• 제목/요약/키워드: 디자인 기회

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Opportunity Capturing Strategy of Venture Company in the Context of Dominant Design Competition: focused on compare with hardware and software industry (지배적 디자인 경쟁 환경에서 벤처기업의 업종별 기회포착 전략에 관한 연구: 하드웨어와 소프트웨어 산업 비교를 중심으로)

  • Moon, Ji-Yong;Ko, Young-Hee
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.2
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    • pp.27-42
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    • 2015
  • The aim of this research is to investigate the difference in the capturing opportunities for each type of venture companies in the industry undergoing competition of a dominant design and then figure out the reason why they can be successful. Existing studies on venture companies are focused on the way to enhance a firm's competencies by acquiring and combining its resources. However, it is important for startups which have a lack of resources and capabilities to capture the opportunity to survive by understanding a changing environment. This study is focused on opportunity capture and strategic response to a changing environment and attempts to select and observe startup companies which are able to capture the opportunity and enter the market in the industry undergoing dominant design competition. In order to find out its difference in different types of business, we select one case from hardware startups and the other from software startups. According to the result of this study, the hardware startup focuses on market extension by lowering their prices and the software startup strives to induce more users to participate by the universalization of enabling technology so as to extend and standardize their technology in the environment undergoing dominant design competition. This feature of environment leads the difference in the approach for successfully capturing opportunity and thus hardware firms need to recognize the opportunity with profit potential from relationship with a number of cooperative firms while software firms need to identify the opportunity for extension of enabling technology which can be used by many users.

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A Study on Foreigners' Korean Language Learning Experiences through Design Thinking Analysis (디자인 사고 분석을 통한 외국인의 한국 언어 학습의 연구)

  • Lee, Pei Zhi;Kim, Boyeun
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.345-351
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    • 2017
  • The international status of the Korean language has been elevated as the demand for studying the language among foreign students has grown sharply over the past few years. Unfortunately, foreign students face difficulties in learning the language, conflicts are also deepening between Korean and foreign students. Using Erin Sander's design research spiral, this paper investigates foreigners' Korean language learning experiences, identify the main cognitive and affective factors influencing their learning process. Research findings collected with the design analysis revealed needs and insights that offer opportunities relevant specifically for the conception, design and development of new products and services related to Korean language learning.

The Snowballing system for product from Generation (제품형태 발상을 위한 스노우볼링 시스템 구축)

  • 이경화;김태호;홍정표;홍찬석;양종열
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.10a
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    • pp.78-79
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    • 1999
  • 신제품디자인개발은 시작에서 끝까지 여러 가지 단계가 존재하는 프로세스이다. 보편적으로 이 프로세스는 시장기회확보 단계로부터 시작하여 아이디어산출, 제품디자인, 제품디자인 평가 제품디자인 메니지먼트 및 제품 출시와 그 이후까지 계속되어 여러 부서 사람들에 의해 수행되는 활동이다. (중략)

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A Study on the Consumer Analysis of Edutainment Industry (에듀테인먼트 산업의 소비자 분석에 관한 연구)

  • 김은정;최인규
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.1047-1050
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    • 2003
  • 에듀테인먼트(edutainment)란 교육과 놀이를 합성한 말로, 재미있게 놀면서 자연스럽게 배우는 교육방법을 말한다. 에듀테인먼트 산업은 멀티미디어 기술을 배경으로 급속하게 발전하였지만, 소비자에 대한 체계적인 연구는 미약한 실정이다. 이틀 위해서, 본 연구에서는 N-세대의 라이프스타일과 에듀테인먼트 제품 디자인 기회파악에 관한 소비자의 실증연구를 통하여 에듀테인먼트디자인의 기반을 제시하고자 하였다.

