• Title/Summary/Keyword: 라이프디자인

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Characteristics of Integrated Aging-friendly Technologies into Future Smart Housing (미래주택에 적용될 고령친화기술의 특성연구)

  • Cui, Jing yu;Lee, Yeun sook;Hwang, Ji hye
    • Design Convergence Study
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    • v.15 no.2
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    • pp.1-15
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    • 2016
  • The purpose of this study is to identify the characteristics of aging-friendly technology that can be integrated into future smart homes in an aging society. The literature survey and content analysis method were used to collect and analyze data. Papers of the international journal ICOST (International Conference on Smart Homes and Health Telematics) that professionally deal with converged technologies were analysis units. Sixty-five papers among 215 papers published from 2007 through 2014 were selected on the basis of end-users orientation. Totally, out of 65 papers 76 technology items were extracted. Characteristics of those technologies were analyzed focusing on purpose and application methods. As results, in terms of purpose, the technologies were oriented to provide both of psychological and physiological support to the users, focusing on the safety, convenience, health and entertainment to extend independent life of the elderly. Among the application method such as building structure, furniture, product, wearable device and free movable robot, product were dominant. Through those results, the aging-friendly technology is expected to alleviate a wide range of issues in aging society.

An analysis of the Domestic Interior Materials as the Ecological Design Aspects (친환경측면에서 본 국내 실내건축자재의 현황 조사 및 분석)

  • Chun Jin-Hie;Kim Jung-Ah
    • Archives of design research
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    • v.19 no.4 s.66
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    • pp.133-144
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    • 2006
  • According to the latest report by the Customer Protection Board, those who moved into newly constructed buildings are complaining about unidentified pains, asking for more careful selection of constructive materials for prevention of such potential problems. It is internationally recognized today that ecological materials can serve a significant factor for users' health, environmental protection and better industrial competitiveness. This study examined eco-design aspects of each interior material through web site search, in order to help customers learn about and capitalize on eco materials in a proper manner. As a result, 1. It turned out that the domestic industry are giving an impetus to releasing new eco items focusing on lower VOCs emission or addition of functional components as part of the marketing strategy. However, it is recommended that company understand significance of life cycle, and produce eco-concept materials. 2. The reliable standard for choosing the domestic material is EL, HB, GR marks. It is desirable to enhance recycling technologies and expand the sustainable consumption. customer class, since many recycled items are not developed. 3. The sourcing is a vulnerable part in terms of the concept of being environment-friendly material. Therefore, many manufacturers should design the easy knock-down products and produce the good items using recycled materials instead of new raw materials. Also solutions for making the energy from burning material should be studied. 4. The guidebook or manual with correct information about eco-materials is required to promote production and consumption with sustainable concept. 5. Many manufacturers are emphasizing ecological materials for customers, but some of them intended to disrupt customers' proper selection by promoting even unverified items to be environment-friendly.

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A Study on the Recycling Improvement method of a Cosmetic Container in Korea (우리나라 화장품용기의 재활용 증진 전략)

  • Kim, Young-Gook;Lee, Hoon;Jung, Jae-Chun
    • Journal of the Korea Organic Resources Recycling Association
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    • v.10 no.1
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    • pp.128-138
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    • 2002
  • Waste recyling is a very important concept with waste minimization in the waste managment. Especially, recycling waste from the point of environmental and economical view is useful. The recycling part of package waste needs to continuously grow. But, cosmetic container, which is continuosly increased as waste. The difficulty of waste treatment in cosmetic industy produces complicated environment problem. Cosmetic container is difficult to recycle because it mostly made of complex material. Also, cosmetic container is difficult to separate I source and thus usually are generated mixed waste. In this study we performed an analysis on the Recycling Improvement method of a Cosmetic Container The result of this study could be summarized as follows 1) As a part of law and a system improvement, must be achieved Improvement Cosmetic law, Deposit refund system. and charge system, Technology development for recycling of a cosmetic container, Extension of refill productions, Recovery system establishment of a cosmetic container and inducement of a maker's recycling paticipation. 2) As a part of a cosmetic container design improvement, must be achieved simplification and standardize of container's cuality, Cosmetic life cycle extension, Selection of recycling materials and Cosr reduction of a cosmetic container. In conclusion, To the recycling improvement of a cosmetic container, must be achived collective development of system improvement, participation of the government and company and a consumer's recycling consciousness. Most of all, A company need to try to recycling container development of a cosmetic container.

