• Title/Summary/Keyword: 디자인 문제 해결

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The Effect of Medical Service Design Thinking Teaching-learning on Empathic Problem Solving Ability: Convergence Analysis of Structured and Unstructured Data (의료서비스 디자인싱킹 교육의 공감적 문제해결능력 향상 효과: 정형 및 비정형 데이터 융복합 분석 중심으로)

  • Yoo, Jin-Yeong
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.311-321
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    • 2020
  • The purpose of the study is to verify the effectiveness the Freshman Preliminary Health Administrators(FPHA)' Empathic Problem Solving Ability(EPSA) through the application of Medical Service Design Thinking(MSDT) conducted by undergraduate school of SNS hospital marketing education. The pre-post questionnaire survey was conducted on 39 students in the freshman year of the Department of Health Administration after applying MSDT for 15 weeks from September to December, 2019 at a college in Daegu. MSDT was positive influenced on the improvement of Empathic Imagine, Empathic interest, Empathic awakening of the FPHA' EPSA. In the analysis of key common words, the use of neutral and negative words was low, while the use of positive words was high. In order to systematically equip Empathic problem solving job competency in the age of artificial intelligence, it is meaningful to develop a program for the freshmen curriculum and to conduct a analysis of the structured and unstructured data to verify its effectiveness. Additional program development research is needed for the application of theoretical subjects.

Research on the influence of Chinese Thinking mode on design thinking (중국적 사유방식이 디자인 사고에 미치는 영향 상관 연구)

  • Li, Xin;Lee, Dong-hun
    • Journal of Communication Design
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    • v.66
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    • pp.284-296
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    • 2019
  • Thinking mode, as the condensation of the internal spirit of a nation, has been inherited till now through abundant historical precipitation, and is also a thinking tool for people to think and solve problems. Different from traditional styles and materials, the way of thinking not only has a more essential impact on design, but also makes traditional culture more vital in design. Taking the influence of Chinese mode of thinking on design thinking as the main research object, in the first place, this paper sorts out the concepts and development of thinking mode and design thinking, and summarizes three characteristics of Chinese mode of thinking: relational, collective and perceptive. Furthermore, it puts forward the influence of thinking mode on design thinking, mainly focusing on the definition of design problems, sub-problem sequencing and solution construction. Last but not least, through a series of Chinese design cases, this paper concretely analyzes how Chinese thinking mode provides national design language for Chinese design.

Overseas - Parametric DesignV (해외건축동향: 미국 - 파라메트릭 디자인V)

  • Sung, Woo-jae
    • Korean Architects
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    • s.560
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    • pp.82-87
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    • 2015
  • 지난 회에서는 형태와 형태이면에 있는 구현의 논리를 모두 다룰 수밖에 없는 파라메트릭 툴의 성격에 대하여 간략하게 이야기 해보았고 이를 반증할수 있는 곡면상의 패널링의 예를 살펴 보았습니다. 삼차원 곡면으로 인해 발생하는 패널들의 시각적 왜곡 및 구축상의 어려움을 해결하고자 왜곡이 발생하는 물리적인 이유를 이해하고 이를 미적분의 개념을 빌어 해결해 보았습니다. 오늘 살펴볼 예도 이와 비슷한 미적분의 개념을 빌리게 되지만 문제의 해결을 위함이 아닌 자연 현상을 시뮬레이션 하고 시뮬레이션의 결과로 얻어진 데이터를 설계에 반영하기 위함이라는데에 차이가 있다고 할 수 있겠습니다. 오늘 살펴볼 내용은 Harvard GSD에서 대학원 설계 수업의 일환으로 제가 진행하였던 파라메트릭 디자인 워크샵의 결과물이며 추후에 이를 실무에 이용하게 됩니다.

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한국디자인진흥원(KIDP)-세계일류로 가는 길, 디자인제일주의

  • Korea Venture Business Association
    • Venture DIGEST
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    • s.121
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    • pp.12-13
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    • 2008
  • 디자인은 힘이 세다. 갈수록 업체와 국가간 기술격차가 줄어들면서 제품 차이를 드러낼 수 있는 핵심요소로 부각된 지 오래다. 하지만 여전히 우리나라 중소.벤처기업 CEO중 대다수에게 디자인은 '먼 존재'이거나 '나중에 해도 될 일' 혹은 '비용이 많이 드는 일'로 생각되고 있다. 이 문제를 해결하기 위해 1년 365일 디자인만을 생각하는 사람들이 있는 한국 디자인진흥원을 찾았다.

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Creative Design Thinking with Analogy of Verbal/Visual Information (언어/시각정보의 유추에 의한 창조적 디자인 사고)

  • 우흥룡
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.10a
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    • pp.14-15
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    • 1999
  • 디자인은 일반적으로 목적지향의 창의적인 문제해결 과정으로 볼 수 있으며, 그 결과로 구체적인 대상이 세상에 존재하게 되는 것이다. 즉 무형적인 컨셉트를 가시적인 대상으로 전환시키는 산업 디자인분야에서 시각심상의 표현을 통한 조형성과 창의성은 디자이너의 중요한 소양중의 하나가 된다. (중략)

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Analysis of Social Innovation Paradigm of Northern European Design Governance - Focusing on Design-driven Social Innovation Cases in Finland, Denmark and Germany (북유럽 디자인 거버넌스의 사회혁신 패러다임 분석 -핀란드, 덴마크, 독일의 디자인 주도 사회혁신 사례를 중심으로-)

