• Title/Summary/Keyword: 디자인 협업

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Graphic Design Curricula to Improve Practical Skills Contents (실무수행능력 향상을 위한 시각디자인 교과과정 연구)

  • Kim, Hee-Jun;Park, Seong-Hyoen
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.76-87
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    • 2016
  • The purpose of this study is to examine university graphic design curricula to cultivate creative specialized manpower equipped with practical skills. To attain the goal, this author investigated the curricula of four-year, three-year, and two-year universities located in the capital area including Seoul and interviewed those working in 10 specialized design companies located in Seoul and Incheon. According to the findings of analyzing the curricula, four-year, three-year, and two-year universities all emphasize practices based on projects and inquiries more rather than the mastery of basic design. Among the areas, publication graphic designs are emphasized the most, and the next are visual multimedia designs. However, advertising marketing designs are not or hardly emphasized in the curricula. But specialized university education demanded by those specialized design companies is the education emphasizing the mastery of basic design more rather than practices based on projects and inquiries. Concerning the cultivation of specialized graphic designers having central roles as the pillars of knowledge industry or creative industry demanded in this age, it is needed to have a new perspective to reorganize specialized education grounded on close cooperation and favorable relationship between universities in charge of specialized education and those specialized companies.

The effect of SW education applying Design Thinking on creativity of elementary school pre-service teachers (디자인 사고를 적용한 SW교육이 초등학교 예비교사의 창의성에 미치는 효과)

  • Seo, Youngho;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.21 no.3
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    • pp.351-360
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    • 2017
  • The purpose of this study is to analyze the effect of SW education applying design thinking on the creativity of elementary school pre-service teachers. We conducted research on 22 elementary school pre-service teachers who applied for a lecture on elementary computer education at a university in Jeju city. The pre-service teachers who did not have basic understanding of SW education and basic knowledge about scratch program which is an EPL tool for research. Therefore, we had time to learn the basic education of SW education and the basic functions of the scratch program over 18 periods before the pre-test of creativity. After conducting pre-test of creativity and conducting SW education applying design thinking over 21 hours, we conducted post-test of creativity. As a creativity test tool, TTCT pattern test forms A and B of Torrance were used. As a result of the verification, it was found that SW education applying design thinking was effective in improving creativity of elementary school pre-service teachers.

Development of Design thinking-based AI education program (디자인 씽킹 기반 인공지능 교육 프로그램 개발)

  • Lee, Jaeho;Lee, Seunghoon
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.723-731
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    • 2021
  • In this study, the AI education program for elementary school students was developed and applied by introducing the design thinking process, which is attracting attention as a creative problem solving process. A design thinking-based AI education program was developed in the stages of Understanding AI, Identifying sympathetic problems, Problem definition, Ideate, Prototype, Test and sharing, and the development program was applied to elementary school students in 4th-6th grade. As a result of pre- and post-testing of students' computational thinking skills to confirm the effectiveness of the program, computational thinking skills increased by grade level, and students experienced a process of collaboration for creative problem solving based on insights gained from sympathetic problem finding. In addition, it was possible to get a glimpse of the attitude of using AI technology to solve problems, and it was confirmed that ideas were generated in the prototype stage and developed through communication between team members. Through this, the design thinking-based AI education program as one of the AI education for elementary school students guarantees the continuity of learning and confirms the possibility of providing an experience of the creative problem-solving process.

3-Tier Capstone Design: SW Development Capstone Design Case Study (3-Tier 캡스톤디자인 : SW 개발 캡스톤디자인 사례 연구)

  • Oh, Hyungjun;Kim, Junhyung
    • Journal of Creative Information Culture
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    • v.6 no.3
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    • pp.199-207
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    • 2020
  • In this study, the case of capstone design course operation for the execution of SW development-oriented projects in the field of computer engineering is presented, and a 3-tier capstone design model is proposed through the case. Recently, most engineering departments operate capstone design classes, but in many cases, capstone design courses are generally operated in the graduation year. Students taking these capstone design courses are experiencing difficulties in the process of actually coding and implementing together with the collaboration process according to the team project class operation, but before these difficulties, derivation and verification of possible ideas and concrete ideas It is showing more difficulties in the process. In this study, in order to efficiently operate the capstone design and create results, in the second semester prior to graduation, students, professors, and mentors from industry mentors will work together to develop ideas through an idea tone contest, etc. Through the second semester, we propose a 3-tier capstone design model that can advance the idea and actual implementation and implementation of the derived ideas.

A Study on Inflow of Information by Majors Reflecting Car Lifestyle -Focused on User Experience of Design Major and Engineering Major- (자동차 라이프스타일을 반영한 전공별 정보 유입에 관한 연구 -디자인 전공자와 공학 전공자의 사용자 경험을 중심으로-)

  • Ahn, Jung-Hyun;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.10 no.7
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    • pp.163-168
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    • 2019
  • The purpose of this study is to find out latent needs of users through the difference of information inflow between design major and engineering major reflecting car lifestyle and to complement them. Although those two relationship deepens due to the development of industrialization, collaboration is still a difficult situation. To find out lifestyle of between those two majors, experiments were carried out quantitatively by conducting in-depth interviews and additionally survey were conducted concurrently. The results showd clearly difference in meaning and value of the automobile. This phenomenon is related to identity. The designers expressed themselves by car, and others differed by using their cars as a means of mobility.

