• Title/Summary/Keyword: 디자인 매체

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Defining Emotionalized Product and EP Design Process (Emotionalized Product의 규명과 디자인 프로세스 -제품에 집중된 실행적 감성 접근을 위한 디자인 프로세스-)

  • Seok, Jin-Min;Lee, Eun-Jong
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.791-798
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    • 2009
  • The goal of this study is leading discussion on emotional design focused on product domain and approaching it through a practical way so that it'll be able to help designers in their real design work when they design products in an emotional way. Discussions on emotions are remaining on abstract levels and only focusing on 5 senses even though the importance of emotions are increased. But much more is needed to apply emotions in the product domain because these are not the proper forms for applications and they only cover limited parts of it. Therefore, in this study we proposed the notion of 'Emotionalized Product' and defined it into a practical level. We extracted 5 useful frameworks of 'Emotionalized Product(EP)' as a results; EP Media, EP Procedure, EP Level, EP Character, and EP Value. Then we clarified EP with these frameworks. After that, we extracted 2 frameworks: Domain Structure, and EP Opportunity, to combine EP with a real product. Finally we proposed the EP Design Process consisted of Inductive and Deductive Process based on previous work. It can be shared by designers as a base of designing system, and it also can be helpful to design products more successfully with an emotional approach.

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A Study on the Fundamental Course of Multimedia Design (멀티미디어 디자인 교육의 기초 과정에 대한 연구)

  • 이지수
    • Archives of design research
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    • v.15 no.4
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    • pp.223-230
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    • 2002
  • As evolution of multimedia technology brings changes to industries concerned with design, new education program is needed to cultivate designers with abilities which are adapted to changed circumstance. This paper is purposed to show guideline to set up a fundamental course for multimedia design in which students know what are new presentation modes and learn how to use them, Multimedia design call for abilities of organizing information, representing, and implementing interactivity. Among them, fundamental course considers representing information as central subject. And it also contains lessons which are relative to proceeding courses. It should have students to experience creative composition and various expressions, and study cognitive or aesthetic effects of them. All activities are based on the understanding about presentation factors and principles. Basic course's lessons are composed by two main subjects, which are essential expression and matters relative to organization and interactivity. Described in detail, lessons are divided into three phases. First phase is combining presentation factors for affective effects, second is delivering message of various knowledges and third is forming simple interaction.

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Current Status of SNS Marketing Design and Development of Production Education (SNS 마케팅 디자인의 현황과 제작 교육 개발 방안)

  • Cho, HyunKyung
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.4
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    • pp.267-272
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    • 2018
  • Today, SNS exists as the most influential medium. A variety of designs are being produced in the context of numerous SNS marketing designs and the increasing exposure of ads to SNS and portal sites. Recognizing the current status of sns advertising design, which is heating up more than a decade ago, we will study strategies to introduce an important part of education to be conducted in universities and the current way in which it is used and produced. Modern SNS marketing designs include promotional posters, card news, and banner ads, and are evolving into various forms and content that are combined with advertisements. In communicating or sharing information, the importance of real-time advertising product work and the saving of caustic costs are important. This requires a diversification of university education, as well as a change in quality and speed of production. When the graduates of SNS Design Production Education Development Plan and design work were carried out, they conducted a study on the education section where real-time work is possible to proceed to the industrial field. Through this research, we would like to consider the development of SNS marketing design personnel and the practical implications of training methods.

A study on Emotional Fashion Design Using Light (빛을 활용한 감성 패션디자인 연구)

