• Title/Summary/Keyword: 디자인 방법론

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Design Methodology of the Korean High Speed Train (한국 고유형 고속전철 디자인 방법론)

  • 이병종;정경렬
    • Proceedings of the KSR Conference
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    • 2002.05a
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    • pp.344-350
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    • 2002
  • This paper proposes the Systematic Design Methodology of the Korean High Speed Train. High Speed Train do not operate in isolation and are part of a rail system which is influenced through input and output effects from the environment and from the neighbouring system. To fulfil its overall desired function, such input and output relationships between the systems must be considered in the system boundary conditions. Therefore, the overall interrelationship of all these effects has to be carefully considered during the design process. Here proposed methodology may provide a guide line and criteria for the systematic problem solving method of that highly complex High Speed Train System.

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A Study on the Method of Eye Tracking Analysis Based on the Properties in Visual Perception of User -With Emphasis on the Development of Analysis-Framework for Product Design- (사용자의 시각적 인지 특성에 기초한 시선추적 분석 방법에 대한 연구 -제품 디자인을 위한 분석 프레임 개발을 중심으로-)

  • 최민영
    • Archives of design research
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    • v.16 no.4
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    • pp.197-206
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    • 2003
  • Nowadays, the studies on interface and cognition-engineering has become issues of general interest as newly design-methods which analyze the behavior of user on products. However existing studies were mainly done with verbal-centered method which made it difficult for the designer to apply for visual realization. Moreover many mistakes and noises are taken place whenever the designer converts verbal statements and needs of user into visual factors. Therefore the designer needs to analyze visual perception on user and product as visual-centered methods. This study applies the eye tracking method as analysing-instrument and aims to develop the analysis-framework, the concrete techniques of measurement and the application for the product design. At first the nature and the process of visual perception on products are reviewed for developing analysis method. Then the technique of eye tracking and the meaning of fixation and movement are discussed to specify the concrete method. The basic experiment of product can reveal general analysis process, advantage and guideline for the application of eye tracking method. The Study is peformed through the following 4 steps ; to pre-research into product design and visual perception theory ; to identify the concrete experiment method, to measure the fixation/movement data and analyze the raw data, to convert the result of analysis to the visual framework. Finally the major findings and the limits of the study are suggested and summarized.

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Microarray Probe Design with Multiobjective Evolutionary Algorithm (다중목적함수 진화 알고리즘을 이용한 마이크로어레이 프로브 디자인)

  • Lee, In-Hee;Shin, Soo-Yong;Cho, Young-Min;Yang, Kyung-Ae;Zhang, Byoung-Tak
    • Journal of KIISE:Software and Applications
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    • v.35 no.8
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    • pp.501-511
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    • 2008
  • Probe design is one of the essential tasks in successful DNA microarray experiments. The requirements for probes vary as the purpose or type of microarray experiments. In general, most previous works use the simple filtering approach with the fixed threshold value for each requirement. Here, we formulate the probe design as a multiobjective optimization problem with the two objectives and solve it using ${\epsilon}$-multiobjective evolutionary algorithm. The suggested approach was applied in designing probes for 19 types of Human Papillomavirus and 52 genes in Arabidopsis Calmodulin multigene family and successfully produced more target specific probes compared to well known probe design tools such as OligoArray and OligoWiz.

A study on 3D Modeling Process & Rendering Image of CAD Program-With Case study on Cellular Phone Design- (캐드에 의한 3차원 모델링 제작과정과 렌더링 이미지 연출에 관한 연구-무선 이동 전화기 디자인 사례를 중심으로-)

