• Title/Summary/Keyword: 디자인속성

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A Study on the Consumer-required Attributes of Apparel Product for New Elderly Women (뉴 실버 의류제품 요구속성에 관한 연구)

  • Kim, Cha-Hyun;Park, Jae-Ok
    • Journal of the Korea Fashion and Costume Design Association
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    • v.15 no.1
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    • pp.123-138
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    • 2013
  • This paper studied the apparel product attributes that women in the new elderly generation require in formal wears and in casual wears. The purpose of this study was to provide the design guideline when considering the changing and diverse buying patterns of the new elderly female consumers as opposed to the traditional elderly generation. We employed a qualitative study methodology of one-on-one in-depth interview with open coding. Between August 10 and October 3 of 2012, we interviewed sixteen female consumers of age 60 or above residing in the metropolitan area who considered themselves as young-minded. Our findings were as follows: The consumer-required attributes that the new elderly women wanted to present have five dimensions of symbolism, aesthetic, fitness, usefulness, and maintenance. The main focus of the apparel product attributes that the new elderly women wanted was the dimension of symbolism in formal wears and the dimensions of usefulness and maintenance in casual wears. The new elderly females were the emerging group of consumers of diversified clothing products who emphasized overall balance and wore appropriately for occasions. Apparel products for the new elderly females should incorporate the design attributes that they want as well as the overall balance among individual wears.

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Sensitivity Design of Agricultural Tractor Seat (농용 트랙터 시트의 감성 디자인)

  • 김선웅;박세진;한상찬;김철중
    • Proceedings of the Korean Society for Agricultural Machinery Conference
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    • 2002.07a
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    • pp.48-53
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    • 2002
  • 일반적으로 어떤 제품을 평가할 때 제품이 가지는 기능적 속성 이외에 감성에 의해 제품을 평가하게 된다. 그 제품의 기능과 더불어 제품이 보이는 감각적 속성과 그 제품에 대한 추상적이고 개념적이며 일반적인 인지적 틀을 가지고 그 제품을 지각하게 되는 것이다. 제품을 개발하는 과정에서 민족 또는 국가 간의 다양한 생활문화에 반영된 감성이미지를 구체화할 수 없다면 디자이너가 만들어내는 제품이란 기능적 한계에 제한되기 마련이다 즉, 어떠한 제품의 개발에 앞서 우선적으로 고려되어야 할 문제 중 하나가 바로 사용자들이 요구하는 감성이 무엇인지를 아는 것이다. (중략)

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Comparative Study on the Characteristics of Interaction Design in the Design Hotel (디자인 호텔의 인터랙션디자인 속성 비교 연구)

  • Lee, Mi-Kyung
    • Korean Institute of Interior Design Journal
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    • v.19 no.1
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    • pp.208-216
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    • 2010
  • The design hotel where new life styles of users were created and the exchange of one's identity and the culture was executed was employed the interaction design which considered the attendance and experience of users as the important motives. This study is to discuss on the relationship between the design hotel and interaction design, and to compare and analyze the differences in the expression methods of them. It was concluded that the design hotel had a close relation with the properties of information supply, amusements, narrative, personalization, and social exchange in the interaction design, and it mainly used the digital media of non-material, the juxtaposition of strangeness, the change of structure, substitution of values, appropriation of hybrid as a means of its expression. In addition, it was revealed that the properties above did not simply apply to an open space but were connected as a dominant-subordinate relationship into one subject. It is expected that the field of interaction design in the design hotel will be expanded due to the spread of digital technology and its role and importance will be increased. Therefore, it is thought that the study to provide the development of a variety of contents of design hotel should be kept through the study of organic relation between different subjects, avoiding the indiscriminate use of the contents.

