• Title/Summary/Keyword: 디자인 원칙

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Healing Landscape Design for Hospital Outdoor Space - A Case of the Kyeongsang National University Hospital in Changwon - (치유경관의 개념을 적용한 병원 옥외공간 조경설계 - 창원 경상대학교 병원을 사례로 -)

  • Min, Byoung-Wook
    • Journal of the Korean Institute of Landscape Architecture
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    • v.41 no.1
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    • pp.82-92
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    • 2013
  • This paper presents a landscape design proposal for the Kyeongsang National University Hospital in Changwon, Kyeongsangnam-do. The site is located at 555 Samjeongja-dong, Seongsan-gu, Changwon, Kyeongsangnam-do, and its area is approximately $79,743.1m^2$. The goal of the design was to create a landscape that helps the patients' recovery and public well-being as well as respects the surrounding environment. In order to achieve this goal, three design subjects were considered: maximizing the healing functions of the landscape, promoting ecologically regenerative landscape, and increasing the aesthetic value of the landscape based on the local context. For the healing aspect, first, therapeutic plants were carefully selected and various healing programs were introduced to the open space area such as the sensory garden, meditative space, the medicinal herb garden, outdoor acupressure treatment facilities, remedial playground etc. In addition, as the importance of patient's privacy is emphasized in research, the space and circulation patterns were divided according to the characteristics of the users. For ecological consideration, the design proposed to preserve and extend the existing ridgeline with pine forest, and recover the natural water system and recycle the water for the landscape management. For the aesthetic experience of the people, in contrast to the surrounding evergreen forest, diverse deciduous and flowering plants were introduced to arouse a sense of the season, and fruit bearing trees for wildlife to create a specific mood of being in nature so that people can listen to the songs of the birds and watch squirrels play etc. In addition, all the spaces and facilities were designed and placed according to universal design principles so that there would be no barrier for the patients to use them. Also, a sustainable management scheme was suggested to maintain the landscape in ecological and economical ways.

Teachers' Importance Perception on Elderly Housing Contents in the Housing Chapter of Middle School Technology and Home Economics Textbook (주생활단원의 노인주거 내용에 대한 교사의 중요도 인식 - 중학교 3학년 기술 가정 교과서를 중심으로 -)

  • June, Kyung-Sook
    • Journal of Korean Home Economics Education Association
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    • v.21 no.3
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    • pp.1-28
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    • 2009
  • The purpose of this research was to provide the information needed for improving the elderly housing education and the elderly housing contents of Technology and Home Economics textbook. Thus, the elderly housing contents of current Technology and Home Economics textbook were categorized. Then, a total of 233 teachers were surveyed to examine their importance perception on the elderly housing contents. Elderly housing contents were grouped into S categories, each of which was named 'safety and safety management', 'room plan for the elderly', 'shrinking stage in family life cycle and dependency stage in housing life cycle','a house for 3-generation extended family', and 'universal design'. Teachers' importance perception was generally high for 'safety and safety management' and especially for 'safety and safety management' of bathroom(protection against slippery floor, safety bar, the appropriate position and height of shower, bathtub, and wash stand) ; the basic guidelines of 'room plan for the elderly'(emergency call, closely located bathroom, flat and non-slippery floor) ; the general guidelines during shrinking stage in family life cycle and dependency stage in housing life cycle'(protection equipments against safety accident, emergency call, flat and non-slippery floor) ; independent life among 3-generation extended family members(bathroom for the elderly, space plan for independent life among extended family members) ; the basic design guidelines of universal design(safety bar in bathroom, flat floor) and the guidelines of universal design which were especially helpful for wheelchair users(enough empty space in front of door and in corridor, wide door and corridor). Recommendations for the elderly housing education and the elderly housing contents of Technology and Home Economics textbook were that 'emergency call','safety bar in bathroom' and 'flat and non-slippery floor' were the most basic guidelines for elderly housing; that 'enough empty space in front of door and in corridor', 'wide door and corridor', 'low and wide steps', 'ramp for wheelchair users' and 'D-type or lever-type door handle' were most recommendable guidelines for universal design; that 'need for elderly housing', 'types of elderly housing', 'alternatives and choices of dependency stage in housing life cycle' and 'house plans for shrinking stage in family life cycle' were required guidelines for increasing elderly-only family.