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A Study of Theory and Form of Storytelling User Interface - Establishing Theory by Study of the Game Interface - (스토리텔링 유저인터페이스의 이론과 형태연구 - 게임인터페이스 연구를 통한 이론 정립 -)

  • Lee, Dae-Young;Sung, Jung-Hawn
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.43-50
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    • 2008
  • UI design is growing in meaning and form itself through the development of hardware and contents. And it makes users accept its interface as a extension of the body and mind because of the substantial rapport of the user and contents with developing of device and graphic. In this study, we analyzed user interface in a view of digital storytelling by observing of its role within user and contents. Not only this, classifying and investigating story elements in the games for forming the theoretical basis of storytelling UI are enforced. For the case study of UI, we choose the game, Diablo, Half-Life, and Homeworld because the game is suitable for the application of node-type storytelling and effectively uses graphic and input unit. This analysis explains the interface has the contents data that divided or shared and it means the interface performs its part of story nodes, which are extracted from the story, and choice. And we analogized that the story elemental can be substituted and used practically for interface because the stories made through the thing that users and developers are in the space of coexistence by the interface. Storytelling UI will be a good way to make a most intriguing piece as a joyful spontaneous complex that use story node. It is worth by reason of making by user and discovering live inner story so that it can approach to the substance of the story.

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Effect of Experiential Space Perception on Performing Interactive Digital Contents (체험적 공간감이 상호작용 콘텐츠 수행에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.4 no.2
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    • pp.111-118
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    • 2011
  • It is not easy to define a boundary between TV and home computer in these day since developing H/W and S/W of computer technology induces that TV is conflated with computer. Coming digital HD broadcasting forces for replacement of TV at home and the trend of TV is became bigger. The evolved TV is able to replace the computer by connecting to the network and people want to do interactions with contents by using the bidirectional communication. Therefore, it is expected to changing the human lifestyle. It is natural that contents for all members of family are needed, since screen of TV become bigger. It is required that the contents should guarantees the accessability of information to the all of family members and the easy interaction with contents. But, the related basic research is not enough to catch the user's eye to induce flow or presence. Our goal of this study is to analyse effects of experiential space perception on performing interactive digital contents. The result shows that users interacted with contents without any difficulty when they met a same dimension and shape of objects as dimension and shape objects in their experiences or learning.

A Product Development Study that Applies theFormative Elements of Rooftile Sumaksai (기와 수막새의 조형적 요소를 응용한 제품개발연구)

  • Nam-Goong, Sun
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.322-330
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    • 2022
  • With the development of media, modern times are actively exchanging cultures and information around the world. Therefore, product development using traditional material, which are Korean cultural heritages, can be said to be another medium that can promote our unique culture to the world. Therefore, this study attempted to develop a product suitable for the modern lifestyle that combines tradition and modernity by investigating and analyzing Korean roof tiles and applying the formative elements identified as a result of the study. Among the types of roof tiles, a Sumaksai, which is located on the front of the roof and stands out for decoration, was selected as the subject of the study, and it was developed by combining it with lighting and plates as an item for modern people seeking a life full of personality. In product development, we tried to express the traditional style as it is by making the most of the elements of the Sumaksai, and the lotus pattern, which was most commonly used in each era when roof tiles were made, was simplified and applied to the product. As the products developed in this way are used in our daily lives, we hope that users' interest in ours will increase, and that the development of various products through research on traditional material can be activated as a way to spread our culture around the world.

Assessing Relative Importance of Laver Attributes for Infants Using Conjoint Analysis (컨조인트 분석을 이용한 영유아 김 선택 속성의 상대적 중요도 분석)

  • Lee, Ho-Jin;Lee, Min-A;Park, Hye-Kyung
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.45 no.6
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    • pp.894-902
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    • 2016
  • The purpose of this study was to analyze the attributes considered as important by parents in the selection of laver for infants through conjoint analysis techniques. A total of 917 questionnaires were distributed in January 2016, of which 211 were completed (23.0%). Statistical data analyses were performed using SPSS/Win 21.0 for descriptive statistics and conjoint analysis. The conjoint design was applied to evaluate the hypothetical laver for infants. According to the analysis of attributes and levels of laver for infants, the relative importance of each attribute was follows: seasoning (26.55%), flavor (19.33%), texture (18.75%), oil (15.15%), size (10.61%), and certification (9.61%). The results of the conjoint analysis indicate that parents raising infants preferred laver with the characteristics of non-seasoning, general flavor, softness, half-size, organic certification, and perilla oil. The most preferred laver for infants gained a 53.7% potential market share from choice simulation compared with laver being sold. Using utility and relative importance, the laver market for infants was classified into two segments. As a result of market segmentation, parents of cluster 1 preferred the laver model being sold (soy seasoning) while parents of cluster 2 preferred the optimized laver model (non-seasoning).