Comparative Research about Korean Cultural Properties of New Generation and Its Product Design (1990년대 한국 신세대문화의 속성과 제품디자인 경향 비교연구)

  • 박규현;박성미
    • Archives of design research
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    • v.13 no.3
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    • pp.201-210
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    • 2000
  • A current of culture changes constantly. The changes in culture have been taken the lead in by new generations. Now, we are connected with a new trend of culture led by new generation. Moreover, it is the younger class from teens to mid-twenties, that is, the new generation group that plays a major part in the new culture. They, in economic affluence, are accustomed to a particular consumption-oriented purchasing pattern in their own way while the old generations had to tighten their belts. A business cannot help getting fascinated with their potential consuming power. The new generation has established itself as a powerful individual consumer class, and is presenting more and more explosive and destructive purchasing pattern in today's consumption market where turmoil of IMF is at the end and 21st century started. As of now, it cannot be emphasized too much to research their consuming culture and tendency. It is suggested that existing designers work out a marketing strategy based on a close investigation of their disposition and cultural characteristics and go on looking into what the properties of a new coming generation's culture vary every time generations change in order to take them to a future consumer group.

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A study on brand and package design for private brand (세미나 - PB의 브랜드.패키지 디자인에 관한 연구)

  • Jeong, Seong-Hwan
    • The monthly packaging world
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    • s.248
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    • pp.94-104
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    • 2013
  • 한국브랜드디자인학회는 학문적, 사회적 발전을 위한 연구, 학술 단체로서 국가와 기업의 효과적 브랜드 구축을 위한 연구와 학술발표 및 사회현장에서의 브랜드 및 브랜드디자인의 실질적 사례발굴과 현황을 조사하고 있다. 본 연구는 한국브랜드디자인학회 제27호에 게제된 내용이다. 연구 목적은 온 오프라인을 막론하고 많은 유통업체에서 적극적으로 개발하고 있는 PB브랜드, 상품, 패키지의 변화의 필요성을 강조하기 위한 것이다. 본 연구의 범위는 대형 마트, 대형 마트의 전체 매출의 75%를 차지하고 3대 대형 마트의 그로서리(Grocery) 제품을 중심으로 선행 연구, 자료 등을 연구 분석하고 PB브랜드 패키지 디자인의 발전 방향을 제언하고 결론에 도달하였다. 연구를 통해 PB가 변화하고 있는 유통환경, 소비환경, 소비자의 의식에서 대응하고 PB의 순기능을 지속하기 위해서는 브랜드 제품 패키지 디자인의 큰 변화의 요구되고 있음을 확인할 수 있었다. PB가 가격 할인이라는 경쟁력만으로 강력한 NB들과 자사의 한정된 유통공간에서 경쟁하기에는 많은 한계를 가지고 있음을 인식해야 할 필요가 있다. PB가 가지고 있는 한계는 대부분 관여도가 낮은 Me-too 제품으로 저렴한 가격을 유지해야 하며 적극적인 프로모션 활동에 제한이 있다는 것이다. 대부분의 PB브랜드는 다양한 상품군을 제품의 속성, 가격 등을 중심으로 한 네이밍과 레터마트로 디자인되어 있으며 NB브랜드에 비해 전략적인 부분에서 많은 차이가 있었다. PB는 프리미엄 브랜드로의 필연적으로 확장되어야 하는데 반해 브랜드 전략에 한계가 있음도 확인하여 PB브랜드와 패키지 디자인은 전략적이고, 차별화된 메시지와 정보, 확장성을 고려한 디자인과 특정한 방법으로 제한된 디자인에 대한 연구의 필요성을 제언하였다. 본 연구의 선행 연구 자료를 통한 연구와 주관적인 제언이라는 한계를 극복하기 위한 후속 연구가 필요하다.

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Selection of Media and Representation factor for Multimedia Information (멀티미디어 정보를 위한 매체와 표현 요소의 선택)

  • 이지수
    • Archives of design research
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    • v.13 no.4
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    • pp.195-201
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    • 2000
  • To find out media's function on the various effects in communication, this paper reviews studies that utilize multimedia as a device for conveying information. We discuss multimedia as an integrated symbol system with advantages and also problems in representing information. The cognitive dissimilarity of media could be explained by various attributes of medium that are about physical characteristics and even cognitive actions. With advantages from integrated media and interactivity, multimedia has negative results such as cognitive overload and in that reason systematic approach is needed. This paper shows the factors on media selection and relationship to interface components. To select appropriate media to the needs and situation, it should be considered the user's ${\circled1}$background ${\circled2}$knowledge / frequency of use / expertise, contents ${\circled1}$task nature ${\circled2}$type of knowledge and media ${\circled1}$representation format ${\circled2}$interaction techniques. Varying the media factors and varying the expression factors offers concrete design features.

