• Title/Summary/Keyword: 디자인 고려사항

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Definition of Architecture Patterns regarding Quality Attributes (품질속성을 고려한 소프트웨어 아키텍처 패턴의 정의)

  • Kung, Sang-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.8 no.1
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    • pp.82-95
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    • 2007
  • The paper focuses on how to classify as well as to define the Architecture Patterns which are popularly used in the design of software architecture. In order to achieve this purpose, we propose not only the revised methodology for Pattern-Oriented Software Architecture Design, but also new method of classification and definition for the Architecture Patterns. Especially, because the patterns are so diverse depending on the level of abstraction and types of applications, it was considered to have some different views of classification of the patterns in order to support convenient access to classified and stored patterns. The abstraction of the pattern is another important result of the research, which is devised for concrete expression of the patterns and for presentation of the interrelation among group of the patterns. The research also includes the extension of the quality model popularly adopted in the software domain, which enables the description of the patterns with the well defined quality attributes in terms of software architecture's point of view.

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A Study on the Software Standardization and Simulator Design for Efficient Reliability Test in Combat System

  • Choi, Hwan-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.12
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    • pp.151-159
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    • 2022
  • In this paper, we propose the standardization architecture and weapon-sensor simulator for efficient reliability test in combat system. To reduce man-month of reliability test, application with high dependency on other module is selected and apply FORM. The proposed standardization architecture extracts common, variable elements and design patterns, S.O.L.I.D principles were applied. The proposed weapon-sensor simulator implements essential functions by identifying highly dependent element of other modules and the information from equipment can be directly received without processing by using communication middleware. As a result, it can replace actual ship-mounted equipment. In addition, it is possible to reduce the consumption rate of human resources when perform reliability test and modification time can be shorted.

A Study on the Difference in Consumer Demand of Leports Wear and Its Implication for Apparel Development by the Types of Motivation to Participate in Marine Leisure Sports

  • Yu, Cheon;Cha, Su-Joung
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.12
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    • pp.239-249
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    • 2022
  • This study attempted to categorize the motivation for participation in leisure sports and analyze the difference in consumer demand for leisure sports wear according to the type. As a result of the analysis, the functionality of the preferred material consisted of movement, comfort, and body temperature maintenance. When purchasing, the factors to consider were extracted such as basic emphasis, emphasis on flaunting, and emphasis on practicality. The improvement requirement was composed of basic function improvement and various function additional factors, and the purchase satisfaction factor was composed of three factors: brand, practicality, design, and functionality. Motives for participation in marine leisure sports were grouped into mania, leisure, and health types. As for the functionality of the preferred material, the mania type and leisure type preferred movement, comfort, and body temperature maintenance functionality over the health type. As for the factors to consider when purchasing, the mania type and leisure type had higher consideration for the factors of basic emphasis, ostentation, and practicality than the health type. In the improvement requirements, both basic function improvement and various function additions had the highest mania type and the lowest health type. In terms of purchase satisfaction factors, practicality and brand were found to have a high leisure type, and functional factors were found to have a high mania type. For the enthusiastic group, it is thought that product development should focus on functionality and additional functions, and health types should be focused on design and utilization.

Study About the Capstone Design Education for the Growth of Local Design Industries - Based on the Exhibitional Project, 'Jeju Tamranun Idea' (지역디자인 산업발전을 위한 캡스톤 디자인교육 사례연구 - '제주 탐라는아이디어전'을 중심으로)

  • Kim, Jong-Min
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.653-662
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    • 2021
  • This is a thesis about the whole process of cooperative study for the project, 'Jeju Tamranun idea' which produced by Capstone Design Class in communication design Dept, Hongik University. The purpose of this thesis is to know the primary educational goal and essence of capstone design class and to find the enhancement plan for the local design industry. The exhibitional project, 'Jeju Tamranun idea' was operated three times by hongik university with the company based on Jeju from 2017 to 2019. After the research, There are three positive effects of this project which are the new social function of the discarded assignments, the improvement of educational standard through the autonomous competition, and the growth of students' social consciousness in the process of considering local industries. And there are several points to be reviewed for a better capstone design class with local design industries. It is necessary to utilize the untact system for solving distance issues. And also, absolute evaluations, giving equal reward, and copyright protection are needed. Lastly, the continuous development of the curriculum to improve local design industries is needed.