Assessment of Usability of Webstorming System in Space Design Process (공간디자인 프로세스에서 웹스토밍 시스템의 활용성 평가)

  • Choi, Gil-Dong;Kim, Kwang-Myung
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.241-253
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    • 2011
  • The present thesis is to concretize process stages and methods for effective use of online CGTS(creative group thinking system), or the web-storming program, in space design and to propose a support system for idea generation specific to space design. For the purpose of this study, activity factors in space design process and functional factors of the web-storming program were written into an interaction matrix, which was used for a questionnaire survey on correlations. Then, the results of the interaction matrix were visualized and analyzed following the procedure of observation-interpretation-application. The analysis found that the schematic design stage is most correlated where close collaboration is performed in the process of space design and that differences in correlation arise upon division of work. As such, the present study proposed 'provision of media for ideas in accordance with specific process and UI optimization' as a means of improving usability in schematic design that is closely correlated and suggested an idea to enhance the applicability of web-storming system in division of work.

A study on the Workflow of Cinematography in a Stereoscopic Content (입체영상콘텐츠 촬영기술의 워크플로우에 관한 연구)

  • Choi, Yang-Hyun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.11a
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    • pp.81-85
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    • 2009
  • 입체영상콘텐츠 촬영기술은 촬영현장에서 리그라는 특수장비를 이용해 입체영상기술을 관할하는 스태프인 스테레오그래퍼, 영상콘텐츠의 전반적인 촬영기술을 주관하는 촬영감독의 협업을 통해 진행된다. 그러나 현재 한국의 입체영상콘텐츠 제작은 태동기에 있고 워크플로우는 아직 정착되지 않은 상태다. 본 연구는 입체영상콘텐츠 제작 사례를 기초로 입체영상 습득과 관련된 스태프의 직능을 구체적으로 분석함과 동시에, 높은 품질의 입체영상콘텐츠를 습득하고, 시간과 비용 면에서 효율적인 워크플로우를 디자인하였다.

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A Concurrency Control and a Collaborative Editing Mechanism in a Collaborative Virtual Environment for Designing a Game Map (게임 맵 디자인을 위한 협업 가상 환경에서의 동시성 제어 및 공동 편집 방법)

  • Park, Sung-Jun;Lee, Jun;Lim, Min-Gyu;Kim, Jee-In
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.15-26
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    • 2011
  • Game level design is a collaborative work to create a virtual world for a computer game including maps, agents, monsters, objects, players and events based on predefined its game scenario. It is a promising collaborative design application. The game level design generally requires much time and cost, as the size of its target game space becomes huge. However, traditional game level design tools do not provide concurrency control mechanisms among multiple participating game designers. They do not provide consistency of undo and redo mechanisms for erroneous collaborative tasks during iterative modifications and updates of collaborative tasks among multiple designers. In this paper, we propose a concurrency control and a collaborative editing mechanism to enhance productivity of the collaborative game level design. The proposed system provides hierarchical structures of shared objects and a concurrency control mechanism for each object. The proposed system also provides a consistent undo and redo mechanism to enhance modifications and updates on intermediate results of the level design procedures.

The Development and the Application of a Collaborative Design Prototyping Tool for Digital Products (디지털 제품의 협동적 디자인을 위한 프로토타이핑 도구 개발 및 활용 사례 연구)

  • Nam, Tek-Jin
    • Archives of design research
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    • v.17 no.4
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    • pp.119-128
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    • 2004
  • There is a lack of user centered design methods that support effective collaboration between designers and end-users for designing hardware and software integrated digital products. This paper presents the application of Collaborative Design and a new collaborative design prototyping tool for interactive digital product design projects. The tool consists of STCtools(State Transition Chart tools) software, hardware modeling materials, and physical interface toolkits for integrating software and hardware. STCtools allow users to create and edit States, to compose Events describing transitions between States, and to run intermediate or final results of STC. Using the hardware modeling materials and the physical interface toolkit, designers and end-users can collaborately examine the hardware and software integrated concepts in an early stage of the design process. Three collaborative design workshops of designing a portable digital guide for a theme park were accomplished to examine the feasibility of the tool. The results suggested that the tool supported iterative concept development and interactions between designers and end users. Although several user interface problems of STCtools were identified, the participants gave positive feedback on the role of the tool in collaborative concept generation and deployment. It is expected that the results of this study contribute not only to the collaboration between designers and end users, but also to the collaboration between designers, and between designers and other professionals.

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Design and Development of Interactive Therapy System for Children with Autism (발달장애아동을 위한 상호작용 치료시스템의 디자인 개발)

  • Choi, Min-Young;Lee, Hyun-Jhin;Lee, Jang-Han
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.777-788
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    • 2010
  • Early diagnosis of autism and intervention of medical treatment are very significant to develop specific social communication skill for children with autistic spectrum disorders (ASDs). But they have difficulties in medical treatment because of lack of a public welfare institution and special medical system. In particular, few children can access such treatment and the existing single-therapist clinics are inefficient with regard to cost and time. Therefore, new methods should be studied for developing various products, services, and systems for autistic children. This study discusses the potential use of an interactive design as assistive technology for such children. We utilize the experience gained in the collaborative design of the interactive therapy system (ITS). The key methods include a collaborative design with rapid interactive prototyping, heuristic evaluation, user-centered process, VR technology, tangible interface, and scenario-based contents. We applied these methods to the ITS and proved the efficiency of interactive design as an assistive technology through clinical experimentation.

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