• Title/Summary/Keyword: 디자인 사고 방법

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The Effect of Design Thinking Based Artificial Intelligence Education Programs on Middle School Students' Creative Problem Solving Ability

  • Seung-Ju, Hong;Seong-Won, Kim;Youngjun, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.227-234
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    • 2023
  • In this paper, we developed a design thinking-based artificial intelligence education program for middle school students and applied it to verify the impact on creative problem-solving skills. The inspection tool used the Creative Problem Solving Profile Inventory (CPSPI), an inspection tool for measuring creative thinking type ability based on the CPS theory of Hwasun Lee, Jungmin Pyo, Insoo Choe(2014). CPSPI included the steps of evaluating cognitive preferences and cognitive abilities by supplementing the limitations of existing tests, and sharing and persuading one's ideas with others. Before and after applying the design thinking-based artificial intelligence education program, as a result of analyzing the creative problem-solving ability, it increased significantly in all areas. As a result of analyzing the creative problem-solving ability of middle school students, significant results were found in the areas of Problem Detection and Analysis, Idea Generation, Action plan, Execution, Persuasion and Communication. The effect of design thinking was confirmed as a teaching and learning method to improve creative problem-solving ability in artificial intelligence education.

A Study on Design Education in Primary School -With Emphasis on Analysing the Present Condition of Design Education in Korean Primary School- (초등학교 디자인 교육에 관한 연구 -국내 디자인 교육의 현황 분석을 중심으로-)

  • 김혜숙;권은숙
    • Archives of design research
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    • v.12 no.4
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    • pp.191-200
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    • 1999
  • Improving the design ability of idea developing and creative problem solving should be started from the primary school. Design education in the primary school should be not education for design but education by design. It helps students can naturally understand the basic concept of design and experience the process of activities. Therefore primary educational circle use the term of 'Design-related activities', or 'Design-Based Education'. It can be applied to variable themes of mathematics, science, music, society as well as Art. On the Basis of these literature review, the traditional design education as a part of the art education is analyzed in two aspects of its contents and behaviors. The contents in design education involve aesthetic·symbolic, useful·functional, and scientific·technological area. And, the basic design behaviors are classified with 'know', 'perceive', 'inquire', and so on. This concept becomes the analytic frame of the present condition of design education in Korean primary school. Through the analysis, it is found that the portion of scientific·technological area in contents and 'inquire' related behaviors are relatively very low. Also, the planning and teaching methods for leading children's opportunity of creative expression are found inadequate. This study proposes the potential capability and the integrative contents of design education in primary school.

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A Study on Technique of Fighting Game Producing and Game Algorithm (격투게임 제작 기법과 알고리즘에 관한 연구)

  • Joo, Jung-Kyu
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.69-76
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    • 2002
  • This paper describes basic producing techniques of fighting game, collision detection between fighters, fighting skill, thinking routine and processing method of enemy characters, and algorithm structure of fighting game. Also, I studied as for algorithm of the template and strategy methods of design pattern class applied to a fighting game.

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Typography as Discourse (담론으로서의 타이포그래피)

  • 김지현
    • Archives of design research
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    • v.14
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    • pp.33-41
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    • 1996
  • Typography has two aspects, form and meaning. It is a collaboration of elements both to be read and to be seen. Typographer has to consider that typography has a meaning from only visual form as well as various meanings from every receiver. Because meaning could be differently translated through their cultures, experiences and so on. New visual communication style, typography as discourse, is not one-way communication, but dialogue communication.

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The Structural Relationships between Job-Engagement, Self-Esteem, Positive Thinking on Image-Making Efficacy of Beauty Professionals (뷰티 종사자의 이미지메이킹 효능감에 의한 긍정적 사고, 자아존중감 및 직무몰입의 구조적 관계)

  • Lee, Yu-Rim;Yu, Jin-Woo;Kim, Jang-Hyeon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.12
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    • pp.377-386
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    • 2020
  • The image of beauty professionals who have wide contact with consumers is an important factor that can increase satisfaction and loyalty in consumers by exerting a positive influence on them. The purpose of this study is to investigate the influence of, and relationships among, self-esteem, positive thinking, and job commitment on image-making efficacy in beauty professionals. The method and scope of this study were carried out by theoretical research related to image-making efficacy, positive thinking, self-esteem, job engagement, and survey research with beauty professionals located in Seoul and the Gyeonggi-do area. We used SPSS v. 23.0 and Amos v. 23.0 to analyze demographic characteristics, the coefficient of internal consistency of the survey items, descriptive statistics, Pearson's correlation, and the Sobel Test. The results of the study show that the image-making efficacy of beauty professionals had a positive (+) effect on self-esteem, positive thinking, and job commitment. Second, self-esteem in beauty professionals was found to exert a positive effect (+) on their positive thinking and job commitment. Third, positive thinking by beauty professionals contributed to a positive effect (+) on job commitment. Fourth, the study found that self-esteem and positive thinking mediated the relationship between beauty professionals' image-making efficacy and job commitment.

PROPENSITY TO PERCEIVE AND EFFECTIVENESS OF TYPOGRAPHY WITH HUMOR (타이포그래피 유머적 표현의 지각성향과 효용성 연구)

  • 진경인;김지현
    • Archives of design research
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    • v.12 no.3
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    • pp.17-26
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    • 1999
  • We use humorous expression in general dialogue. And this humor os especially good methods for expressing more creative and persuasive thoughts. If could not effective data for developing expression techniques, because most of the studies on humor focused on advertising, especially effectiveness for product purchase until now. So, we need the data objectively tested and we can use the data for persuasive, agreeable and effective communication. This study presents new expression methods with humor, classifies the expression type with humor and analyses the specific characters each type. It was as follows. first, which expression types are existing in typography with humor, and how to apply to typography. Second, how to change the propensity to perceive through the communication method and through types of humor Third, what is more effective between typogratphy with humor and typography without humor Miore study based on this must be followed in order to plan objective and agreeable design and improve communication effects.