A Study of Design Process for Sensor-based Smart clothing based on requirement engineering (요구공학을 적용한 센서기반 스마트 의류 디자인 프로세스 연구)

  • Cho, Hakyung;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.16 no.3
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    • pp.397-408
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    • 2013
  • According to increase of concerning in health and entry of aging society, sensor-based smart clothing has developed various type and applications. Sensor-based smart clothing should be designed with considering of the interaction between a human body-device-clothing, such as accuracy of signal, wearability, suitability and the configuration of the sensor and so on. In this respect, these characteristics distinguish sensor-based smart clothing process from clothing process and Sensor-based smart clothing process is expected to be needing requirements Specification for development purpose and interoperability assessment based on requirements engineering. In this study, to assess efficiency of process based on requirement engineering, the sensor-based smart clothing process was deducted in two types by analysis of empirical performance. Presented two process were empirically evaluated through qualitative and quantitative evaluation. As a result, design process II based on requiments engineering were confirmed more effective process than processI.

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The Study of the Process of Design on the Application of the Architectural Field Concept (건축장 개념을 적용한 설계과정 연구)

  • Lee, Seung-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.8
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    • pp.3698-3703
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    • 2012
  • The architectural design process is consisted of the phase of programming and the phase of the design. The contemporary architectural scheme, as a datascape, a rhizome structure and a diagram, is based on the concept of modern physics. And it is applied on the phase of design by synthesizing data. Like this, the design of the architectural field is accomplished in the phase of design. For design of the architectural field, the characteristics of the architectural field is considered as the viewpoint of design in the procedure. First, according to the area which is defined by relations of environments, around architectures and so on, the net system of relations is designed as area. Second, design the linkage between building and space, building and building, space and space, according to the correspondence each other. Third, design the method or form of connecting building and space to one as a building and a space are no longer divided but are understood by one. As a result, for the design of architectural field, it is necessary to define the criteria by the characteristics of architectural field and the architectural field is designed by process.

An investigation of the User Research Techniques in the User-Centered Design Framework - Focused on the on-line community services development for 13-18 Young Adults (사용자 중심 디자인 프레임워크에서 사용자 조사기법의 역할에 관한 연구 - 13-18 청소년용 온라인 커뮤니티 컨텐트 개발 프로젝트를 중심으로)

  • 이종호
    • Archives of design research
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    • v.17 no.2
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    • pp.77-86
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    • 2004
  • User-Centered Design Approach plays important role in dealing with usability issues for developing modern technology products. Yet it is still questionable whether the User-Centered approach is enough for the development of successful consumer contents since the User-Centered Design is originated from the software engineering field where meeting customers' functional requirement is the most critical aspect in developing a software. However, modern consumer market is already saturated and in order to meet ever increasing consumer requirements, the User-Centered Design approach needs to be expanded. As a way of incorporating the User-Centered Approach into the consumer product development, Jordan suggested the 'Pleasure-based Approach' in industrial design field, which usually generates multi-dimensional user requirements: 1)physical, 2)cognitive, 3)identity and 4) social. It is the current tendency that many portal and community service providers focus on fulfilling both functional and emotional needs for users when developing new items, contents and services. Previously fulfilling consumers' emotional needs solely depend on visual designer's graphical sense and capability. However, taking the customer-centered approach on withdrawing consumers' unknown needs is getting critical in the competitive market environment. This paper reviews different types of user research techniques and categorized into 6 ways based on Kano(1992)'s product quality model. Based on his theory, only performance factors, such as suability, can be identified through the user-centered design approach. The user-centered design approach has to be expanded to include factors include personality, sociability, pleasure, and so on. In order to identify performance as well as excellent factors through user research, a user-research framework was established and tested through the case study, which is ' the development of new online service for teens '. The results of the user research were summarized at the end of the paper and the pros and cons of each research techniques were analyzed.

