• Title/Summary/Keyword: 디자인 이론

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A Study on the Proposal of the Affordance Applied to GUI Design: Focused on the SNS Application (어포던스 이론이 적용된 GUI 디자인 제언에 관한 연구 -SNS 앱을 중심으로-)

  • Lu, Han-Yi;Seo, Han-Sok
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.113-122
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    • 2018
  • Mobile GUI design is changing from an existing design that emphasizes intuitive cognitive effects to an affordance design that naturally triggers users' behaviors. However, in the GUI design, the current affordance only uses some partial design elements and cannot achieve effective design, and the concept of affordance design still has confusion and uncertainty. For this reason, this paper redefines affordance by examining the concepts and types of it in the pre-research. In addition, through questioning the type of affordance, a questionnaire was designed for the GUI elements of social software. According to the results of the survey, the evaluation of the affordance of the GUI design elements was derived, and the GUI design of the social software was compared and analyzed. Then according to the deep interviews, a GUI design proposal that can effectively use affordance was proposed.

The Direction of Infographics Design of Election Results by Deriving Design Factors -Focused on infographics design of the 21st national assembly election results- (디자인 속성지표 도출을 통한 선거 결과 인포그래픽 디자인 방향 -제21대 국회의원 선거 결과 인포그래픽 디자인을 중심으로-)

  • Kim, Sun-Ah
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.267-274
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    • 2021
  • The purpose of this study is to derive design factors to provide inclusive information without encouraging the division of region and ideology, and to present the prospects of election result infographics design through evaluation and interpretation of the based design factors. First, the methods and results of the study identify the characteristics of infographics design through theoretical considerations to confirm the importance of visualizing data, and the case study of infographics design as the main flow is cathogram-style design using various forms of digital interaction. Second, the 21 st National Assembly election of Korea resulted in the response to infographics design and evaluated and analyzed the suitability of design factors through surveys and expert interview for five designs selected (suitable for purpose, convenient, aesthetic, easy of understanding, and public concern). In conclusion, it is predicted that the election results infographics design will evolve to offset regional and ideological division by providing inclusive information tailored to consumer needs by providing different types of infographics designs that meet basic objectives and functions.

A Study on the extended functionalism (확장된 기능주의에 관한 연구)

  • 이병종
    • Archives of design research
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    • v.20
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    • pp.75-85
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    • 1997
  • After the second world war the vulgar functionalism, which was called as the international style, was developed in the interest of the post capitalistic society. The vulgar functionalism reflected only inhuman commercialism and brought to psycho-mental and social problems. By the result in the mid-sixties the criticism movement of the functionalism had began as a king of the 68-movement in the german architecture and design scene. And it went on in the seventies, and had a decisive influence on the forming of the extended functionalism. The extended functionalism is bases on the definition of functions in the using process of the mass production and consumption society. Those functions, viz. Practical Function, Theoretical Function, Ecological Function, (formal-) Aesthetical Function, Indicating Function, Symbolical Function, have been the core criteria in the analysis and developing phase of the todays' german design scene.

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A Study on Development of 4Cs and Establishment of 4C Mix for Design Marketing (디자인마케팅의 4Cs 요소정립과 4C Mix구현에 관한 연구)

  • Lee, Jin-Ryeol;Kim, Eun-Young
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.15-26
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    • 2005
  • Recently, one of the outstanding characteristics in design field shows that design is combined with marketing. However, one thing shouldn't be overlooked that original marketing theories are not able to be applied to design in itself because of difference between marketing mind and design thinking. This premise leads the purpose of the study to aim to establish academic frameworks of design marketing by re-organizing conceptual elements of design marketing which can be more suitable for design environment. The study leads to review emergence backgrounds and circumstances of design marketing regarding the disciplinary characteristic of design. Then it examines fundamental concepts of traditional marketing. Next it, based on research results above, suggests the 4Cs as conceptual elements of design marketing which might be fit for design environment. Last it proposes 4C Mix which can be effectively applicable in design development process by restructuring newly suggested conceptual elements synergistically. The study result contributes to several implications in academic and practical perspective. First, it recreates theoretical concept elements of design marketing based on elements of traditional marketing area. Second, it suggests market-oriented framework which can be practically applied in the design development process by designers.

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A Design Process to Generate Consumers' Preference Form (소비자 선호형태 창출 프로세스에 관한 연구)

  • 김태호;홍정표;양종렬;오해춘
    • Archives of design research
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    • v.11 no.2
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    • pp.275-284
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    • 1998
  • It's required to develop new design process which reflects objective and quantative data of real market structure and consumers' demand and to understand, use statistical packages and softwares for it in order to make a product design which can satisfy consumr's needs. Product design approachs have, however, merely focused on simple methods of design and have not been improved much so far with regards to customer-oriented design. Therefore, This study aims to help customer-oriented product design with validity and reliability by suggesting successful product design process based on reviewing existing literatures and by providing each steps of design process with optimal approaches reflecting consumers' preference. The results of this study may provide all design related fields with theoretical framework of successful design process and may reinforce competitive ability of design with the development of customer-oriented design process. We need to verify vality of this study by doing some case studies with various products in real market situations and need to develop measurements and survey methods to measure exact customers' perception dimensions.

