결과를 토대로 한 디자인 기획의 지침을 제시하며 3) 디자인기획의 지침을 토대로 하여 합리적인 경기용 여자 수영복 디자인 프로토타입을 개발하였다. 이러한 분석을 수행하기 위하여 오미겐타로의 디자인평가인자 이론을 개념적 모형으로 하여 경기용 여자 수영복의 이미지를 20개의 디자인 세부요소로 분해하여 디자인 특징을 기술하는 디자인 요소 분석 체계를 구성하였으며, 연구 결과를 토대로 하여 디자인 요소 분석 체계를 보완하고 개발하였다. 경기용 여자 수영복디자인에 대한 소비자의 감성의 주요 하위 차원으로는 참신함, 발랄함, 심플함, 강함 차원 등이 도출되었다. 또한 경기용 여자 수영복의 디자인 세부 요소들 중 로고와 색체에 관련된 디자인 세부 요소들은 선에 관련된 디자인 세부 요소들보다 감성에 더욱 지배적인 영향을 미치는 것으로 분석되었다. 이 결과는 기존의 스포츠 마케팅에서 로고를 중요한 수단으로 활용해온 것은 타당함을 의미하였으며, 경기용 여자 수영복 디자인 기획에서는 로고 뿐 아니라 색채도 중요하게 다루어져야 함을 시사하였다. 또한 본 연구에서 의미 있는 감성 효과를 나타낸 디자인 세부 요소들은, 스포츠마케팅 및 디자인 마케팅 분야에서 경기용 수영복 디자인 제품에 대한 체계적인 소비자 평가 기준으로서 활용될 수 있을 것으로 기대된다.

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IT SMEs' Product Planning Capability and Manufacturing Capability in the Context of Digital Convergence: The Mediating Impacts of the Product Exterior and Interior Design Capabilities (디지털 융합 환경에서 IT 중소기업의 제품기획능력과 제조능력: 제품외부 및 내부 디자인능력의 매개효과를 중심으로)

  • Hau, Yong Sauk
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.55-62
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    • 2015
  • IT SMEs' product planning, product design, and manufacturing capabilities are of importance to creating their sustainable competitive advantages in the context of digital convergence. However, there have been few empirical studies investigating the relationships among them, which has made this research attempt to model the relationships and empirically test them. Especially, this study divided IT SMEs' product design capability into the product exterior and interior design capabilities and focused on the mediating effects of the product exterior and interior design capabilities between the product planning and manufacturing capabilities. By analyzing the 310 samples of Korean IT SMEs with the ordinary least squares regression analysis, this study has empirically revealed that IT SMEs' product exterior and interior design capability jointly and fully mediate the positive relationship between their product planning and manufacturing capabilities.

A Study on the Design Strategic Managemnet System Utilizing the Concept of Balanced Scorecard (균형성과표를 활용한 디자인 전략 경영 시스템에 관한 연구)

  • 제현주;정경원
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.10a
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    • pp.76-77
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    • 1999
  • 급속한 경영환경의 변화는 기업의 포지션과, 장기적인 개발 기획등에 초점을 맞추던 전통적인 기획과는 다른 전략 경영 기법을 요구하고 있다. 경영환경의 변화는 전략의 실행 과정을 운영/통제 모드에서 변화 유도 모드로 변환시키고 있기 때문이다. (중략)

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An exhibition case study applying game design elements in the design of immersive display exhibition (몰입형 디스플레이 기반 체험전시 디자인에서의 게임기획 요소 적용 사례 연구)

  • Kim, Na-Young
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.435-441
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    • 2021
  • In recent years, with thedevelopment of digital media technology immersive experiential exhibitions that provide realistic and realistic exhibition experiences to the audience are increasing In this study, the representative cases of these immersiveexperiential exhibitions were analyzed with a focus on the elements of the exhibition design. We also introduced the exhibition case of 'A Hero's Adventure' which was held and operated by applying game design elements to thethe directing planning of an immersive experience exhibition. In addition, the effects and utilization methods of the exhibition that applied game planning elements such as challenges goals conflicts rules and wins and losses were considered.

A study of Exhibition Planning based on the Installation Art - Focused on an Environmental Poster Exhibition - (설치미술의 배경과 전시디자인에 관한연구 - 국제교류 환경포스터 디자인전을 중심으로 -)

  • Shin, Seong-Hoon
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.173-180
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    • 2009
  • Increased appetite for art and design due to improving the economic standard of living and industrial community recognized the value of art in the profitable aspect currently demands various exhibitions in various environments. These social needs and changes in corporate culture to meet the rapidly expanding opportunities for artistic exhibitions, and this modern exhibition outside of the conventional gallery requires more for designers to work with various exhibition spaces, and the opportunities are increasing further. Various types of exhibition space in the exhibition planning an unspecified environment best suited to each exhibit space has been designed to require. This comprehensive study of an environmental poster exhibition held in the Seoul Institute of the Arts, MA-block lobby during 2009.06.10-06.19 was a part of the international exchange projects between Seoul Institute of the Arts and California State University, Northridge. Planning and designing throughout the exhibition in an unspecified space for exhibition requires more creativity and flexible approaches than in the general exhibition gallery.

Web Service and Design Planning through User Experience and Understanding of Desire (사용자 경험 및 욕구파악을 통한 웹서비스 및 디자인 기획)

  • Kim, Jin-Kon
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.97-104
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    • 2007
  • This study aims to emphasize the need for the in-depth experience and understanding of desire as to the Web Service and Design Planning through the introduction of the methodology which was developed by mixing quantitative utilization analysis and qualitative utilization analysis and to propose the active use of that. The methodology of this study is significant in that it tries to identify the latent experience and desire of user and reflect them in the Web Service and Design Planning through the repetition of 3 staged circular process and exploratory process related to the investigation category of people, prototype and product.

Method and Case Study of Decision Tree for Content Design Education (콘텐츠 디자인교육을 위한 의사 결정 트리 활용 방법과 사례연구)

  • Kim, Sungkon
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.283-288
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    • 2019
  • In order to overcome the students' lack of information and experience, we developed a content planning tree that utilizes a decision tree. The content planning tree consists of a tree trunk creation step in which students select a theme and a story to develop, a parent branch generation step for selecting a category that can be developed based on the story, a child branch generation step for selecting the interesting "effect" method of producing the content effectively, a leaf generation step for selecting a multimedia expression 'element' to be visualized. The educational model was applied to game planning design and information visualization lectures, and provides examples of the categories, effects, and elements used in each lecture. The model was used for 145 team projects and the efficiency was confirmed by a step-by-step learning process.