• 제목/요약/키워드: 디자인 방법론

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A Study on the Simplification of Public Library Loan Membership Cards for Children Under the Age of 14: Focusing on Service Design Methodology (14세 미만 어린이의 공공도서관 대출회원증 발급 간소화 방안 연구 - 서비스 디자인 방법론을 중심으로 -)

  • Bo-il Kim;Bo-ra Lee
    • Journal of the Korean Society for Library and Information Science
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    • v.58 no.1
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    • pp.123-149
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    • 2024
  • The purpose of this study is to present a plan to simplify the issuance of public library loan membership cards for children under the age of 14, and to devise measures to promote the convenience of using public libraries and to promote their use. To this end, related laws and systems, related services, and systems were analyzed. The issuance cases for each type were derived and analyzed by thoroughly investigating the procedure for issuing loan membership cards for children under the age of 14 in 1,211 public libraries nationwide, and focus group interviews were conducted. Based on this, the "double diamond model" was employed among service design methodologies to propose step-by-step guidelines for simplifying the procedure for issuing public library loan membership cards for children under the age of 14, as well as improving the environment, such as the roles of stakeholders, laws, and systems.

A study on the 'Fun' in Hangul Iconicity (한글 도상성에 나타난 '재미'에 관한 연구)

  • Park, Young-Won
    • 기호학연구
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    • no.54
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    • pp.65-92
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    • 2018
  • Hangul 's iconicity based on the scientific creation principle makes it possible to expand into various designs. 'Fun' is a factor for success in the cultural contents industry. Through the design process, it is possible to apply fun elements to the design of cultural contents to meet the purpose. The characteristics of Hangul icons that can be used in cultural contents design, the concept of 'fun', the inducing factors of fun and the production methods of visual fun are summarized. The production method of visual fun has suggested the same way as the design humor creation method in visual communication design. 10 types of examples of Hangul in relation to visual 'fun' have been analyzed by the semiotic approach. This suggests a design methodology for the creation of fun elements that utilize Hangul Iconicity in cultural contents design in the future.

Designing a New Teacher Education Course for Integrating Design Thinking with Computational Thinking (디자인 사고와 컴퓨팅 사고를 결합한 새로운 교사 교육 코스 설계)

  • Choi, Hyungshin;Kim, Mi Song
    • Journal of The Korean Association of Information Education
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    • v.21 no.3
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    • pp.343-350
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    • 2017
  • This current study employs multi-year design-based research to design and implement a course in teacher education in Korea. Specifically this paper reports our first attempt to work with 3 primary in-service teachers majoring in computer education. We have incorporated design thinking (DT) into the course design and investigated how primary teachers appreciate the role of DT and recognize the connection between teaching computational thinking and DT. This qualitative study reports the course design, its progression, reflections, and learning outcomes.

A study on the Curriculum of Computer-Aided Design (컴퓨터응용디자인 교과과정에 관한 연구 - 제품디자인의 표현내용을 중심으로 -)

  • 이성남
    • Archives of design research
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    • v.11 no.1
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    • pp.53-62
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    • 1998
  • The development of communication technology applying the computer has generalized the application of Computer Graphics and enlarged the limit of expression in Design environment. Therefore, the technology and the method of CG application, which can be applied in diverse Design areas appropriately, are closely connected with the results of Design, and these are becoming the important matter of the competitiveness for Designer and Design environment. Especially, in the curriculum of university or college having the responsibility for specialities of students, the contents about CG application are being more needed the educational results having the competitiveness. By this meaning, this study presents the methodological approach for the CG applied education concerned with the subject "Computer Aided Design (for Product Design)" which is opened in the Industrial Design Dept. The contents of this study are about the concepts of the 10 steps of design practice and the methods of them which are based on the contents of expression on Product Design. And it presents the results of practice by students as the examples. The result of this study is that students could understand the product Design and CG, and they could learn the CG programs' functions and the methods for the application.plication.

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Design and Application of User-Centered Design Concept in Smart City (스마트시티의 User Centered Design 개념 설계 및 활용)

  • An, Se-Yun;Kim, So-Yeon;Ju, Hannah
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.440-451
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    • 2019
  • Smart City is a future-oriented city that provides users with desired services through various devices anytime and anywhere using Information and Communication Technologies (ICTs). In order to provide the smart city service desired by the user, the user-oriented design concept should be based on above all. The design and development process must be based on the opinions and needs of everyone involved and needs to ideally reflect all user information and feedback, including users, designers and stakeholders at all levels. Participatory design approaches can be seen as an attempt to better understand and engage real users, and they are essential and important to create more appropriate and user-friendly smart-city services. This study has recognized the importance of developing a smart city service from the viewpoint of user - centered design and examined the methodology of design thinking and service design process for smart city service development. User - centered design concept model for smart city service design was designed, and serviceability case developed based on concept model was verified.