  • 이대우
    • Archives of design research
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    • no.18
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    • pp.25-34
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    • 1996
  • Industrial design development methods and processes have changed in accordance with Industrial Information Age. These days, problems are created by existing methods and evaluation of design value , all problems concerned with time and finances sitaution have been made a subject of discussion. Development of design processes have been changed by the development of problem recognition and solving tools, and dpsign tpchnulugy havp hppn replaced by computer technology,Thus. software design processes linking thoughtware to hardware are used in the solution of design problems with many parts. In this study, 3D Modeling samples are presented, 3D Modeling can realise ' Ideas' to '3Dimentional Virtual Ohjects'. These effect and value are anle to decisively influence the process of design problem conference-ebealuation-solution.Proxesses of actual modeling and rendering are made as follows. By compusition of simple 20 drawings and shaping them into 30 objects, 30 solid models can be made. To prssent effectivley, we can make a sample model by varying camera views,light sourses,materials and colours etc. This sample is evaluated by various cumposition, methods and PERT(Program Evaluation and Review Technique). This cuncrete sample (tentative plan)is changed within the CAD SYSTEM by design evaluation, and then converted to flowchart of mass productive conception through refined data. So, that tentative plan can be conformed to design desire actuillly, to the utmost degree. Finally, this design process can be proposed as il new method in cuntrast with current methods. The aim of this study is to suggest effective evaluation methods of design outcome among many evaluating elements.

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Solutions for Design Creativity Barriers (디자인 창의성 저해요소의 해결방안)

  • Kim, Dong-Ha
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.15-27
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    • 2020
  • In the design process that focuses on problem solving, in general, two or three barriers to design creativity appear at the same time and are linked to increase difficulty. Because the design problem always arises in unusual, unique, weird, and difficult to define, it is not possible to extract the correct answer through the formula and the answer is always plural. This study aims to present solutions and prove their effectiveness as a follow-up study that seeks to overcome the representative obstacles to design creativity discussed in the previous study. To this end, a qualitative study was conducted to find solutions to the obstacles suggested in the previous study and to devise key solutions(creativity development cards). At the same time, a quantitative research methodology using experiments and statistical analysis was adopted. After grasping the core characteristics of an object using the creativity development card, it was able to approach the creative solution by utilizing the reductive analysis of the original such as transformation of the core characteristics, reconsideration of essential problems and intentional differentiation. As a result, it was confirmed that the proposed solutions were effective not only as a method of overcoming the barriers to design creativity, but also in improving creativity.

A Study on the Method of Evaluation concerning Mobile Interface Design on the Basis of the Online Workbook (온라인 워크북을 활용한 모바일 인터페이스 디자인 평가 방법에 관한 연구)

  • Choi, Han-Jin;Lee, Seung-Hun;Ji, Ju-Min;Kim, Ae-Young;Kim, Jung-Ha
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.191-196
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    • 2006
  • 새로운 휴대폰 기기가 하루가 다르게 개발되어 상품화 되는 가운데 사용자의 시각에 입각한 사용성 평가는 앞으로 새롭게 선보일 휴대폰 기기의 방향성을 제시해 줄 수 있는 중요한 척도이다. 특히 근 몇 년간 다양한 기능이 convergence 된 휴대폰들이 늘어남에 따라 사용자 관점에서의 평가 방법에 있어, 실제 사용자는 예측할 수 없고 셀 수 없는 다양한 상황과 환경 속에서 휴대폰 기기를 사용하게 된다는 사실을 주목해야 할 것이다. 따라서 본 연구에서는 끊임없이 변화하는 휴대폰 기기로 인하여 실제 user 가 자신의 특성과 습관, 시시각각 다르게 처하는 환경과 함께 야기되는 휴대폰에 대한 use experience 를 수집하고 분석하는 적합한 방법론을 새로이 제시하고, 이를 사례 연구를 통하여 검증함으로써 사용자 경험을 수집하는데 유용한 새로운 방법론을 개발하는데 그 목적이 있다. 이러한 사용성 테스트의 새로운 분석 방법으로, 특정 휴대폰의 웹 리뷰사이트, 인터넷 동우회와 같은 온라인 커뮤니티상에서 테스트에 응할 여지가 있는 expert user 를 엄선하여 선정 하였으며, 그들에게 휴대폰을 사용하면서 겪게 되는 경험이나 문제점을 휴대폰의 어떠한 부분에서 언제, 어떠한 식으로 발생되었는지에 대하여 work book 의 형식을 통하여 기록하고 다시 그것을 바탕으로 In-depth interview 함으로써 사용자의 경험의 축적에 따라 사용성을 평가하는 프로세스를 새로이 개발하고 적용하였다.

