• Title/Summary/Keyword: 디자인 정의

Search Result 1,076, Processing Time 0.031 seconds

A Study on mapping Software engineering with Design thinking mechanism (디자인 씽킹 메카니즘과 소프트웨어공학 접목에 관한 연구)

  • Seo, Chae Yun;Kim, Janghwan;Park, Bokyung;Jang, Woo sung;Son, Hyun Seung;Kim, R. Young Chul
    • Annual Conference of KIPS
    • /
    • 2020.05a
    • /
    • pp.349-351
    • /
    • 2020
  • 4차 산업혁명시대가 도래함으로써 수많은 영역에 다양한 소프트웨어(SW)가 필요할 것이며, 특히 비전공자 및 기초 전공자들의 창의적 사고 기반 SW에 대한 이해가 요구된다. 하지만 문제는 창의적 사고 기반의 SW에 대한 정의 및 아이디어가 부족하다. 우리는 교육 영역에서의 창의적 사고 방법 및 주요 쟁점들을 비전공자들에게 강의한 경험이 있지만 실질적으로 창의적 사고기법을 통해서 소프트웨어로 구현하는 것에 큰 어려움을 겪고 있다. 따라서 이러한 점을 개선하는 창의적 사고 기법과 소프트웨어 공학기법을 접목인 디자인 씽킹 메카니즘과 소프트웨어공학 접목을 제안한다.

Droog Design ; the mentality and the activities (네덜란드 디자인 그룹 ′Droog Design′에 관한 연구)

  • 김유진;문무경
    • Archives of design research
    • /
    • v.15 no.2
    • /
    • pp.157-168
    • /
    • 2002
  • A contemporary design which might accept diversity through the coming materialised world and the development of communication of technology Quickly, would have no more new design value with such a design thought that is still fixed by general and principle rule. Because there are a lot of requirements of new relationship between humans who are going to have more sensitivity and things which are born continuously Even though Droog Design is a young design group, they have been recognised by the design community for their experimental approach and re-think not only as a function but also as a concept of existing things. Their thought is that humans have been given a better quality of life through design, and that there should be responsibility for abuse in the material world and has to do with the improvement of things related with human life. Particularly when dealing with form-giving they endow it not just as a tool but also as a sensitivity and experience with both human and human-made artifacts. Like A design mentality of Droog Design, which is extraordinary originality and methodological skills, is a stimulus on a contemporary design.

  • PDF

Features of Korean Feminist Design Studies: 1970~2018 (국내 페미니스트 디자인 연구의 특징: 1970~2018)

  • Kim, Lynn;Park, Soo-Jin
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.10
    • /
    • pp.91-97
    • /
    • 2019
  • In recent years, as feminism has emerged as a main value in Korean society, related design studies are also increasing. This research archived domestic feminist design studies to provide researchers with a genealogy of feminist design research. The research defines 'feminist design' prior to the collection of domestic feminist design studies, and examine the British-American history of the feminist design studies as an origin of the term. As a feature of the period, the number of feminist design studies surged in 1999, and since the 2000s, an average of 5.1 studies have been published annually. As a feature of each field, there were a lot of studies in fashion, visual, architecture, design science, product order in the whole studies. Feminist design researchers accumulate discourse on a clear line of studies and hope that this research will be renewed in the not too distant future.

A Generative Design Algorithm to Generate 3D shapes Using 2D Images (2차원 이미지로 3차원 형태를 생성하는 생성적 디자인 알고리듬)

  • Kim, Hyeon Ji;Chung, Yun Chan
    • Design Convergence Study
    • /
    • v.15 no.6
    • /
    • pp.229-241
    • /
    • 2016
  • In generative design computer automatically and quickly generates many alternative design solutions, and the computer algorithms which perform the design tasks are important. The main purpose of this study is to propose a computer algorithm which generates three-dimensional shapes from a two-dimensional digital image such as a photograph or a painting. The base geometry of the final shape is a cylinder or sphere. A surface of the cylinder or sphere is deformed depending on the used image. The proposed algorithm was implemented as a computer program, and the program tested with several famous paintings. The algorithm and results presented in this study implicate the possibilities of the generative design which generates three-dimensional shapes from two-dimensional images. It is necessary to find and measure the values of the generated shape, and it will be a future research to find the relations of emotional and cognitive aspects between the input images and the generated shapes. Those studies are expected to expand the possibilities of generative design.