  • Jeon, Young-Ok
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.463-470
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    • 2017
  • The aim of this research is to examine patterns of design governance used by Northern European countries to respond to social crises and understand design governance as a tool for sophistication of social services and social integration. Design governance as applied in Sitra of Finland, MindLab of Denmark and the Gulliver project of Germany encourages using design methodology for analyzing and solving problems related to social phenomena based on involvement of the private, public, industrial, and academic groups. Especially, the citizens are actively involved in developing problem-solving ideas and designing new policy with other governance members, rather than simply providing information or one-time participation. In the cases discussed in this study, design governance reduce unnecessary administrative and financial consumption and inconvenience caused by complicated rules, based on field-oriented approach, regional characteristics, pluralism, and respect for diversity. Therefore, future design policy paradigm will need to evolve into concept of policy design and pluralistic monitoring centered on design governance based on participation of private sector to lead policy development, from the current system in which only few officials decide policy.

The Effects of Design Thinking-based Collaborative Workshop on Creative Problem Solving: Focused on the development case of SAP Smart Bulk Bin Monitoring System (디자인 사고 기반의 협력적 워크숍이 창의적 문제해결에 미치는 영향 : SAP 스마트 벌크빈 모니터링 시스템 개발 사례를 중심으로)

  • Jeon, Young-Ok;Choi, Hye-Jeong
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.429-436
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    • 2017
  • A design thinking-based collaborative workshop in which various stakeholders in the milk processing industry circulation ecosystem participated shows a new problem innovation paradigm that encourages the spread of practical prototyping culture. in the expression of empathy and collective intelligence among members on facing issues, the conversion of collaboration and communication methods, the business handling of the organization based on the design work method as 'creativity mechanism'. In this workshop, which was promoted in three stages of 'approach to problems', 're-definition of problems', and 'experience-based future vision design', participants themselves redefine real problems in terms of the accuracy of feed orders between feed suppliers and livestock farmers, ordering of feeds on time, cost reduction of feed supply and present new alternatives and expanded business areas. The results suggested in this workshop suggest the usefulness of design thinking in business innovation in that they presented how to approach the problem and a creative thinking system to find its solution to direct and indirect stakeholders of the industry as well as the improvement of supply and demand rate of livestock feed and quality.

A Study of XML Design Patterns for Removing Ambiguity in DTD and Using DOM in XML Application (XML DTD 모호성 제거와 DOM 활용을 위한 디자인 패턴 연구)

  • 김태현;고승규;최윤철
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10a
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    • pp.412-414
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    • 2000
  • XML(eXensible Markup Language)은 차세대 인터넷 기술의 대표적인 기술 요소로서 현재 놀라운 속도로 발전하고 있으며 다양한 인터넷 응용분야에서 적용하고 있다. 이런 추세는 XML 어플리케이션을 복잡화, 대형화시키고 있으며 이로 인하여 XML 어프리케이션 개발과 유지 보수가 점점 어려워지고 있다. 이러한 문제점을 해결키 위해 객체지향 개발 방법론애 적용되어온 디자인 패턴(Design Patterns) 개념을 XML 개발 관련 분야에 적용시키는 연구가 이루어지고 있다. 본 논문에서는 XML 디자인 패턴 중 DTD(Document Type Definition) 모델링 시 발생하는 모호성(Ambiguity) 문제를 해결키 위한 패턴과 DOM을 효율적으로 처리하기 위한 문서 구조 트리 운행 및 접근 패턴을 제안한다. 이 패턴들을 활용한다면 DTD 설계 및 DOM(Document Object Model)을 처리하는 단계에서 재사용이 가능해져 개발된 기술들을 공유 가능하며 시스템 디자인 시에 발생 가능한 문제점들을 사전에 해결할 수 있다.

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Effect of Board Game Design Activity for Environmental Education on High School Students' Environmental Knowledge, Environmental Literacy and Creative Engineering Problem Solving Propensity (환경교육용 보드게임 디자인 활동이 고등학생들의 환경적 지식, 환경 소양과 창의 공학적 문제해결 성향에 미치는 영향)

  • Kim, JuHui;Nam, Younkyeong
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.1
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    • pp.117-131
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    • 2022
  • The purpose of this study is to develop a board game design activity for environmental education and to investigate how it affects high school students' environmental knowledge, environmental literacy, and creative engineering problem solving propensity. Twenty-five freshman and sophomore students belonging to the environmental club participated in this study. The board game activity was designed as 10 class hours lessons based on the engineering design process. The main data source of this study was pre-post students' conceptual maps of the environmental topics (global warming or ecosystem destruction) to measure the background knowledge on the topic. In addition, the environmental literacy measurement questionnaire and the creative engineering problem solving propensity questionnaire were collected before and after the activity. The result shows that the number of environment-related words described by the students on the post-concept map increased compared to the pre-concept map. In addition, the environmental literacy score and the creative engineering problem-solving propensity score increased significantly after performing the board game design activity. The results show that environmental lessons using board game design activities can help student develop various competencies in a good way. As above, research that combines board games and secondary education must be activated, and a new educational method and systemic support for in-service teachers who want to apply it to science classroom is required.