• Title/Summary/Keyword: 디자인 방법론

Search Result 541, Processing Time 0.032 seconds

A Study on The Curriculum for illustration Major (일러스트레이션 전공교육을 위한 교과과정 연구)

  • 곽영권
    • Archives of design research
    • /
    • v.17 no.2
    • /
    • pp.123-134
    • /
    • 2004
  • Developing curriculum in the field of illustration is the main purpose of this study. During the past 30 years, illustration industry has achieved remarkable success in South Korea. Moreover the trends in styles are various today. Aspiring Korean illustrators were awarded prizes by authoritative international organization for their illustrated picture books lately. Regardless of achievement in the field of illustration, an adequate curriculum to educate illustrators was never developed. Facing the challenging circumstances of the 21th century, professors of illustration need to be specialized and they must study the ultimate curriculum of illustration. Since illustration is a visual language, the kernels of education for illustration are teaching the nature of visual communication, getting the objectivity of communicating and establishing a professional techniques for expression. Even though the basic formative arts training courses are fairly important to students who major in illustration, it is impossible to see the achievement with the current situation of curriculum. In order to make good products of illustration and competent illustrator, we must try to create education system which well-matched for an independent genre of illustration field. Besides 1 hope this study will be used as one of the teaching methods for the field of animation and cartoon as well as for the field of illustration.

  • PDF

A Study on the Change of Design Methodological Characteristics in the Architecture of Kenzo Tange -focused on the Change from Functionalism to Structuralist Approach- (단게 겐조(丹下健三) 건축의 디자인방법론적 특성변화에 관한 연구 -기능주의적 경향과 구조주의적 경향을 중심으로-)

  • Kwon, Je-Joong
    • Journal of the Korea Convergence Society
    • /
    • v.9 no.6
    • /
    • pp.191-201
    • /
    • 2018
  • This study aims to analyze the causes and results of the significant changes in the architecture of Japanese architect Kenzo Tange in the 1960s. For a new era and new architecture of Japan, Tange who has been successful in leading the early modern architecture of Japan. since the 1960s, proposed a structuralist approach, deviating from the existing functionalist tendencies that he has pursued. Therefore, in this paper, we examine what structural changes tend to be made in the post-1960s from the functionalist tendencies of the previous period, and what causes the changes to structuralist tendencies. In conclusion, rather than suggesting alternatives to deny the existing concept of functionalism, Tange's theory encompassed both functionalism and structuralism and achieved the effective reorganization of functions while complementing the disadvantages of existing functionalism through functional elements and their structuring.

A Study on the Application of cinematic Construction in the Problem Solving Process of Space Design (공간디자인 문제해결 과정에 있어서 영화구조의 적용에 관한 연구)

  • 문선욱
    • Korean Institute of Interior Design Journal
    • /
    • no.16
    • /
    • pp.42-48
    • /
    • 1998
  • Contemporary space design has based on the framework of academic standards on a number of scientific propositions in order to find out correlation of human and environment and closely examine approaches of a normative design. However the contents are enormous and introductory and have limitation of application to practical business affairs so that we will have to understand them as a thinking to explain the design with,. Therefore this study is an experimental research making use of concrete design approaches applicable to the area of space design ad cinematic construction as a medium. The purpose and significance of it lies in examining its validity and contributing to the future development of space design. Accordingly this study conducted the research through a literature survey for the understanding of space perception in the cinema deduced the language of design concept according to it examined the basic unit of cinematic construction then analyzed the cases of practical architectural spaces. The findings of this study indicate that human's perception to space and the cinema is deduced as a common conceptual language characterized by the ideas of articulation scenery and timeness. These concepts are very organic and interdependent and can probably become a means for human to appropriately analyze an behavior attribute type of investigating environment with. Also in composing space the basic units of cinematic construction can be as instrument to be easily applied to practical affairs as they are correlated with the function of space and a constituent language to be reasonably designed.

  • PDF

A study of the effects of collage on post-modern interior spaces (탈모던 실내공간에 적용된 꼴라쥬 효과에 관한 연구)

  • 박혜경
    • Archives of design research
    • /
    • v.11 no.2
    • /
    • pp.155-164
    • /
    • 1998
  • This study is a proposal for the positive application of collage techniques into the process of interior design. For that, we need to set up the appropriate definitions of collage and to analyze its properties as a creative design methode of that field, in the basis of the twentieth-century art history. The study is divided into three sections as follows: 1) The traces of collage in the art movements such as Cubism, Dada, Surealism, and Pop art will be researched in terms of art concepts, appearances and, properties. 2) The relationships between collage and the main ideas of those art movements, as mentioned above, will be discussed for proving that collage is such an effective techniques as to erdxxly Post-modem ideas. 3) The examples of collage techniques and their effects appearing in Post-modem interior spaces will be surveyed for the purpose of proving its abilities as a creative design methode in interior design. Further studies should be succeeded for suggesting practical and educational models of its application.