Understanding the Pattern of Mobile-phone Tasks on the 'Situational Context' : Focused on the ESR(Extend, Synchronize, Replace) Model (모바일폰 사용 영역과 상황 기반의 컨텍스트 정의 및 사용 행위의 구조 분석을 통한 테스크 모델 제안)

  • Cho, Yun-Jin;Lee, Eun-Jong
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02b
    • /
    • pp.158-164
    • /
    • 2008
  • This study was conducted for raising the considering the dynamical context of mobile phone use environment in the mobile-phone research. For this I identified the characteristic of the mobile phone use. The first characteristic is that the mobile phone is the context sensitive device. Also, it reflects the user's life pattern because it is the very personal device. I defined the context of mobile phone use with the basis on this identification of those characteristics. I referenced the definition, 'situational context', defining the mobile phone use context. Also, I set up the research scope within the user task that is influential from the situational context, I named this kind of task as the 'contextual task'. I developed the Contextual Task Model in this study. I named the model as the 'ESR Model'. The reason that I developed this contextual task model is that this model can help novice designers and designers unfamiliar with an application domain understand the user behavior and user centered design. And also this model can be effective to communicate each other, I identified the user's contextual tasks three kinds of model. First, the Extend Model includes user tasks that related to extending from user physical working space to the virtual level. Second model is Synchronize Model, which includes issues that lesson the blocking when use several functions at a time or sequentially. Third model is Replace Model, which is come from the characteristic of user life pattern to use the mobile phone. Finally, I proposed an application of this model, CIQ. Through the process to make CIQ I proved the effectiveness of this ESR Model.

  • PDF

Design Satisfaction of Private Signboards on the Sign Management Guideline (사설안내표지판 관리지침의 디자인 만족도에 관한 연구 -대전시 사설안내표지판 디자인 관리지침을 중심으로-)

  • Kim, Young-Kook;Joo, Yeon-Jung
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.5
    • /
    • pp.159-169
    • /
    • 2013
  • As a part of public design, private signboard should be designed to help convenience of people with the consideration of urban landscape simultaneously; however, the lack of legislated design regulations and ignorance of managing entities have resulted in uncontrolled installation of private signboards, ruining city view and causing confusion in delivering information. To appease this problem, each provincial city including Seoul is carrying out an improvement project based on its own sign management guideline. Therefore, it is timely needed to study the design satisfaction on the changed (or changing) private boards from the viewpoints of information delivery and visual environment. In this study, we investigated the design satisfaction of private signboards in Daejeon city (where very recently the improvement project has been undergoing based on its design guideline) in terms of visual factors, information delivery, and city landscape. We note that our study has its own significance to provide an empirical research on the design satisfaction of private signboards, which shows that people are mostly satisfied with the new design from aspects of visual factors, information delivery, and city landscape.

Interface Design Guideline for Personalization of Interactive TV Service - Focusing on SkyLife's SkyTouch Service - (쌍방향TV 서비스의 개인화를 위한 인터페이스 디자인 가이드라인 -스카이라이프의 스카이터치 서비스를 중심으로 -)

  • Goo, Min-Jung;Lee, Tae-Il
    • Archives of design research
    • /
    • v.20 no.3 s.71
    • /
    • pp.129-140
    • /
    • 2007
  • This study attempts to investigate the personalized schemes of interface for the interactive TV sonics enhancing the satisfaction of users from the standpoints of the user and to suggest designing guidelines. In the preface, firstly, the purpose as well as structure of the study were described, the characteristics of the interactive TV and the personalization were defined. Also, it was attempted to understand the development directions of the basic media for services. In addition, the data and elements that became the ground for this study were arranged, including the elements for designing interface, the appraisal method of usability to evaluate the requirements of users, etc. Then, the interfaces of "SkyTouch", an interactive TV sonics by Skylife having the number of users reaching one million at the moment, that is the representative runner in the interactive TV, were analyzed. Then the needs central to the navigation structure and layout for the convenience of users through the evaluation of usability were examined and arranged. In addition, the designing directions of personalized interfaces were studied in the interactive TV by analyzing the web portal sites which were being carried out prior to the personalized services. Based on the data investigated and analyzed previously, the guidelines for the interface design for the personalization of the interactive TV were suggested by classifying the navigation structure and layout, and the personalized interface design was proposed according to the suggested guidelines by applying them directly to "SkyTouch" that is currently carrying out the interactive sonics although it provides limited services in an independent style.

  • PDF

A Study on Design Development Direction for Designing Aging Friendly City through The Case Analysis (사례분석을 통한 고령친화도시 디자인 개발방향연구)

  • Nah, Ken;Sung, Sora;Jeon, Youngje;Lee, Eunkyung
    • Journal of Digital Convergence
    • /
    • v.15 no.6
    • /
    • pp.61-69
    • /
    • 2017
  • The purpose of this study is to suggest a foundational design direction for seniors, according to paradigm shift in aging society. This paper researched on current state of the aging society through literature study and defined the theoretical concept that set the foundation of the study. Secondly, for building an age-friendly city, relevant studies on seven cities were selected and their regional design guidelines were analyzed. As a result, essential design elements for building the aging-friendly city were defined as safety, recognition, and accessibility. A detailed design guideline that applies the three elements with understanding on seniors is required to construct the environment for a senior-friendly city. Ultimately, the result of this study is expected to be in practical use as a fundamental resource for age-friendly city design.

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.

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
    • /
    • 2007.05a
    • /
    • pp.74-76
    • /
    • 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.

  • PDF