A Knowledge Management System for Supporting Development of the Next Generation Information Appliances (차세대 정보가전 신제품 개발 지원을 위한 지식관리시스템 개발)

  • Park, Ji-Soo;Baek, Dong-Hyun
    • Information Systems Review
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    • v.6 no.2
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    • pp.137-159
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    • 2004
  • The next generation information appliances are those that can be connected with other appliances through a wired or wireless network in order to make it possible for them to transmit and receive data between them and to be remotely controlled from inside or outside of the home. Many electronic companies have aggressively invested in developing new information appliances to take the initiative in upcoming home networking era. They require systematic methods for developing new information appliances and sharing the knowledge acquired from the methods. This paper stored the knowledge acquired from developing the information appliances and developed a knowledge management system that supports the companies to use the knowledge and develop their own information appliances. In order to acquire the knowledge, this paper applied two methods for User-Centered Design in stead of using the general ones for knowledge acquisition. This paper suggested new product ideas by analyzing and observing user actions and stored the knowledge in knowledge bases, which included Knowledge from Analyzing User Actions and Knowledge from Observing User Actions. Seven new product ideas, suggested from the User-Centered Design, were made into design mockups and their videos were produced to show the real situations where they would be used in home of the future, which were stored in the knowledge base of Knowledge from Producing New Emotive Life Videos. Finally, data on present development states of future homes in Europe and Japan and newspapers articles from domestic newspapers were collected and stored in the knowledge base of Knowledge from Surveying Technology Developments. This paper developed a web-based knowledge management system that supports the companies to use the acquired knowledge. Knowledge users can get the knowledge required for developing new information appliances and suggest their own product ideas by using the knowledge management system. This will make the results from this research not confined to a case study of product development but extended to playing a role of facilitating the development of the next generation information appliances.

Success Strategy of Yuhan-Kimberly's Huggies Magic Panty through Product Repositioning (제품 리포지셔닝을 통한 유한킴벌리 <하기스 매직팬티>의 성공전략)

  • Park, Heung Soo;Choi, Sun-Mi;Kang, Seong Ho;Kwon, Gae Eun
    • Asia Marketing Journal
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    • v.11 no.3
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    • pp.185-203
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    • 2009
  • Yuhan Kimberly, a joint-venture company of Korean Yuhan Company and American Kimberly-Clark, opened a premium diaper market in Korea by launching Pull-Ups which was pants-typed diapers in 1993. Pull-Ups was imported as finished goods from Kimberly-Clark. However, in spite of its huge market share in United States, it failed to land down in Korean market because of wrong positioning strategy which did not consider domestic customers' tastes. In 1996, Yuhan-Kimberly brought out a pants-typed diaper, Huggies-Toddler, to Korean market again. This paved the way for the combination of Kimberly-Clark's production power and Yuhan-Kimberly's marketing power and led to launch new product superior to Pull-Ups. However, this product was unsuccessful in the market because of wrong positioning which did not catch domestic customer's life styles such as cultural, environmental and habitual differences in toilet training, the cost increase coming from IMF crisis in Korea, weak trust within the company, weak trust within the company, and too much higher price than regular diapers. In 2005, Yuhan-Kimberly redeveloped new pants market business strategy. It was organically combined with winning product development plan, winning communication strategy and the market structure change through the pants market creation. Customer's habit, usage and attitude were studied with total 55 times market investigations. Also, all processes from planning to designing were executed in the customer's view by investigating product research, positioning research and advertisement research. Yuhan-Kimberly repositioned new product as a wearing diaper not as a toilet training diaper and launched Huggies Magic Panty as a premium product which had 25% higher price than previous Huggies. Huggies Magic Panty was recognized as a great hit product in domestic diaper market and the sales recorded 37.6 bill won in 2006, 57.2 bill won in 2007, and 90 bill won in 2008 since launching in 2005. The reason of Huggies Magic Panty's success was the repositioning strategy deduced from the precise check of customer's usage habit. It was the winning strategy of Huggies that were market investigation in order to survive in domestic baby goods market where a lot of companies struggled intensively, the exact positioning based on its market investigation and aggressive 360 degree communication strategy to give customers impressions efficiently.

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