  • PDF

Fuzzy Analytic Hierarchy Process for the Evaluation of Old Dwelling Façade Design Factor

  • Park, Jin-A
    • Science of Emotion and Sensibility
    • /
    • v.16 no.3
    • /
    • pp.333-340
    • /
    • 2013
  • The purpose of this paper is to evaluate facade design factors of old dwellings using a Fuzzy Analytical Hierarchy Process (AHP) based on a pairwise comparison analysis using "Façade Design Factors" as evaluation criteria. Traditional old dwellings were presented and evaluated. A Fuzzy AHP based model was used for pairwise comparison of traditional old dwellings, whereby seven criteria and nine alternatives were described through a questionnaire and constructional data. The Fuzzy AHP was used to determine the impact of the facade design factors, because "Traditional" old dwellings are identified by the combination of their facade design factors. Furthermore, the fuzzy AHP is used to verify the feasibility and efficiency of this approach as well as for extent analysis to comprehend the priority of the traditional old dwellings using a sensibility measuring scale.

  • PDF

A Study on the vision of a desirable UI team (기업 내 UI팀의 발전방향에 대한 고찰)

  • Chang, Dong-Hoon;Chang, Hye-Jung;Lee, Yun-Hwa;Kim, Hyoung-Mi
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02b
    • /
    • pp.26-32
    • /
    • 2006
  • 다양한 정보기기들이 출현함에 따라 UI가 제품성공의 중요한 요인으로 부각되고 있다. 이러한 중요성을 인식하고 Microsoft, Nokia, HP, Motorola 등 해외 선진기업들은 UI 연구에 주력해 오고 있다. 국내 기업들도 2000년대부터 본격적으로 기업 내 UI팀을 구성하기 시작하여 점점 그 규모와 역할을 확대해 나가고 있지만, 개발시간의 촉박함, 체계적인 방법론에 대한 인식 부족, 전문인력부족 등으로 인해 UI업무가 효율적으로 진행되지 못하고 있다. 선진기업과 경쟁하기 위해서는 사용자 경험 측면에 대한 투자가 시급하며, 국내 UI전문가의 역할이 크게 요구되고 있는 시점이다. 따라서 기업 내 UI업무의 현주소를 파악하고 통합적인 고객체험 디자인을 목표로 하는 UI팀의 발전방향을 모색하고, 비전을 제시하는 것을 연구의 목적으로 삼는다. 본 연구의 방법으로는 문헌조사와 선행연구를 통해 UI, UX의 개념과 UI관련 조직의 구성과 역할을 살펴보고, 국내 모바일 및 전자제품 제조사, 유무선 인터넷을 기반으로 하는 컨텐츠 서비스 업체의 UI실무자를 대상으로 한 인터뷰와 설문조사를 통해 현재 기업 내 UI팀의 현황(조직구성, 업무의 범위 및 프로세스, 조직 내에서의 위상 등)을 분석하였다. 그 결과 다음과 같은 문제점들이 도출되었다. 첫째 조직구조상의 문제점, 둘째 업무 프로세스상의 문제점, 셋째 전문인력의 부족 등이다. 본 연구를 통해 기업 내 UI팀의 역할과 위상이 그 중요도에 비해 미약한 것으로 나타났다. 따라서 향후 통합적인 UX디자인을 접목한 미래 지향적 UI팀으로써 전체 프로세스 과정에 비전을 제시하기 위해서는 다양한 분야의 전문가들로 구성된 독립적 UI팀 구성이 이루어져야 한다. 또한 기획, 디자인, 개발 등 타 부서와의 보다 적극적인 업무교류를 통해 사용자의 입장을 대변하는 역할을 해야 한다.