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A Study on Competency Education through Capstone Design in the Junior College for the Visual Design Major (전문대학 시각디자인과의 캡스톤디자인을 통한 직무교육에 관한 연구)

  • Song, Ji-Young;Kim, Sun-Wha
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.183-192
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    • 2016
  • The purpose of this paper is firstly to research the Capstone Design Learning Model which helps the students to acquire practical industrial skills and knowledge in real business fields, and secondly to analyze the qualitative effectiveness of this model in respect of knowledge, skill and attitude which NCS(National Competence Standards) suggest in industrial design field. In order to study, the second-year students taking the class 'Communication and Design Project(CDP)' of Industrial Design Major of DIT, took part in the Capstone Design Project and proceeded a project 'Character design of the entertainer Robert Holley' in cooperation with a relevant company and the professor in charge of this project. Through this research, it appeared that Capstone design related to visual design tasks improved the technical skills and competence of the students majoring in design. In other words, through analyzing questionnaire survey based on NCS, evaluation from relevant company, and awarding a prize of the design contest, we conclude that this instruction design and action plans have significant meanings to promote the students on-the-job competence.

Trend of Creativity-related Spatial Design Education Focusing on Design Process (공간디자인의 창의성 연계 교육 연구동향 -디자인 프로세스를 중심으로-)

  • An, Somi
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.441-451
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    • 2016
  • The purpose of this study is to analyze the trend of spatial design education focusing on creativity based on design process. In this research, the theoretical frame of design process focused on creativity was organized and the trend of creativity education study in the spatial design and other design sectors was compared and analyzed. As a result of the research, the creativity education study of spatial design analyzed such a result showed the relatively low frequency, many of studies related to formative expression of idea. On the contrary, the creativity education of other design sectors is related to overall process the most, the major contents were represented as a creativity enhancement eduction through the conversion with other sectors, the utilization of study method and theology and the utilization of IT technology. The result of this study suggests that more various attempts are required for the spatial design education and that the attempts should orient the conversion between science and art, humanity and science and the integrated access of digital and analogue.

Hangil Design and Oullim, the Great Harmony (한글 디자인과 어울림)

  • 안상수
    • Archives of design research
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    • v.17 no.3
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    • pp.383-392
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    • 2004
  • Oullim is Vital principle Which allows humanity to continue its inherent culture. By proposing the evaluative authority of the creative significance of the invention of Hangul and its formation and superiority from the stand point of Oullim, I would like to focus on Hangul's creative significance on the grounds of 'broadly profound design'. The ideas of Hunminchongum's invention id based on the philosophy of Great Absolute. The philosophy of Great Absolute is natural phenomenon and metaphysical understanding of cosmology. But King Sejong could keep a good balance between identity and practicality. It is a high value of Hangul. The main idea of design is seeking for principle of nature and systematical vitality. King Sejong also put this main idea of design in practice for inventing Hunminchongum. In the process, Oullim appeared as an essential function for the Great Design.

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The Case Study of Emotional Marketing by visual design (디자인을 통한 감성마케팅의 실증적 성공사례 연구 - 마블 프라이팬 사례 조사를 통한 -)

  • Kang, Bum-Kyu;Ye, Min-Ju
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2007.05a
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    • pp.74-76
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    • 2007
  • 기업 디자인과 마케팅의 새로운 패러다임 중의 하나는 인간의 감성이 기업의 중요한 마케팅의 수단으로 등장하고 있는 것이다. 이에 본 연구는 감성에 대한 고찰을 바탕으로 감성디자인을 전략적인 도구로 사용한 감성 마케팅 사례를 연구, 소개하고자 한다. 그리고 무엇보다 이론적인 고찰 보다는 실증적인 사례로써 감성 디자인을 통한 감성 마케팅을 적용한 마블 코팅 프라이팬 제품 매출과 시장 점유율에 미치는 영향을 소개하고자 한다. 본 연구의 연구방법은 아래와 같다. 첫째, 선행 연구와 문헌 조사를 통한 감성 디자인과 감성마케팅의 정의를 알아보았다. 둘째, 경험적 조사(Empirical research method)에 의한 연구 가설과 연구문제들을 설정하고, 셋째, 기업의 실증적 자료, 기업의 임원 및 매니저들과의 인터뷰(Interview)와 제품 사용자의 설문조사(Questionnaire)를 통해 본 연구의 목적인 '연구가설'을 검증하고 '연구문제들'의 결론을 돌출하는 방법으로 연구가 진행 되었다. 이러한 일련의 연구를 통해 궁극적으로는 감성디자인을 통한 전략적 감성 마케팅의 성공사례를 소개하고, 그 가치를 재평가하여, 앞으로 감성 디자인과 감성 마케팅의 전략적 차원에 도입하려는 기업인이나 연구자에게 도움을 주는데 그 연구목적이 있다.

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A Study on development of Motion Picture Contents in the invisible area of the dematerialized era (탈물질화 시대의 비가시적 영역에서 영상콘텐츠 개발을 위한 연구)

  • 최광춘;김후성
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.449-455
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    • 2004
  • In aspects of materializing rational and reasonable beauty in motion picture contents design area, it intends to conceptualize the visual design through studies of the invisible area, the virtual space of the dematerialized era, contrary to the commonly practiced visual design area of the concrete substance and to provide an opportunity to gain new senses and the embedded meanings of the motion picture graphics, which are created in the electronic space. Especially, although the invisible phenomenon such as electromagnetic wave exist in space, it was treated as a conceptual subject. However, it intends to seek a design approach about physical, poetical, aesthetical experience of the design in the invisible area, escaped from the limited existing perspective. Based on such theory, it denotes to secure the possibility of new design through the application of sound, rhythm, color and image in fractal design area.

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