• Title/Summary/Keyword: 디자인 협업

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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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A Study on the 3rd Generation CPTED Process through Double Diamond (더블 다이아몬드를 적용한 3세대 CPTED 프로세스에 관한 연구)

  • Liu, He;Hong, Kwan-Seon
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.207-221
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    • 2022
  • The shortcomings of the previous Crime Prevention Through Environmental Design (CPTED) theory in practice have led to the limitations of the conventional crime prevention design process. The purpose of this study is to analyze the graftability of the third generation CPTED theoretical framework and the Double Diamond design process from a design perspective. Thus, the third generation CPTED visualization design process is proposed to be grafted with the Double Diamond design process. In the study, the propositions, goals, strategic approaches, and liveability principles of the third-generation theoretical framework are clarified according to the relevant studies by scholars. In addition, the study identifies the limitations of conventional crime prevention design processes in terms of practicality and effectiveness, based on corrections from research in different scientific fields. On this basis, the Framework of Innovation of the British Design Council was used to clarify the benchmarks and foundations for the grafting of the third-generation theoretical framework and the Double Diamond design process. In addition, the details of the grafting are analyzed and explained in terms of phase outputs and phase activities. The significance of the study is that the third-generation CPTED visualization design process, which is grafted to the Double Diamond design process, can help residents to implement behaviors that reflect their self-worth and create a state of engagement. As well, it can inform the collaboration between design and non-design staff in CPTED projects.

A Study on the Direction for Knowledge information Standardization method of CAD System (캐드 시스템의 지식정보 표준화 방향에 관한 연구)

  • 김석태
    • Korean Institute of Interior Design Journal
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    • no.36
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    • pp.143-150
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    • 2003
  • CAD System that was introduced In 1980 has significantly changed its way with the informatization in late 1990s. Nevertheless, tremendous data including interior Design has been produced, but it has been mixed without any organized direction. This study reviews the influence of Computer in interior Design Industry related to other Industries and searches for the common directionality that exists inside that diversity On the basis of this review, this study aims to make knowledge that is the new value from the Computer media as the guideline for research and development. For analysis, this study considers the development situation of other industries and the Computer systematization process in Korea and abroad at the same time on the basis of the change of interior Design process by CAD System.

A Case Study of International Design-Engineering Collaborative Design Project Course (디자인-공학 국제 협업설계 교육의 사례 연구)

  • Yim, Hyunjune
    • Journal of Engineering Education Research
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    • v.17 no.2
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    • pp.59-67
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    • 2014
  • This paper is about a case study of an interdisciplinary and intercultural collaborative design project course that has been offered for six years. The distinct characteristics of this course lie in that its students consist of those in two different disciplines, mechanical engineering and industrial design, and also in two different countries, Korea and Germany. The themes of the design project have been selected differently over the years, but always were related to transportation and, particularly, personal mobility devices. The paper first delineates the course and illustrates examples of the outcomes. Then, unique aspects and challenges of the course that have been observed through the six runs and that are associated with the intercultural and interdisciplinary nature are indicated and discussed. The author is convinced that this course has been successful in helping prepare the students for globally-operating manufacturing companies in the future. It is hoped that the findings from this course and the discussions contained in this paper would help those who plan to offer similar courses.

Collaboration Design Review Using Realistic Virtual Prototype (실감형 가상 시작품을 이용한 협업 디자인 품평)

  • Choi, Sang-Su;Jo, Hyun-Jei;Noh, Sang-Do
    • Korean Journal of Computational Design and Engineering
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    • v.14 no.3
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    • pp.150-158
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    • 2009
  • In these days, the importance of design becomes increasing and the design aspect that customers decide to purchase products such as television, mobile phone is more important than functional one. And the progress of virtual reality technology enables us to feel the reality from the virtual prototype as the real one. In this paper, we introduce the collaboration design review system consist of MEMPHIS, CORE. We can create a realistic virtual prototype more fastly, conveniently and efficiently using MEMPHIS and carry out the design review through collaboration using CORE. As a result of this study, it would be possible that decision making can be done effectively at early stage of the design process.

