• Title/Summary/Keyword: 디자인 정의

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A Study on the Evaluation Method of Design Alternatives using Fuzzy Decision Making Model (퍼지의사결정모델을 적용한 디자인 대안의 평가방법 연구)

  • 정광태;박재희;김명석
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.05a
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    • pp.62-63
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    • 1999
  • 본 연구에서는 디자인 대안의 효과적 평가를 위한 방법을 제안하고자 한다. 현대의 과학과 기술의 발달에 의하여 구입하고자 하는 제품의 선택에 있어 소비자의 관심은 제품의 기능적인 면보다는 오히려 제품의 감성적 측면이나 심미적인 측면들에 대해 더 많은 관심을 갖는 경향이 있다.(중략)

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A Study on Constructing UI Guideline for Mobile Phone through the User Research on Elderly Users (고령 사용자 조사를 통한 유니버설 디자인 휴대폰의 UI 가이드라인 도출에 관한 연구)

  • Heo, Jeong-Yun;Kim, Hyun-Jung;Park, Sang-Hyun;Shim, Jung-Hwa;Park, Soo-Jung;Kim, Mi-Young
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.286-291
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    • 2007
  • 핸드폰의 사용이 확대되면서 젊은 층뿐만 아니라 노년층 및 어린이들의 핸드폰 사용도 많이 늘고 있다. 그러나 현재의 핸드폰은 대부분10~30대의 중급 이상의 사용자를 중심으로 설계되어 있어, 이미 생활필수품이 된 휴대폰을 고령 사용자가 사용하기에는 많은 제약 사항이 존재한다. 이런 제약 사항들에는 작은 사이즈의 Font와 같은 물리적 제약에서 단순한 통화방식에 익숙하여 새로운 것을 유연하게 받아들이지 못해서 발생하는 인지적인 제약까지 포함되어 있다. 본 연구에서는 고령 사용자의 일상생활 중 휴대폰 관련된 불편 요소와 특이사항을 조사하여 도출하였던 요구사항을 기반으로 유니버설 디자인 휴대폰의 UI디자인 개발을 위한 가이드라인을 도출하는 것을 목표로 하였다. 본 연구에서는 고령 사용자의 핸드폰 사용 행태를 관찰하여 현재 휴대폰에서의 사용 문제점을 포함하여 사용상의 특이점을 파악한 후 고령 사용자와 초급 사용자의 불편을 최소화 할 수 있는 유니버설 디자인 휴대폰의 UI가이드라인을 제시하였다. 이를 위해 먼저 문헌연구를 통해 유니버설 디자인의 기본 개념을 살펴본 후 문맥적 사용자 조사 기법을 적용하여 1차 사용자 VOC(Voice of Customer)수집 후 주요 사용자 특성을 정의하였으며, 2차 심층 조사를 통해 핸드폰 사용시 노년층의 사용자의 Usage행태 조사를 수행하였다. 2차에 걸친 사용자 조사를 통해 도출된 요구 사항을 종합 분석하여 세분화된 휴대폰의 UI 요소에 따라 디자인 가이드라인을 도출하였다. 본 연구는 고령 사용자의 휴대폰 관련 요구사항을 공용성이 강조된 유니버설 디자인 휴대폰 개념으로 개발하기 위한 전략과 UI 디자인 가이드라인을 제시하고 있다는데 의의가 있다.

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XMI based Design-Pattern Composition (XMI 기반의 디자인패턴 합성)

  • Lee, Don-Yang;Choi, Han-Yong
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.235-242
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    • 2006
  • Many researches have achieved to reuse existent experience at each step of software life cycle. It is achieved various study about Design Pattern serving that abstract level solves design problem at high level. But, design step is not supplying design information that is abstracted so that new designers may reuse standardizing defined good design information. Therefore, in this paper, to do so that can reuse existent design information because composes Design Pattern can solve problem at design step, and extend design information that also is standardized XMI to base meta model of Design Pattern. And I did so that can compose Design Pattern utilizing MetaModel of Design Pattern standardized by XMI. Therefore, software designer can reuse composing existent design information that is could standardize problem at design because uses MetaData of standardized Design Pattern, and designs by Design Pattern base.