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A Study on Rhetorical Expression of Public Information Design -Focus on Information Design Case for Seoul Public Transportation- (공공정보디자인의 수사학적 표현에 관한 연구 - 서울시 대중교통 정보디자인 사례를 중심으로 -)

  • Yang, Seung-Ju
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.95-104
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    • 2005
  • Although the volume and complexity of available information have increased, our ability to process such volume of complex information has not been met with corresponding development. Information designers have been given the responsibility to address such unbalanced progress by developing effective visual systems to deliver and communicate such information to the masses in a manner that is quick and easy to process and understand. This study originated in recognition of these issues. This study seeks to find a solution to these issues in rhetorics in order to proliferate visual communications in recognition of the increasing importance of information and visual communication. Rhetorics, a field of study with a long history of analyzing the delivery of communication, provides numerous possibilities for the re-establishment of importance placed on visual information communication. Included in this study are (i) a thorough analysis of the principals of expression and logic offered by rhetorics, as applicable to information design (ii) a proposal to the solution to the above-mentioned issues encompassing the rhetoric process and methods of expression of information design and (iii) the practical application of these design principals to social activities. In order to provide an example of the practical use of the rhetoric methodology Presented in this study, we applied the rhetoric methodology to the 'Information Design for Public Transportation of Seoul.' and developed a new map and a guidebook. The raw data necessary for the foregoing were obtained through the analysis of the information designs that are currently in use in connection with mass transportation in Seoul and the survey evaluation conducted among Seoul residents. We modulated the infrastructure of Seoul by using 48 TAZs, computed the routes that are most likely to be used, and proposed the predictable information analysis process. The design proposed on this study encompasses color coding and use of combined information, and application of style and sequential information analysis process.

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Type of Mask Recognition in 20s (20대의 마스크 인식유형)

  • Cha, Su-Joung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.337-338
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    • 2022
  • 본 연구에서는 마스크 착용이 필수가 된 시대를 살고 있는 20대를 대상으로 하여 마스크에 대해서 어떤 인식을 가지고 있는지를 조사하여 그 인식을 유형화하고 유형별 특성을 알아보고자 하였다. 이를 통해 마스크를 착용하는 사람들이 어떤 생각을 가지고 마스크를 사용하는가와 어떤 제품을 원하는지를 분석하고자 하였다. 본 연구는 Q방법론을 사용하였으며, 분석에는 쿼넬 pc프로그램을 활용하였다. 마스크에 대한 인식유형은 3개로 분류되었다. 유형 1은 마스크를 늘 착용하며 마스크가 비언어적 커뮤니케이션과 착용자의 이미지에 영향을 미친다고 생각하는 '상시 착용 영향 중시형'이었다. 유형 2는 마스크를 세균을 막기 위해 착용하며 마스크가 부정적 영향이 크다고 생각하는 '기능 중시 부정 인식형'이었다. 유형 3은 얼굴을 가리기 위해 마스크를 착용하고 마스크 착용 시 사람이 젊어 보인다고 생각하는 '은폐 착용 긍정 이미지형'이었다. 본 연구는 20대만을 대상으로 하여 다른 연령대의 마스크에 대한 인식을 알아보지 못하였다. 향후 연구에서는 다양한 연령대의 마스크에 대한 인식을 알아볼 필요가 있으며, 인식유형에 따른 마스크 디자인 개발에 관한 연구가 이루어져야 할 것으로 생각된다.

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The Implementation of eCRM Solution for Design Development (디자인개발을 위한 eCRM솔루션구현)

  • 홍정표;양종열;이유리;오민권
    • Archives of design research
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    • v.15 no.3
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    • pp.271-280
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    • 2002
  • These days information technology and internet have made startling progress. In these developing environments, the strategy or marketing based on existing off-line is getting more difficult to accomplish the role of the improvement of business competitive power, and they are bringing out a lot of changes in information management and marketing performance method about consumers due to digital networking between companies and consumers. These developments and changes make many varieties in the way of design studying methodology. Therefore, in this study, considering the aspects of design, society and environment, after I developed the consumer response framework about products design which is argued by Bloch(1995) ; distinct relationship model among preference degree- design image adjective - design factors, we established design information abstraction solution combined with the interaction based on IT as eCRM in real time. This suggested solutions will provide product designers with good information in finding the design factors which consumers prefer.

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