A Design Methodology of TMN Distributed Object based on Platform Independent Class Repository (플랫폼독립형 클래스저장소에 기반한 TMN 분산객체 디자인 방법론)

  • 이광형;박수현
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.24 no.12B
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    • pp.2233-2248
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    • 1999
  • The TMN that appears to operate the various communication networks generally and efficiently is developed under the different platform environment such as the different hardware and the different operating system. One of the main problems is that all the agents of the TMN system must be duplicated and maintain the software and the data blocks that perform the identical function. Therefore, the standard of the Q3 interface development cannot be defined and the multi-platform cannot be supported in the development of the TMN agent. In order to overcome these problems, the Farming methodology that is based on the Farmer model has been suggested. With the Farming methodology, the software and the data components which are duplicated and stored in each distributed object are saved in the platform independent class repository(PICR) by converting into the format of the independent componentware in the platform, so that the componentwares that are essential for the execution can be loaded and used statically or dynamically from PICR as described in the framework of each distributed object. The distributed TMN agent of the personal communication network is designed and developed by using the Farmer model.

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A Review of Graphical Interface Design Methods through Collaborative Teamwork (공동협력 관계를 통한 GUI디자인 방법적 고찰)

  • 황지연;서정운
    • Archives of design research
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    • v.11 no.2
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    • pp.191-200
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    • 1998
  • In the "digitalized" world of new media, visual designer are increasingly enlarging their roles in desighing interaction products. However, the concepts and their methods of the interaction design have not been well established in the design community yet. The reason is attributed to the fact that designing interaction products requires two way communication between the products and final users. whereas traditional graphic design counts only on one way communication. This study emphasizes GUI design should aim at improving the usability of products which helps users quickly learn about the products and easily use them. The usability of GUI design significantly improved by securing logical rationality helps designers communicate and collaborate with program engineers and other product developers. To explain how designers can effectively communicate with program engineers and other product participants in the design process, a model of design collaboration is provided in this study. Based on the model, the study deals with the principles and methods of visual interaction, the formulation of specification system, testing design usability, and design evaluation. The study concludes that GUI designers must ensure logical rationality and the cognitive approach of visual language. Because it improves the usability of products. It also becomes an objective tool for communicating and collaborationg with engineers and the other participants in the design process.

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A Study on Health Care Service Design for the Improvement of Cognitive Abilities of the Senior Citizens: Focusing on Unstructured Data Analysis (노인 인지능력 개선을 위한 헬스케어 서비스디자인 연구: 비정형 데이터 분석을 중심으로)

  • Seongho Kim;Hyeob Kim
    • Knowledge Management Research
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    • v.23 no.4
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    • pp.69-89
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    • 2022
  • As we enter a super-aged society, senior citizens' health issues are affecting a variety of fields, including medicine, economics, society, and culture. In this study, we intend to draw implications from unstructured data analysis such as text mining and social network analysis in order to apply digital health care service design for improving the cognitive ability of senior citizens. The research procedure of this study improved the service design methodology into a process suited to the analysis of unstructured data, and six steps were applied. Related keywords that exist on social media, focusing on cognitive improvement and healthcare for senior citizens, were collected and analyzed, and based on these results, the direction of healthcare service design for improving on the cognitive abilities of senior citizens was derived. The results of this study are expected to have academic and practical implications for expanding the scope of the use of big data analysis methods and improving existing healthcare service development methodologies.

Mobile Web Magazine Design based on Kansei Engineering and Universal Design (간사이 공학을 적용한 유니버설 모바일웹 매거진 디자인)

  • Lee, Hyun-Ki;Yang, Janghoon
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1227-1237
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    • 2017
  • In this research, a design of mobile web magazine based on Kansei engineering is studied. Following the procedure of Kansei engineering, we executed user survey to discover latent emotion elements in mobile web magazine, which were 'attractive', 'open', and 'unique'. Corresponding design elements were found to be slide design, text layout, and proportion of image. The methodology of universal design was adopted to improves on those design elements so that the proposed design can be applicable to wide range of users. We could verify the potential of the proposed design method through expert interviews on the developed prototype mobile web magazine.

A Study on the Rhythm Design Methodology of Landscape Architecture through the Design Principles Analysis of Oksan Seowon Traditional Slope Walls (옥산서원 경사지담장의 디자인원리분석을 통한 조경리듬설계방법론 연구)

  • Koo, Min-Ah
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.34 no.2
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    • pp.45-54
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    • 2016
  • For the design of landscape, quantitative research is very important data for the designer. In this regard, this study analyzed the rhythm of the wall of Oksan Seowon, which horizontally ascends the slope, as the principles of design. This resulted in the deduction of the numerical proportion and progression, which became design motifs and proposed a design method, which can be applied in landscape rhythm design. The Oksan Seowon is a very valuable cultural heritage, where a very meticulous design principles were found as a result of the analysis of the slope rhythm, for which the proportion and scale were employed. A principle of proportion was found, where an asymmetric balance was formed by weighting the lower part of the slope, in accordance with the degree of the slope. Also, The scale of the height of the wall was based on the human scale. The aesthetic rhythmic design progression was derived from the area and the horizontal line rhythm of the walls. Also, They found out the Fibonacci series and golden ratio. The fact that cultural heritage was analyzed of aesthetic design principles by the very systematic quantitative method is of great significance. Moreover, derived motifs proposed examples of an application of analyzed rhythm progression to the landscape rhythm design. This research will be able to function as the frame and data for the design method of the landscape rhythm.