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A study of metal environment sculptures using good design (굿디자인을 활용한 금속환경조형물 연구)

  • Ko, Seung-Geun
    • Journal of Industrial Convergence
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    • v.20 no.6
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    • pp.1-6
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    • 2022
  • This study started with the design methodology for externally installed metal sculptures. As the scope and meaning of design grows, the concept of design is also used for externally installed sculptures, and there is a demand for a sculpture design that contains the story of the installation environment while being suitable for the surrounding environment. This concept is defined as an environmental sculpture only among formative artists. The concept of environmental sculptures is not fully known and academic research is also insufficiently performed. Therefore, in order to define externally installed sculptures as environmental sculptures, this study elaborated the concept and conditions of good design and the concept and role of environmental sculptures as a theoretical background, and classified the concepts and conditions of good design and the concepts and roles of environmental sculptures. Based on the previous theoretical studies, by utilizing the conditions of good design and the role of environmental sculptures, this study suggested that design development elements were completed as metal environmental sculptures and research works were presented. In conclusion, the design methodology for metal environmental sculptures has been presented, and various environmental sculpture design studies will continue and various paradigms of convergence environmental sculptures will be studied.

A Study on the Automatic Generation of Test Case Based on Source Code for Quality Improvement (소프트웨어 품질향상을 위한 소스코드 기반의 테스트 케이스 자동 생성에 관한 연구)

  • Son, Ung-Jin;Lee, Seung-Ho
    • Journal of IKEEE
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    • v.19 no.2
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    • pp.186-192
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    • 2015
  • This paper proposes an automatic generation technology of test case based on API in source code for software's quality improvement. The proposed technology is comprised of four processes which are analyzing source code by using the Doxygen open source tool, defining API specification by using analyzed results, creating test design, generating a test case by adapting Pairwise test technology. Analyzing source code by using the Doxygen open source tool is the phase in which API information in source code such as the API name, input parameter and return parameter are extracted. Defined API specification by using analyzed results is the phase where API informations, which is needed to generate test case, are defined as a form of database by SQLite database on the basis of extracted API information. Creating test design is the phase in which the scenario is designed in order to be composed as database by defining threshold of input and return parameters and setting limitations based on the defined API. Generating a test case by adapting Pairwise test technique is the phase where real test cases are created and changed into database by adapting Pairwise technique on the base of test design information. To evaluate the efficiency of proposed technology, the research was conducted by begin compared to specification based test case creation. The result shows wider test coverage which means the more cases were created in the similar duration of time. The reduction of manpower and time for developing products is expected by changing the process of quality improving in software developing from man-powered handwork system into automatic test case generation based on API of source code.

A Study on the Social Needs of Customer for Robot Design (로봇 디자인에서 사용자의 사회적 니즈 추출에 관한 연구)

  • 김현진;박용국;김재우
    • Archives of design research
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    • v.16 no.3
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    • pp.253-262
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    • 2003
  • This article suggest a research method to extract user needs for designing social interface of a service robot. We first discuss social design issues for the service robot. Then we present a novel survey method for the service robot based on the social design issues and robot characteristics. Finally we discuss survey results, answered by Korean customers, of functional needs, social characteristics, product design for a home service robot. It is analyzed that Korean customers expect the image of home service robot as “a late teenager female who helps household work effectively”

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Considering Elements of Game Design based on Leaner's Gender (성별 차이를 고려한 교육용 게임 디자인 요소 분석)

  • Jang, Hye-Jung;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok;Ryu, Seuc-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.128-136
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    • 2011
  • Although learners learn with the same educational games, they show differences in successes. This is because they do not share the same individual characteristics. Currently, there are various studies conducted on effective education according to gender among other characteristics of learners off-line. When this effective educational method according to gender is applied to educational games, it will create more effective outcomes. In addition, this study observed the effective educational method according to gender and learning styles. Through the observation, the considering factors for educational game designs according to the learners' gender was defined. These considering factors were categorized into cognitive and perceptive factors, with each definitions reflected on the characteristics of each gender. This study has its meanings in that it has conducted theoretical results of the considering factors for educational game designs based on reference studies. This study will be utilized as a reference study when designing various games.

Exploring sustainable packaging design (지속 가능한 포장 디자인 탐구)

  • AN BOWEN
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.495-499
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    • 2024
  • This article summarizes the importance, definition, key strategies and future directions of sustainable packaging design.In modern society, sustainable packaging design is not only concerned with environmental protection and resource conservation, but also involves economic, social and cultural sustainable development.This paper explores strategies to reduce environmental burden and promote ecological balance by using environmentally friendly materials, optimizing packaging design, improving packaging recyclability and reuse. In addition, the article emphasizes the importance of design innovation, such as adopting a simplified design concept and modular system, as well as increasing the versatility of packaging.It also explores the application of life cycle assessment in packaging design to ensure that every step from design to disposal minimizes environmental impact. Finally, despite the environmental and social benefits that sustainable packaging design brings, it still faces technical, economic and regulatory challenges in practice.Future design will require interdisciplinary collaboration, integration of advanced technologies, consumer education and engagement, and enhanced policy and standard-setting to promote widespread adoption and practice of sustainable packaging.