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Development of Black-box System for Smart Livestock and its Intelligent System Management Platform and Methods (스마트 축산용 블랙박스 시스템 & 지능형 시스템 관리 플랫폼 개발)

  • Shin, Hae-Sun;Park, Sung-Soon;Kim, Gyoung-Hun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.28-29
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    • 2020
  • 최근 들어 정부의 적극적인 지원책에 힘입어 전통적인 축산농장의 환경을 스마트 축사로 개선하는 사업이 다양하게 추진되고 있다. 이에 축산농장의 스마트화를 위해 다양한 축산용 ICT 기기들이 개발되어 도입되고 있고, 클라우드기반의 인터넷환경까지 연결되고 있으나, 이러한 ICT 기기들을 사용하여 스마트 축사를 구축하고 운영하는데, 편의성 측면에서나 효율성 측면에서 어려움을 겪는 경우가 다수 발생하고 있다. 이 문제를 해결하기 위해, 축산 현장에서 사용자의 편의성 측면을 고려하여 축산현장 정보를 기록하는 스마트 블랙박스 시스템을 개발하고, 효율성을 고려하여 이 시스템을 위한 지능형 시스템 관제 플랫폼을 개발하였다. 그리고 현장상황에서 실증평가를 통해 축산 인들이 현장에서 축산 ICT 기기를 쉽고, 안전하게 운영하도록 하도록 사용자 환경을 구축하였다. 본 논문에서는 개발된 스마트 축산 ICT 블랙박스 시스템(Smart.Dx)과 IoT센서 수집용 게이트웨이(Smart.Dn), 그리고 클라우드 데이터 분석 솔루션(Smart.Center)을 기술한다. 이 연구내용은 또한 축산업에 종사하는 고령자나 스마트폰 환경에 익숙하지 않은 사용자 환경 특성을 고려하여, 유니버셜 디자인의 7대 원칙을 지원하고 있다.

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Graphic system analysis on the Chil Sung Hwa(seven stars picture) (칠성화(七星畵)의 그래픽체계 분석)

  • 나윤화
    • Archives of design research
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    • v.11
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    • pp.22-29
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    • 1995
  • I have to find standpoint of sight moulding of Chi I Sung Hwa(seven stars picture) analysis of graphic systems of a symbol sight native to our nation. And I will comprehend emotion of folkways by simple and graphic lines and colors in mathematical Grid of which ancestor had expressed in gauge moulding consciousness. This papers aim is to make a contribution to lead by on part of communication design. About structural analysis of pictorial graphic side. I) Mathematical thought of the Orient and space constitution are first basically the Orient expressed number notion of mathematics of unlimitedness and notion of zero so called space and empty second can analigize a diagonal expansion method by development of symmetry notion to basic the dual principle of the negative and positive by degrees development expressed space division method by direction notion. 2) About the proportion analysis it based the golden section globularity and in modern layout it takes vision center of position, after appointing the brow of sacred image of Chil Sung Hwa as center point of proportion and applied to the point proportion and so analigized the posibility of established. Rule in union of each elements and rule of forms about picture image. 3) Mathematical structure analysis to search a unified principle at the balanced arrangement and rule of forms it analigized the standard the rule of forms. it analigized the standard the rule of forms to body module of basic movement of protagonist and follower above basic forms of grid that is the basis of design system.