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Designing Smart Sportswear to Support the Prevention of Sports Injuries in Badminton Club Activities (배드민턴 동호회의 스포츠 상해 예방을 지원하는 스마트의류 디자인 제안)

  • Kim, Shin-Hye;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.23 no.3
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    • pp.37-46
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    • 2020
  • This study was aimed at investigating the activities of a badminton club and designing smart wear to prevent sports injuries during badminton club activities. Everyone is familiar with sports in an aging society and clubs are gradually developing. Popular badminton club activities lead to frequent sports injuries, especially ankle injuries, which are a serious problem that hampers members' participation in sports. Therefore, this study aims to propose a prototype design for smart wear to prevent sports injuries, including ankle injuries. First, we identified the characteristics and considerations of members of badminton clubs, and the components of smart wear to prevent sports injuries. Second, members of the badminton clubs and an elite badminton player participated in a survey on the issues and requirements associated with wearing smart wear. Third, usage scenarios for smart wear were created based on literature reviews and the user assessment lists. Fourth, a prototype of the smart wear to prevent sports injuries including ankle injuries was created based on the scenarios. With the proposed smart wear, members of badminton clubs who may require assistance with sports injuries will be able to monitor said injuries, as well as their health condition, as avatars in visual games through a smart terminal. The visual game system will provide easier access to information about sports injuries and health. This smart sportswear will allow members of badminton clubs to prevent sports injuries and review their performance. This study can be utilized to design smart wear to prevent sports injuries and monitor sporting activities or bio-signals.

Application of Paper-prototyping Method for Touch Interface Design Evaluation (터치 입력방식 디자인 평가를 위한 페이퍼 프로토타이핑 기법 적용)

  • Shin, Kyung-Jin;Lee, Tae-Il
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.888-894
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    • 2009
  • Recently, touch screen systems with direct touch interfaces are prevailing in digital products such as MP3's, DMB's, PDA's and navigators, which give rise to new interface issues related to speed, feedback and accuracy, and consider additional considerations for solving those issues in evaluation processes. Although paper prototyping method, the one of applicable methods, is efficient ways to evaluate the touch interface, it still requires a certain amount of adaptations for touch interfaces. This study aims to identify emerged issues regarding to paper-prototyping method for the evaluation of touch interface, to come up with alternatives for applying the method. The study started with analyzing the touch interface in digital products, and suggests the 'Touch Wheel' interface based on mainly used interface. 'Touch Wheel' interface allows the user searching for her/his favorite songs by rolling 'wheel-like' menu list. The Userbility test was conducted by 24 MP3 users with 4 times, and based on such conditions as materials, making methods and evaluating process of paper prototyping for evaluating the touch interface, effective alternatives were considered in each evaluation steps. As a result, paper prototypes for evaluating the touch interface should give active operations to subjects by offering direct experience, so as to provide subjects with proper feedbacks and for designers to collect effective alternatives for expected problems in initial interface design process.

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A Study on the method Education of Basic Floral Design (베이직 플라워 디자인 기초교육 방법)

  • Wang, Kyung Hee;Chung, Jin Hee
    • Journal of the Korean Society of Floral Art and Design
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    • no.45
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    • pp.47-56
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    • 2021
  • It was applied by making the models such as the prior learning (e-learning), modeling by manual, learner's practice, 1:1 teaching coaching, self evaluation, coaching behavior assessment(primary, secondary), and self-directed practice. First, the cognitive practice education through the prior learning is very essential in the practice of floral design. Second, the practice class of floral design is a class where the professor generally set an example first, and the learners followed. Third, this study was to prepare the checklist, reflect it through the self evaluation, and prepare the evaluation form in accordance with the element, principle, and technical parts of floral design about the finished works. Fourth, contrary to the existing class completing within the class hour, the practice class is a process of trying to do self-directed practice, returning to home. Fifth, this study was to evaluate the works the learner made once again through the sketching and photographing by placing the work process of portfolio at the last step. To conclude, this study has found that such series of process through six steps on the practice form by the learner only would be excellent teaching learning model to improving the basic capacity of floral design. Accordingly, the development of teaching materials related to this and adaptation in the field in the future is considered as it will be very helpful to the learners' self-directed learning.