  • Jo, Min-Yeong;Choe, Gyeong-Hui
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.214-217
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    • 2009
  • 현대 패션분야에서 디자이너들의 예술적 표현의 주제이자 매체로서 활용되고 있는 빛은 보다 감성지향적인 방향으로 발전되는 추세로서, 빛을 활용한 감성 패션디자인에 대한 표현 방법과 조형적 특성을 분석하는 것은 매우 의미있는 일이다. 패션디자인에서 빛을 표현하는 방법으로는 빛의 반사, 이미지 표현, 발광, 투사에 의해 독창적으로 응용되어져 표현되어 왔으며, 다양한 빛의 표현을 위해 재료의 물성을 조작함으로써 얻을 수 있는 빛의 유희, 명암이나 형태, 색채를 통한 빛의 재현, 발광물질이나 인공광에 의한 발광, 프로젝터를 통한 빛 이미지 등 다양한 표현방법이 활용되고 있었다. 빛이 활용된 감성 패션디자인의 조형적 특성으로는 상호작용성, 영상성, 투명성, 실험성으로 분류되었다. 상호작용성은 착용자의 행위에 의한 변형과 신체의 변화나 감정의 변화에 의한 불빛이나 영상 패턴이 바뀌는 등 형태나 컬러, 영상의 변형 등 착용자의 메시지 전달이나, 감정표현, 신체보호, 그리고 재미를 유발하는 효과를 자아내는 것으로 나타났다. 영상성은 디지털 이미지를 활용한 것과 내부 광원에 의한 발광성으로 분류되며, 드레스에 장착된 수많은 LED 에 의한 영상을 만들거나 이미지를 확대시키는 방법으로 표현된 영상성은 심미적인 효과가 우선시되었다. 투명성은 주로 비닐, 플라스틱, 기능적 소재 등 투명한 소재들을 이용하여 대부분 재료의 특성이 조형적 특성으로 분석되었고, 외부와의 개방성과 위장가능성의 효과를 준다거나, 투명한 재질에 이미지가 변화하는 이미지의 중첩성과 같은 효과를 나타내었다. 실험성은 새로운 실험적 도구로서의 패션을 표현하고자 할 때, '빛'을 매개체로 하여 관심을 유도하고 재미를 더해주며, 신비주의적 환상이나 호기심을 불러일으키는 효과를 나타내었다. 이처럼 빛을 활용한 패션디자인은 빛을 매개체로 하여 다양한 표현방법으로 활용이 가능하며 특유의 조형적 특성을 가지고 있음을 알 수 있었다.

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A Study on the expression method in the internet of design with experimental magazine(street magazine or experimental magazine of printed media) - Focused the ttl magazine, Paper, web-zine Sponge - (실험적 잡지(스트리트매거진, 또는 인쇄매체의 실험적 잡지) 디자인의 인터넷에서의 표현방법에 관한 연구 - ttl 매거진, Paper, 웹진 Sponge의 디자인 사례 분석을 중심으로 -)

  • 황상미;최인규
    • Archives of design research
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    • v.15 no.4
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    • pp.15-24
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    • 2002
  • Today, as era of Internet competition, experimental magazines-created especially for young adult group-are also trying to convert themselves into a internet magazines. This study intends to find out contents format and visual expression that should be considered for on-line conversion of these magazines. The industry's leading experimental magazines, for example, 'ttl', 'Paper', and 'webzine sponge' which co-exist in both printed and web-based format are to be examined by their contents, typography, colors, pictures& illustrations and others. This study intends to exam and suggest possible contents format and visual expression which they ought to evolve with.

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A Study for an Educational Direction in Fashion Design Subjected to Digital Environment I (디지털 환경에 따른 패션분야의 디자인 교육방향 연구 I)

  • 이미량
    • Archives of design research
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    • v.12 no.4
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    • pp.33-44
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    • 1999
  • Fashion is subjected to newness and change by itself. Fashion trend and tendency which could predict next season akeady indicated that digital and cybel11ation environment lliould be factors in fashion. Changes in future life styles and values caused by digital environment must be variables as fashion objects by themselves. Therefore digital environment of a fashion itself and that all encountered in fashion will not only be an existing situation but also an objective and a factor which must be pursued with fashionable sense in future fashion. Advanced technology and social change in relation to digital environment requires that educational method as well as its content will be changed on the scene of education for future. Thus we should seek an educational direction in fashion design for future society in which digital environment requires new paradigm. Subject to these backgrounds this study has an intension to study the change in fashion extensively influenced by expanded digital environment on a limited situational level of fashion design education and to suggest an educational direction for professional in future fashion design who will serve as a core of fashion area in the future. It is essential that education of professional in fashion for future should be achieved by digital-minded level that eagerly understands and accepts future society in which digital environment will be a main axis. It is necessary for this to make them expetience computers, digital media including CAD program. We have to note that education of digital media is more effective and applicable when accomplished in CAI level which can be related and expetienced with fashion education rather than mere functional training in media themselves. Intellectual creativity will be a vety source of producing values and national competence in 21st centtury. Education of design professional in fashion area must positively accept these environmental charactetistics in future society, as well as deeply reflect the education for the future.