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A Study on the Relation between Culture and the Use of a Refrigerator -with Emphasis on the Differences between Korean and USA User Experience of a Refrigerator- (문화적 차이가 냉장고 사용행태에 미치는 영향에 관한 연구 - 한국과 미국의 냉장고 사용 행태 비교 관찰을 중심으로 -)

  • Cho, Yun-Jin;Kim, Jung-Ha
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.795-802
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    • 2006
  • 현대의 소비자는 더 이상 단순히 감성적 소구에 의해서나 기술적 기능을 제공하는 것으로 제품을 구매하지 않는다. 제품의 결정은 사용자와 제품 간의 상호작용에 따른 정서, 인지, 행위 등에 의한 총체적인 경험에 의한 것이며, 그러한 소비자들의 경험은 지리적, 역사적 전통으로 고착된 문화적 특성이 제품을 통한 사용자 경험의 기저에서 작용함으로써 문화권 별, 국가 별로 각기 다르게 구성된다. 특별히 음식 문화는 어느 나라이든 자연 조건의 영향과 함께 오랜 역사 속에서 형성되었기 때문에 독특하고 다양한 문화적 차이를 지니고 있으며 이러한 문화적 차이는 냉장고 사용에 있어서 다양한 사용행태를 구분 짓는다. 따라서 본 연구를 통해 식품 종류에 의한 영향뿐 아니라 내부 공간 활용의 패턴, 냉장고 환경 설정에 대한 능동적인 태도, 냉장고에서 제공하는 파티션이나 옵션에 대한 수용 정도, 식품의 정리 원칙에 대한 준수 정도 등에 따른 사용행태 간의 차이점을 발견하고, 차별적 사용행태의 기저에 존재하는 문화적 요인을 분석하여 문화적 차이가 사용자의 경험에 영향을 끼치게 됨으로 인하여 냉장고 디자인에 어떠한 변화를 초래하는지 그 연관성을 밝혀내고자 한다. 보다 실제적인 용도로 활용 가능하도록 냉장고 제작의 상업적인 측면을 고려하여 냉장고 내상의 레이아웃에 중점을 두어 본 연구를 진행하였다. 본 연구는 설문과 현장 관찰을 통해 정량적 관찰을 중심으로 분석하였다. 두 국가의 문화 비교를 위한 설문은 이미 여러 연구자료에 의해 검증된 Trompenaars의 문화 변수를 바탕으로 제작 하였다. 또한 정량적 연구에서 발견될 수 없는 문화권 별 여러 특징들에 대한 데이터를 구체적으로 수집하기 위하여 정성적인 연구 방식의 일환으로 실제 관찰 및 사용자 인터뷰를 실시하였으며, 이를 통하여 현상의 원인 및 사용자의 의도를 파악하도록 연구를 진행하였다.

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Evaluating the Effectiveness of Nielsen's Usability Heuristics for Computer Engineers and Designers without Human Computer Interaction Background (비 HCI 전공자들을 대상으로 한 Nielsen의 Usability Heuristics에 대한 이해 정도 평가)

  • Jeong, YoungJoo;Sim, InSook;Jeong, GooCheol
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.2
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    • pp.165-171
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    • 2010
  • Usability heuristics("heuristics") are general principles for usability evaluation during user interface design. Our ultimate goal is to extend the practice of usability evaluation methods to a wider audience(e.g. user interface designers and engineers) than Human Computer Interaction(HCI) professionals. To this end, we explored the degree to which Jakob Nielsen's ten usability heuristics are understood by professors and students in design and computer engineering. None of the subjects received formal training in HCI, though some may have had an awareness of some HCI principles. The study identified easy-to-understand heuristics, examined the reasons for the ambiguities in others, and discovered differences between the responses of professors and students to the heuristics. In the course of the study, the subjects showed an increased tendency to think in terms of user-centric design. Furthermore, the findings in this study offer suggestions for improving these heuristics to resolve ambiguities and to extend their practice for user interface designers and engineers.

