• Title/Summary/Keyword: 라이프디자인

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Proximity based Circular Visualization for similarity analysis of voting patterns between nations in UN General Assembly (UN 국가의 투표 성향 유사도 분석을 위한 Proximity based Circular 시각화 연구)

  • Choi, Han Min;Mun, Seong Min;Ha, Hyo Ji;Lee, Kyung Won
    • Design Convergence Study
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    • v.14 no.4
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    • pp.133-150
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    • 2015
  • In this study, we proposed Interactive Visualization methods that can be analyzed relations between nations in various viewpoints such as period, issue using total 5211 of the UN General Assembly voting data.For this research, we devised a similarity matrix between nations and developed two visualization method based similarity matrix. The first one is Network Graph Visualization that can be showed relations between nations which participated in the vote of the UN General Assembly like Social Network Graph by year. and the second one is Proximity based Circular Visualization that can be analyzed relations between nations focus on one nation or Changes in voting patterns between nations according to time. This study have a great signification. that's because we proposed Proximity based Circular Visualization methods which merged Line and Circle Graph for network analysis that never tried from other cases of studies that utilize conventional voting data and made it. We also derived co-operatives of each visualization through conducting a comparative experiment for the two visualization. As a research result, we found that Proximity based Circular Visualization can be better analysis each node and Network Graph Visualization can be better analysis patterns for the nations.

A Study on the Flower Design Based on Storytelling : Focus on the Funeral Flower Design (스토리텔링을 적용한 화훼디자인에 관한 연구 -장례 화훼디자인을 중심으로-)

  • Lee, Seung Beom
    • Journal of the Korean Society of Floral Art and Design
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    • no.42
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    • pp.3-21
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    • 2020
  • In this paper, the funeral was defined as a culture of death and, on the most important ideological basis, the biological death was not recognized as the end of the world, but as a starting point for another life. Various funeral cultures were investigated and the funeral floral design was analyzed through the case. Based on this, it was concluded that Korea's funeral floral design was an impediment to the development of funeral floral design, similar to the use of limited materials. Storytelling, a communicative concept through the exchange of emotions and opinions, rather than unilaterally conveying a message as an answer, is one of the most effective marketing strategies in the emotional consumption era. Based on this, the target person was selected to analyze life and draw suggestions from his life. Accordingly, the production of the work was attempted by applying storytelling to the funeral floral design. The painting design applied to storytelling expressed the symbol and meaning of the painting design material, and the color and form of the floral design in various forms and colors of pastel line, which are based on peach color that symbolizes the deceased, in a departure from the traditional funeral painting design with the solemn atmosphere of the geometric design centered on the white chrysanthemum material.

A study on personal belongings design management strategy of the revitalize for 21st century of the aged generation welfare industry (21세기 고령화세대 복지산업 활성화를 위한 신변장식용품 디자인정책에 관한 연구)

  • Chun, Hyun-Tae;Park, Seung-Chul
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.321-326
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    • 2012
  • This study is conducted to find ways to develop design and research activities on personal belongings for the aged generation and aims to promote the industry and improve welfare of the elderly population by enhancing their quality of lives. Researches on policy papers, journals and published books show high growth potentials for elderly related industries due to rapid aging, retirement of baby boomer population and quality-oriented life styles. Regulations and standard, however, are lacking and, with shortage of R & D investment, human resources have not been secured in this industry. This is a niche market that has definite consumers. Therefore, it has been confirmed that when design and research efforts are made in this field, it can contribute to the benefit of aged generation as well as the development of the national economy.

A study on Road Ski Design of Air-Inflated Tires (공기주입식 로드스키 디자인에 관한 연구)

  • 윤재우
    • Archives of design research
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    • no.18
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    • pp.53-60
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    • 1996
  • A Human desire to improve the quality of living, intends to share, along with increase of the income, more importance(in the form of money and time) on the leisure and sport activity. This study has been motivated to create a design a tool(product) which will effectively and variously improve the joy of leisure and sports activity In the course of the design work; 1 We collected and reviewed all the On-Land Runni'ng leisure and sports products in the country, 2 We investigated life styles of various ages of the end users and the consumers' environmental change, to find a market pOSSibility, and 3. A good deal of consideration has been made to find the Korean folk (traditlonal)pastlme culture and to apply It into a possibility of globalization The investigation and analysis work provided a base to designing of "Air-Inflated Road Ski ", Which is completely a new form of leports product. which will help well balanced strengthening of the body, and which is enjoyable in and out-door in various ways and by everybody old or young and man or womann or woman.

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A Study on Indian Brand Identity System Design ((주)세정의 인디안 B.I.System 개발에 관한 연구)

  • 김택훈
    • Archives of design research
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    • v.20
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    • pp.1-10
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    • 1997
  • In 1990s with the increasing of consumers' standard of life and change of life style, there has been an increase of import from overseas license brands and a new participation of big enterprises, as well as small and medium enterprises in local fashion market. As a leading fashion company with a long tradition and technique, the INDIAN brand of Sejung Inc. needs to establish a new image to preoccupy relative superiorty in the competition with other brands and satisfy future consumers in the present situation of 1990s. Therefore, for developing of its image, we made an investigation of three-dimentional marketing about business environment, and after setting up the B.I concept, we initiated to express a visual image. Through a made-up question after the completion of those works, we decided our logo mark and completed the entire design system, including the basic and applied elements of main design items of INDIAN B.I Finally, to maximize the effect of the brand identity, it is necessary for us to keep the principles in making the shape of design, to take care of them thoroughly, to make all the members' thinking and behavior unite concerned with the brand, and to execute continuous educational programs for practice of B.I. conciousness with the public relations when B.I. will be appeared on the market.