Assumption based on Recommending Harmonious Colors (예측기반 색 조화 추천방안)

  • Park, Eun-Young;Park, Young-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.1478-1480
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    • 2011
  • 경제가 발전할수록 디자인의 중요성이 높아지고 있으며 디자인을 이루는 여러 요소들 가운데 색이 차지하고 있는 비중은 매우 높다. 하지만 일반인은 조화로운 색을 선택하는데 어려움을 겪고 있다. 이를 위해 기존의 연구들은 다양한 색상 추천 방법을 제안하고 있지만 개인이 어떠한 배색을 더 선호하는 가에 관한 사용자 선호도는 고려되지 않는 경우가 대부분이다. 이에 본 연구에서는 협업필터링의 유사도 측정 방법을 컬러조화 추천 방법에 적용함으로써 사용자의 성향을 고려한 맞춤형 색 조화 추천 방안을 제안한다. 제안하는 방법은 색상별로 선호하는 색 조화 간의 유사도를 가중치로 사용하기 때문에 새로운 사용자의 선호도 예측 및 추천이 가능하며 이를 통해 향후 색과 조화를 선정하는 기본 적인 자료로 활용할 수 있으며 저장된 선호도는 유사한 성향을 지닌 사용자의 선호도 예측 및 각종 제품 마케팅 등에 적용이 가능하다.

Survey of Prototyping Tools for Interactive Product Design (인터랙티브 제품 디자인을 위한 프로토타이핑 도구 조사)

  • Nam, Tek-jin;Yim, Ji-Dong
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.165-174
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    • 2005
  • The development of digital technologies transforms the design targets, characteristics of the targets and the role of designers. The paper highlights the role of prototyping in the interactive digital product design process and presents the survey and analysis of prototyping tools that can be used by designers in designing such products. From the review of tools in design related fields. the classification framework for the tools were presented. The framework has the criteria of the fidelity of prototypes, the stage when the prototyping is used, and design targets. Based on the analysis, the implications for using the tools are suggested. They includes that prototyping is important in the concept stage for designers and different tools and methods are to be applied according to design targets and objectives. Prototyping tools need to support exploring design concepts without being constrained by implementation technologies The collaboration with other professionals can also help effective prototyping. Existing tools familiar to designers can be effective platforms for the new design problems. The results can be guidlines with which designers choose more appropriate prototyping tools when they face new design problems. It also make practical contribution in improving design efficiency and design education for interactive product design projects.

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A Study on the Wed Based Design Education -Mainly on Usabilities and Problems- (Web 기반 디자인 교육에 관한 연구 - 그 유용성과 문제점을 중심으로 -)

  • 최영옥
    • Archives of design research
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    • v.15 no.2
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    • pp.253-266
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    • 2002
  • Web Based Instruction has its theoretical background in constructivism paradigm of education. According to social changes called information era and thanks to the sophisticated internet mechanism the constructivism in education has been dominant paradigm. In this paradigm information and knowledge are not merely given by a instructor facing the loaners. This system of instruction has n almost every field of discipline introduced. This article aims to examine how far WBI and constructivism are applicable for design education. Richard Branchia predicted that the learner oriented instruction method would become the dominant education system. He stressed an interactivity of the teacher and students. Upon this can the applicability of WBI for design education be affirmed. Furthermore, there is a dozen of successful cases like www.cyberartcenter.com) (www.digitalyeil.co.kr)', http://www.schooleweb.co.kr/, htp://www.startstudy.co.kr/among many others. This article suggests several ways to solve the problems web based design education faces, including the lesson should inevitably combine the outline and of online study.

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A Study on Digital Reinforcements for Efficient Automotive Design - With Emphasis on VR based CAID System - (자동차 디자인 효율화를 위한 디지털 강화요소 연구 - VR 기반 CAID 시스템을 중심으로 -)

  • Cho, Kyung-Sil;Lee, Myung-Ki
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.55-64
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    • 2006
  • As digital systems were introduced to automotive design in the mid 1980s, the design process has adopted many digital programs to save time compared to the conventional hand drafting. Digital technology was introduced not only to satisfy the reeds of the global environment, as the number of automobiles exported to many different parts of the world has increased, but also to save time and effort in developing several models of quality automobiles. Therefore, every automotive manufacturer in the world has expanded its virtual reality(VR) studio to establish visualization systems that visualize automobiles in the actual size and a co-operation system that enables simultaneous feedback from all of its design studios around the world. Unlike the existing design reviewing methos, the new improved feedback system is assessed as a reasonable method to evaluates and understand how the automobiles are actually manufactured in simulation. It is especially helpful when advanced products and concept cars require fast results. Other strengths of the new system include shorter development period, cost efficiency, no more manual labor, various designs within a short period of time, and realistic visualization of concepts. Large-scale products, including automobiles, need to be projected in the actual size and high clarity through the Power-wall System and are examined in a virtual space called a Cave. Therefore, it took much time to establish digital infrastructure. An infrastructure would constantly require system improvement and performance enhancement, but it is certain that now is the right time for the take-off to utilizing the strengths of digital design and improve the weaknesses. In this respect, this study provided an understanding of the importance of digital design based on digital reinforcements and examined an effective utilization of digital technology for an efficient development of automobiles in the future.

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