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The Influence of Media Advertisements on Forming a Positive Image of Vocational Colleges : A Focus on New Students at K Vocational College in the Jeonbuk (매체별 광고가 전문대학에 대한 긍정적 이미지 형성에 미치는 영향 : 전북지역 K전문대학 신입생을 중심으로)

  • Junsu Han
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.593-600
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    • 2024
  • This study aimed to investigate the extent to which media advertisements conducted by vocational colleges (such as SNS, banners, university information boards in high schools, terminal advertisements, local daily newspaper advertisements, and elevator video advertisements) influence the formation of a positive image of the college among incoming students. To this end, a total of 430 freshmen at K Vocational College in Jeonbuk were asked about the frequency of their exposure to the college's media advertisements for each type of media. Additionally, they were asked about the impact these advertisements had on forming a positive image of the college, and the results were analyzed accordingly. The frequency of exposure to the advertisements was measured to verify the exposure effect of the advertisements themselves. To determine the impact of the frequency of exposure to each type of media on the formation of a positive image, correlation analysis and regression analysis were conducted. The key findings are as follows: First, while there were differences in the frequently encountered media among different age groups, banners and SNS advertisements were the most frequently encountered when considering all age groups collectively. Second, regarding the impact of the frequency of exposure to each type of media on the formation of a positive image of the college, elevator advertisements had the most significant effect, followed by banner advertisements. The purpose of this study is to aid in the formulation of the college's promotional strategies, with the expectation that the college will achieve better results through more efficient advertising.

Website Homepage Design and Service Design of USATODAY.com Analysis (유에스에이투데이닷컴의 웹사이트 홈페이지디자인과 서비스디자인 분석)

  • Han, Qing-Bo;Kim, Eun-Ju;Lee, Ji-Hyun
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.423-430
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    • 2016
  • The purpose of this paper is to explore and analyze design of USATODAY.COM aimed at being helpful for Chinese online news industry to search for the way forward. USATODAY.COM which converges print and online newsrooms is regarded as a pioneer in the online communication media. It engages interaction with users and their demand, and provides the best level of website and service design. This paper conducted through both theoretical works and design analyses by randomly visiting USATODAY.COM from May 23 to June 5, 2016. USATODAY.COM maintains consistent and high quality of a visual identity system on its homepage, and it is strongly linked to that of USA TODAY. Also, USATODAY.COM provides unique content provision methods, interactive features, advertisement and payment functions through service design considering the user experiences and needs. Based on its results, it is expected to contribute to Chinese online newspaper market which has an astonishing chance to grow.

The Notion and Forms of Pataphor in Science Educational Contents Design (과학 교육콘텐츠 디자인에서 파타포(Pataphor)의 개념과 유형)

  • Han, Ji-Ae
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.399-406
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    • 2016
  • As the paradigm of science education has been changing from offering scientific knowledge to 'Public Understanding', ways of communication through visual tools in science education has become increasingly important. In this study, I considered 'Pataphor' as a visual tool for scientific communication, and suggested its functions and forms. By studying the notion of pataphor, which was used an overlapped image of virtual reality and reality in literature, in the perspective of contents design, I defined 'Pataphor' as a visual way of deducing or making the metaphysical similarity with the reality based on scientific imagination. Also, I deduced the functions of pataphor as a visual mediacy and suggested its types as "Pataphor of duplicated reality", "Pataphor of reflected reality", "Pataphor of metamorphosed reality", and "Pataphor of artificial reality". Through this study, it was found to be necessary to study in detail the ways to use pataphor depending on contents producing media's and learners' awareness process of contents so there will be a follow-up study on the ways to use pataphor.

A Study on the Aesthetic Motive in e-Card Design (e카드 디자인의 미적 동인에 대한 연구)

  • 박성완
    • Archives of design research
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    • v.16 no.3
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    • pp.401-410
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    • 2003
  • With increase of internet users, usage frequency of e-mail card is growing up. In addition to advantage of delivering message in real-time, e-mail card contains words, animation and sound. So users can enjoy it's multiple characters. For these reasons, there is a shift in preference from traditional card to e-mail card especially in young age. In character portal sites sewing users with e-mail card it is regarded as useful media for character promotion. After bizarre rabbit 'Mashimaro' wins a great success as Flash animation, Flash card has been treated as an important media in character business. As the study on the aesthetic motive in Flash card, this thesis analyzes what is the meaning existing in characteristic expression of Flash card and proposes that the meaning is related to tension reduction from the viewpoint of entropy principle. We can summarize that contents of animation are based on striving toward simplicity and expressions of animation are based on catabolism. Both lead to pleasure of tension reduction. We can draw conclusion that pleasure of tension reduction becomes one of major factors of the aesthetic motive felt in Flash card.

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