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The Development and the Application of Product Design Database for Product Opportunity Analysis (제품기회탐색을 위한 제품디자인 데이터베이스 구축과 이의 활용)

  • 박정순;이건표
    • Archives of design research
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    • v.12 no.4
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    • pp.119-128
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    • 1999
  • Product opportunity analysis in product planning is to analyze the feasibility for success over the detail product concept, and to grasp the new possible market based on exploring the trends of market and product itself. Therefore, the correct analysis and insight with various data of product and market is needed for product opportunity analysis. As product environment changes rapidly, it is especially important to collect more plentiful informations, and to put these information to practical use pertinently. It is consequently indispensible to clarify the types of information to be needed and to construct product database. However, there has no meaning to gather simple information which is lying here and there. Product database has to be systematically organized and each product information is to be transformed into contextual one. This study clarifies a conceptual framework of product design database based on product attributes and develops prototype of product database for product planning. Case study of camera is exemplified for analyzing the product trends and exploring product opportunity with developed product database.

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The Comparative Study on Contemporary Cultural Facilities in the City Environment (도시 환경과 디자인 계획으로 본 현대 문화시설 비교 연구)

  • 김선영
    • Archives of design research
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    • v.16 no.4
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    • pp.323-334
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    • 2003
  • This study examines the multi-functionality of the cultural facilities and explores the architectural characteristics of cultural facilities in city environment. For this purpose, 1 examine the major cultural facilities in USA and Singapore. Recently, the inter-cultural communication methods have been diversified and the cultural facilities need to be designed to effectively accommodate the public's interests in these activities. It is also necessary to reexamine cultural facilities' functions in terms of how the multi-functionality facilities reflect the surrounding environment. This study also sheds a new light on the meaning of the relationships between cultural activity, and the cultural facility design. For this, I primarily look at the various design categories of cultural buildings and their main functions. Finally, I demonstrate how both cultural activity and cultural facility design elements are embodied in the city environment.

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Research on the public education goal of design (디자인 대중교육의 지향점에 관한 연구)

  • Cho, kyu-myung
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.743-748
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    • 2008
  • Design is objective and universal human aesthetic activity. Design originally began with the purpose 'to make public's life abundant and increase their quality of living." However, design education has bee developed to foster human resource to maximize production of company in the name of 'important production method for company.' Therefore, common people has been had many opportunities to learn about design. General people could not be satisfied their demand to learn about design due to narrow opportunities. Public has had resistance feeling for design that it has been exclusively occupied by certain designers. Therefore, it is urgent to expand the object of design education and change the contents which have been focused on fostering design professionals. This research examined about the goal of public design education (self-expression, enjoying quality of life, culture, and wisdom of living) as a way to increase our life quality by recognizing the need of public design education based on various social phenomena which strongly shows people's desire to pursue aesthetic life.

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A study on the Effectiveness of Youth Entrepreneurship Education Program: Focusing on the Youth Entrepreneurs Education Program based on Design Thinking (청소년기업가정신교육 효과성 검증에 관한 탐색적 연구: 디자인씽킹(Design Thinking)을 활용한 청소년기업가정신교육을 중심으로)

  • Kim, Jongsung
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.3
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    • pp.129-140
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    • 2019
  • The purpose of our study is to confirm the usefulness of our new youth entrepreneurship program. In this study, I suggest design thinking as a new Youth entrepreneurship program which is consist of 9 dimensions: opportunity discovery, opportunity utilization, creativity capacity, career preparation behavior, entrepreneurship, entrepreneurial intention, self-preservation, social problem solving, and educational program objectives. To verify this new program, I conduct a pilot test in middle school and high school; the sample target is randomly selected one class in each school. My main finding is two. First, our new program successfully improves Youth entrepreneurship. Particularly, the improvement of opportunity utilization and entrepreneurial intention are prominent. As reasons, studies about food industry entrepreneurship is an unfamiliar subject for adolescent. Considering that entrepreneurial intention rapidly changes after the experience of entrepreneurial education, researchers need to focus on this variable. Second, I confirm the effects of gender, motivation, prior experience, interest oneself and other's recommendation about the entrepreneurship program. As a result, gender and prior experience do not have an important influence. On the other hand, voluntary interest and other's recommendation are influential. The most important factor is the influence of a teacher. Therefore, researchers need to examine the more specific mechanism of each dimension in the future.