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Relationship between User's-Oriented Emotional Design and Elements of Creativity (소비자 지향적 감성디자인과 창의성 속성과의 관계)

  • Jin, Yuan;Kwon, Jong-Dae;Hong, Jung-Pyo;Kim, Tai-Ho
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.481-488
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    • 2008
  • This study examined the relationship of what kind of creative thinking has related factors for emotion design products in order to let consumers focusing on the successful cases of emotion products. For the design creativity attribute used in this experiment, the design evaluation creativity tools revealed by Kim Eun-Ju's 2007 design creativity evaluation tool development were used mostly and of the 12 most common emotion products and general product, MP3s, which have various forms, functions and sizes were selected as the target for experiment. Results of the experiment showed that for design creativeness items of all emotional products, vision creation, favorableness, convenience, practicality and being purchasable were relevant, while for MP3, uniqueness, favorableness and convenience were relevant. Accordingly, the common features of design creativeness items for emotional products were identified. When summing up the contents of the two experiments above, for emotional designs, the interest level of uniqueness for the design creativity evaluation items and the functional items for practicality had a high level of relativity. Therefore, there is a need to examine the common features between the design creativity items for general products other than MP3s in the future.

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Importance-Performance Analysis on Design Attributes of Self-Guided Interpretive Signs in the Nature Trail of Naejangsan National Park (내장산 국립공원 자연관찰로의 자기안내식 해설판 디자인 속성에 대한 중요도-성취도 분석)

  • Kim Sang-Oh
    • Korean Journal of Environment and Ecology
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    • v.20 no.2
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    • pp.159-169
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    • 2006
  • Interpretive sign is a communication medium that is often used in self-guided interpretation. Understanding interpretive signs and their users is important to maximize the effectiveness of interpretation. This study evaluated design attributes of interpretive signs by visitor's personal characteristics and visiting patterns using Importance-Performance Analysis(IPA). Data were collected from August to September of 2003 at the self-guided trail in Naejangsan National Park, Korea. Visitors using the trail participated in a questionnaire survey, and a total of 276 subiects was used for data analysis. The IPA results showed that female(23.3%) than male(13.3%), low age group(43.3%) than middle(0.0%) and high age group(0.0%), higher education group(36.7%) than lower education group(0.0%), medium size group(33.3%) than large(10.0%) or small group(16.7%), 'with child' group(66.7%) than 'without child' group(20.0%) rated higher importance and lower performance on more design attributes of the interpretive signs. These groups also showed higher rate of 'Concentrate Here(CH)' attributes that require urgent improvement. The 'with child' group showed the especially high rate of 'CH' attributes. The results suggest that interpretive signs need to be designed considering diverse user groups. It is also necessary to develop some standardized items of the sign design attributes for more efficient and reliable implementation of IPA and other evaluative works.

A Study on the Classification System for Design DB(Database) (디자인 DB(database)에 있어서 분류체계에 관한 연구)

  • 유보현;김태균;홍석기
    • Archives of design research
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    • v.13 no.1
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    • pp.67-74
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    • 2000
  • According to computer-based life style and computer networking system is generalized, the construction of information system based on the construction of database is one of the major jobs in the design field. The construction of standard database system is one of the major factors to build the information infra and develop design field as knowledge-base industry. However, the construction of user-based dassification of database is prior to that of standard design database system. This study presents the possibility of the construction of user-friendly and standard database system by studying the dassification system of database.

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Comparing User Experience-based Design and Minimalism (사용자 경험 디자인과 미니멀리즘 비교)

  • Jo, Dong-Hee;Lim, Byung-Woo;Cho, Yong-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.5
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    • pp.145-154
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    • 2008
  • Minimalism, which started with the subtle distinction between the end of modernism and beginning of post-modernism, was not limited to the fine arts but also spread through architecture, fashion, and the rest of the design industries. this historical study is considered a logical, user experience-based design process, the latest issue derived from the collision between minimalism and the digital environment is not limited to practical industrial design processes, but also their theoretical study. the results show that user experience-based design process and minimalism share many of the same qualities. based on these similarities, minimalism and user experience-based design process can be grouped together both academically and theoretically for establishing a future academic template for the digital designing process.