  • PDF

Analysis on Visual Grammar of Female Images in Cover of Feminist Magazine Covers (페미니스트 잡지 표지 사진의 여성 이미지에 대한 시각 문법 분석)

  • Joo, Hae-Rin;Park, Soo-Jin
    • Journal of the Korea Convergence Society
    • /
    • v.12 no.11
    • /
    • pp.275-284
    • /
    • 2021
  • This study analyzes the characteristics regarding the image of women in feminist magazine covers. Along with fundamental analysis of the female image that appeared on the covers of feminist magazines and the grammar of visual design by Kress and van Leeuwen, a methodology of socio semiotic research, this study explores the structure and driving principles of symbols that have organized female images. The subject of analysis is set to 200 covers of magazines published from the 1960s to the 2010s. Through analysis, first, female images represented in the covers of feminist magazines showed women of various races, age groups, appearances, and occupations, and the degree od emphasis on the physique was fewer and natural-looking. Second, the study confirms that feminist magazines actively utilize representational and interactive metafunctions to deliver symbolic information such as messages of confidence, strength, and courage. Third, the organized symbols affected the recipient's understanding and interpretation of images. I hope this study helps to contemplate ways to express female images and the dynamic and diverse aspects of women.

A Study on the Design Plan of Naval Combat System Software to Reduce Cost of Hardware Discontinuation Replacement

  • Jeong-Woo, Son
    • Journal of the Korea Society of Computer and Information
    • /
    • v.28 no.1
    • /
    • pp.71-78
    • /
    • 2023
  • In this paper, we analyze the structure of TV video software, one of the warship combat management system software, and propose a standard architecture that minimizes software modification due to the discontinuation replacement of warship hardware. The class structure was newly designed to minimize the class modified when replacing the warship hardware by separating the variable elements and common elements of TV video software through FORM(Feature-Oriented Reuse Method), the common part that communicates with the warship combat management system and displays the TV screen and the variable part that communicates between the operator and the TV camera. In addition, the Strategy design pattern is applied to efficiently add and modify classes that directly use hardware-dependent APIs when replacing hardware discontinuation, and to make both discontinued and replacements available software. Finally, the reliability testing time and functional testing time of the existing TV video software and the proposed software were measured and compared, and finally, it was confirmed that the hardware discontinuation replacement cost was reduced.

A Study on the Metal Sculpture Using Accidental Curves by Compression (압축기법의 우연적 곡선을 활용한 금속조형 연구)

  • Seung-Geun, Ko
    • Journal of Industrial Convergence
    • /
    • v.21 no.2
    • /
    • pp.1-8
    • /
    • 2023
  • This paper aims to complete the results obtained through various technical experiments in sculptures, not to derive the results through the existing design process. To this end, for the purpose of visually completing the accidental curve, an experiment was conducted to induce accidental curves using hitting on a metal craft, raising, and press techniques in which accidental curves can be obtained. As a result, the accidental curve was visually represented using red copper and brass through various compression methods using the press, which showed the best effect, and was completed with a candlestick. Through this, it was possible to obtain results through a technique-oriented modeling methodology rather than a design method that focuses on the meaning of form. I hope that the metal craft techniques will continue to be experimented with and that various researches using them will continue in the future.

A Study on UX-centered Smart Office Phone Design Development Process Using Service Design Process (서비스디자인 프로세스를 활용한 UX중심 오피스 전화기 디자인개발 프로세스 연구)

  • Seo, Hong-Seok
    • Science of Emotion and Sensibility
    • /
    • v.25 no.1
    • /
    • pp.41-54
    • /
    • 2022
  • The purpose of this study was to propose a "user experience (UX)-centered product development process" so that the product design development process using the service design process can be systematized and used in practice. In a situation in which usability research on office phones is lacking compared to general home phones, this study expands to a product-based service design point of view rather than simple product development, intending to research ways to provide user experience value through office phone design in smart office. This study focused on extracting UX-centered user needs using the service design process and developing product design that realizes user experience value. In particular, the service design process was applied to systematically extract user needs and experience value elements in the product development process and to discover ideas that were converged with product-based services. For this purpose, the "Double Diamond Design Process Model," which is widely used in the service design field, was adopted. In addition, a product design development process was established so that usability improvement plans, user experience value elements, and product-service connected ideas could be extracted through a work-flow in which real users and people from various fields participate. Based on the double diamond design process, in the "Discover" information collection stage, design trends were identified mainly in the office phone markets. In the "Define" analysis and extraction stage, user needs were analyzed through user observation, interview, and usability survey, and design requirements and user experience issues were extracted. Persona was set through user type analysis, and user scenarios were presented. In the "Develop" development stage, ideation workshops and concept renderings were conducted to embody the design, and people from various fields within the company participated to set the design direction reflecting design preference and usability improvement plans. In the "Deliver" improvement/prototype development/evaluation stage, a working mock-up of a design prototype was produced and design and usability evaluation were conducted through consultation with external design experts. It is meaningful that it established a "UX-centered product development process" model that converged with the existing product design development process and service design process. Ultimately, service design-based product design development process was presented so that I Corp.'s products could realize user experience value through service convergence.