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Space Design Expression Method According to the Analysis of the Characteristics of Movies - Focused on the Characteristics Expressive of the Illusionist - (영화의 특성 분석에 따른 공간디자인의 표현방법 - 환영성 표현 특성을 중심으로 -)

  • 송춘의
    • Archives of design research
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    • v.17 no.1
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    • pp.231-240
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    • 2004
  • Space design in the 21st century has been developed in connection with media more various than ever. In the age of image represented by popular culture, space design connected with media is based on post-reason thoughts constituting the post-modern society, and reflects polysemously and pluralistically changes in the society through the identification of art with life. The movie, which is an image perceived particularly sensibly and the most impractical simulated image among various illusionary media images composing the contemporary society, is growing rapidly in interrelation with various fields of art based on its peculiar nature, and its influence is getting more extensive. The movie manipulates mass society to create what does not exist and restore lost images into new realities through the reproduction of extremely realistic senses, and uses them in establishing virtual realities and creating illusionary images representing the age of simularc. The illusionary expression of the movie produces new meanings through disintegrating existing meanings and recombining them, and expresses popular culture from a position closest to our everyday life. Such an analytical attitude toward the illusionary movie reflecting our society can be a new approach to space design. The present study attempts to suggest the possibility of applying such an illusionary characteristic of the movie as a methodology of space design by utilizing the characteristic as a conceptual language of space design.

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A study of Exhibition Planning based on the Installation Art - Focused on an Environmental Poster Exhibition - (설치미술의 배경과 전시디자인에 관한연구 - 국제교류 환경포스터 디자인전을 중심으로 -)

  • Shin, Seong-Hoon
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.173-180
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    • 2009
  • Increased appetite for art and design due to improving the economic standard of living and industrial community recognized the value of art in the profitable aspect currently demands various exhibitions in various environments. These social needs and changes in corporate culture to meet the rapidly expanding opportunities for artistic exhibitions, and this modern exhibition outside of the conventional gallery requires more for designers to work with various exhibition spaces, and the opportunities are increasing further. Various types of exhibition space in the exhibition planning an unspecified environment best suited to each exhibit space has been designed to require. This comprehensive study of an environmental poster exhibition held in the Seoul Institute of the Arts, MA-block lobby during 2009.06.10-06.19 was a part of the international exchange projects between Seoul Institute of the Arts and California State University, Northridge. Planning and designing throughout the exhibition in an unspecified space for exhibition requires more creativity and flexible approaches than in the general exhibition gallery.

CGS System based on Three-Dimensional Character Modeling I (Part1:About Non-Digital Process) (3차원 캐릭터 모델기반 CGS System 구축 I (Part1:Non-Digital Process에 관하여))

  • Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.11 no.11
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    • pp.1592-1600
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    • 2008
  • This study is to help creative idea generation based on the theory of the 'reconstruction of character shape image elements', and aims to extrusion of creative and diverse shapes with combination of image elements upon computing creative image generation. In order to suggest the design generation methodology for the maximization of idea generation ability and to overcome restriction of thinking out of existing idea generation methodology, it has suggested the CGS(Character Generation System) that is a creative idea generation methodology identified and complemented the problem of the existing computerized idea generation(PDS with Proportion) method out of the preceded studies on the creative idea generation methodologies. this study is expected to have effectives as one method for idea generation or creative image generation assistance during the 3D character development process, and to serve as an assistance to overcome the restriction of the character shape image generation through diverse idea generations.

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A Study on the Tendency of Standardization Related to Universal Design (유니버설 디자인 관련 표준화 동향에 관한 연구)

  • Lee, Ho-Soong
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.175-184
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    • 2005
  • With the rapid progress of the aging society in Korea, the silver generation is emerging as another class of users in the new population structure. This is a social issue to be dealt with, and the effect of such a change is being observed dearly in the design area. In addition, there are increasing demands for consideration of minor groups of users including the elderly, the disabled, the left-handed, children and pregnant women and nursing mothers, who have been treated as the weak. Such a human-centered idea may be the manifestation of the recovery of humanity and the self-realization of human beings through experiences and reflections of the industrial society of the past. The present study examined the tendency of design standardization centering on universal design, which has emerged in response to user-centered social needs, and suggested general considerations for the necessity of introducing such standards. These days the meanings of standardization are not limited to quality, performance, safety and economic aspect. Standardization is required to consider the diversity and the welfare of human beings. In addition, one of the important functions of standardization is to provide designers with important clues and guidelines for designing. In reality, however, standardization has been rejected by the circle of design for the reason that it deters free creation, so research on the introduction of standardization has been at standstill. As ISO/IEC Guide71 was published in November 2001, based on which, the Korea Standards Association established KS A ISO/IEC Guide71 without changing its contents. In companies' manufacturing activities, the progress of standardization in connection to universal design is growing more important. However, usefulness and interchangeability for the absolute majority resulting from standardization are incomparable. Lastly, the realization of universal design requires human-centered design mind, based on users' experiences and needs, the characteristics of the human bodies and inconvenient elements rather than standards for the sake of standardization.

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