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A Study on the Effect of Personal Innovativeness on a Combined Book Store's Service Design Factor & User's Word of Mouth (개인의 혁신성이 복합서점의 서비스 디자인 요인과 이용자의 구전에 미치는 영향요인 연구)

  • Park, Sang-Byong;Kwon, Man-Woo;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.193-206
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    • 2020
  • Despite recent changes in life style, the content called bookstore has steadily stood by our side, changing its shape. In this environment, This manuscript is a quantitatively empirical study that individual innovation affects a combined bookstore's service design factors and the user's intention to word of mouth. Researchers believed that individual innovation would affect a combined bookstore's service design factors. It was also assumed that there would be considerable causality between the combined bookstore's service design factors deduced through prior study. Furthermore, the assumption that these parameters would affect internal variables, perceived ease of use, perceived usefulness and satisfaction, word of mouth intentions was presented, and verified using An Integrated Model of Extended Technology Acceptance Model and Post Acceptance Model. Researchers expect that this research will contribute significantly in that it is a developer's approach to the combined bookstore that are seen as major tenants in large retail facilities.

A Study on Methodology of Scenario-Based Interface Design - with an focus on Scenario Collection and Verification method through Web Survey (시나리오 기반 인터페이스 디자인 방법론에 관한 연구 - 웹 서베이를 통한 시나리오 수집과 검증 방법을 중심으로)

  • 김현정
    • Archives of design research
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    • v.16 no.2
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    • pp.395-404
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    • 2003
  • As scenario-based design is expanded to various fields of design, it is introduced to HCI(Human Computer Interaction) in order to figure out user information & tasks. However, scenario based design methods that is focused on collecting scenarios regarding users'needs, is mainly utilized conceptual design stage for system itself. There is a gap between users'need scenarios to interface design of HCI system. In this study, web survey is suggested as scenario based interface design method in order to connect scenario collecting to task specification and to menu structure design of home-network controller. The degree of users'need for specified tasks was verified to various kinds of users through web survey and it decideddepth and order of menu structure. Tasks also was categorized to situation mode and users can make their own menu structure by selecting menu contents or even mode itself, because degrees of need for specified task situation were varied by lifestyle of user group. Finally, it is found that web survey method can be applied to collect and database various scenarios of. various users when a questionnaire is well designed for collection.

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A Study on the Editorial Design of Magazine, Its New Concept & Advancement (디자인 전문지 <에미그레(Emigre)> 편집디자인의 혁신과 진보)

  • 이옥수
    • Archives of design research
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    • v.13 no.4
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    • pp.163-174
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    • 2000
  • issued in the U.S is a magazine specialized in graphic design, which has a totally different style from commercial magazines such as show case. The main motive why Rudy VanderLans, the publisher, first issued this magazine in the early 1980s is his assertion that there is no design paradigm of universial concept in the aspect of viaual communication design. Also, it started from his recognition that a medium for letting a new generation's show their liberal thinking and experimental expressions. This study looks at theologies and assertions on new graphic concept, which is called the New Wave of graphic design by classifying the plans of into form and contents, and analyzes its specialty in design. Also, this study examines the overall trends of non-Grid editorial design since the modern style. By doing so, I could have a general look at the progressive traits and their futuristic directions that become to have a shorter life cycle with the advent of the 21st century's information era, high-tech media and the change of production environment by digital technology.

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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
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    • 2008.02b
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    • pp.158-164
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    • 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.

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Analysis on the Trend in Customers' Consciousness as Appeared in Wellbeing Trend, LOHAS -Mainly in Food, Clothing, and Shelter Based Websites- (웰빙 트렌드 로하스(LOHAS)에 나타난 소비자 의식 변화에 따른 웹 디자인 발전방향 분석 - 의, 식, 주 웹 사이트를 중심으로 -)

  • Kim, Min-Seo;Chun, Yang-Deok
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.49-60
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    • 2007
  • As the world is in the age of globalization and information, we observe diverse changes in the market environment. Since wide-spread internet services and global networks made ubiquitous learning and business possible, equalizing consumers' ideology and preference, new trend and life style could be introduced easily. This study stipulates on the theoretical concept of the wellbeing consumer and LOHAS consumer. Consumers of LOHAS could be sampled out through pre-questionnaire targeting at selected food, clothing, and shelter based on companies of both wellbeing and general brands. Through this it is attempted to measure wellbeing emotion, recognition quotient of emotion and reason, affirmation and negation, mental emotion quotient, and preference in order to find out their value and to ultimately come up with what web design should be aiming at. Conclusions are as follows: Firstly, consumers easily recognize emotional identification from the web pages of wellbeing brand, rather than that of general brands. Secondly, what web pages of wellbeing brand recognize is reason, not emotion. Thirdly, the design of wellbeing brands scored higher than those of general brands in terms of positive aspects such as hospitality and familiarity, and high mental emotion quotient could not affect the consumers' preference toward web design. Fourthly, wellbeing brands win more preference than general brands do, and preference becomes higher after customers' visit to web pages basically. Lastly, sampled emotional adjectives toward the web designs of wellbeing brands marked a aesthetic graph figure, without leaning toward an active or stable one. It is expected that this study can serve as a groundwork to create proper strategies to actively involve consumers in industrial sphere.

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