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A Analysis on the Cases Applying UI/UX in the Mobile Web : Focusing on the University Homepage (모바일웹 구축 시 UI/UX 적용 사례 분석 : 대학 홈페이지를 중심으로)

  • Lee, Myung-Suk;Lee, Kyung-Mi
    • KIPS Transactions on Computer and Communication Systems
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    • v.4 no.4
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    • pp.111-116
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    • 2015
  • This study aims to examine the field of UI/UX being actively adopted in this new media age, investigate and analyze homepages targeting national universities in Korea, and attempt diverse researches on UI/UX applied to mobile webs. First of all, the paper comparatively analyzed PC webs, mobile webs, and mobile apps, investigated the current status of Korean national university homepages, comparatively examined the expressions and use of PC webs and mobile webs in those universities, and analyzed to what extent a certain university's mobile web was applied to the principle of UI/UX. According to the result of this research, most of the mobile web pages considerably lack in user-oriented design applying UI/UX, and it will be needed to optimize a vast amount of data on PC webs for better expression. Moreover, this study intends to figure out ways to apply user experience to be applied to mobile web design by suggesting directions for UI/UX design.

Proposal of Location-aware Interface using Empirical Metapo Element (경험적 메타포 요소를 활용한 위치 인식 인터페이스 제안)

  • Kim, Daun;Song, Jinkyung;Shin, Yejin;Jeong, Garam;Park, Su-e
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.145-147
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    • 2018
  • As mobile devices increase use, users are forced to recognize and navigate their own location and virtual space within a given small display. Unlike trains and buses, this study aims to select a space inside a subway train that is difficult to transfer location information to and suggest an interface to reduce cognitive differences to users. First, observe the actual environment and then derive the empirical factors. Second, by using Metapo which is an act of understanding or experiencing specific targets that are not familiar with familiar objects, the interface is designed according to the UX principle after converting the experience element into metapo. Finally, usability will be assessed through user experience evaluation and problem elicited and supplemented in future studies. This study expects the use of spatial interfaces to be increased and applied as a variety of services by using metaphors through experience elements to help users easily recognize their location within the mobile interface.

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A Conceptual Study for Utilizing IPTV as an Aid for Co-Creation of Value in Future Education

  • Kim, Nam-Ju;Kim, Sung-Wan
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.61-76
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    • 2021
  • Nowadays, a lot of educational TV programs have focused on the program providers' perspective, namely through goods-dominant (G-D) logic. However, the growing development of current technologies such as IPTV with AR and VR has opened opportunities to go beyond a provider-centered perspective and to add the co-creation of value, since value can be created through the interaction between learners and the TV programs themselves. With this in mind, learner-centered TV programs, which are based on service-dominant (S-D) logic, should be offered through educational TV channels. This conceptual paper summarizes, analyzes, and synthesizes the present status of IPTV in education and suggests a new instructional approach for utilizing TV in future education based on value co-creation through learner participation. Three principles (service-dominant logic as an educational service design principle, goal-based scenario for instructional design, IPTV as state-of-the-art technology innovation) are suggested for designing educational IPTV programs.

A Study on User - centered Usability Elements of User Interface Designs in an Augmented Reality Environment (증강현실 사용자 인터페이스의 사용자중심 사용성 요소 연구)

  • Kim, Un;Lee, Cheol-Seung
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.6
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    • pp.1317-1322
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    • 2018
  • In order to complete the AR UI design simply and quickly, the usable factors were studied in this thesis. The primary aim of interface design is to increase the usability. The various factors should be considered together when we evaluate the usability. The idealized usable working model is based on user-centered with the aim of perceiving the interests of users, operating easily and completing targets. In order to ensure the types of usable factors, literature survey method had been used and a total of 85 usable factors had been collected by this survey. To make the usable factors can adapt the augmented reality, the concept of factors should be redefined. We extract the items which is adaptable and user-centered, combine or delete the items that have the same meanings and finally select 25 usable evaluative factors. Then we take HCI professional as the object and collect the data by Heuristic Evaluation. We systematize the usable factors by Principal Component Analysis, and observe the correlation between the usable factors and classify those which have high correlation.