• Title/Summary/Keyword: 아이 디자이너

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App Design Style and Usability Analysis for Smartphone Application -Focusing on the iPhone and Appstore- (스마트폰 앱 디자인 스타일 및 사용성 분석 -아이폰과 앱스토어를 중심으로-)

  • Oh, Hyoung-Yong;Min, Byoung-Won
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.129-136
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    • 2010
  • Smartphone used to be an it item for only business people and early adaptors. However, the public interest towards Smartphone has been rapidly increased and now is spreading to the everyday life in general people. Variety of applications are introduced and registered in a day, but there are not enough apps with simple and useable interface. This is because that the applications are developed only in a view from developer and designer to match the splendor design and technical skills of apps not concerning the users. Therefore this study will analyze the value in use and design trend of registered apps in apps store to recognize the importance in use and also to discuss about a plan to apply this into the apps more effectively. In order to improve the mobile app usability, this study suggest that using intuitional icon, designing easy to use app navigation. This will lead to produce clear instruction for app developers and designers with more reliable effects in the future of Smartphone world.

READY MADE Creative Gymnastic for Designers (READY MADE디자이너를 위한 창조적인 훈련 연구)

  • Bruno, Marco
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.365-374
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    • 2006
  • A 'Readymade' is an everyday object selected and designated as art. The term was coined by Marcel Duchamp to describe his artistic process based on the attempt to destroy the notion of the uniqueness of the art object: his influence went for beyond the art world affecting all design activities based on creativity. The purpose of this study is to investigate the ready-made technique from an educational point of view. Starting from Duchamp experience and his further influence on the design world, the study aims to demonstrate the value of the ready-made technique as a basic element in the education of young designers. The research method is based on the empirical observation of the results of the same project assigned to forty different students in different universities. The collected results were grouped in four families according to each specific generative method: constructive, conceptual, aggregative and elaborative. These four categories, derived by the observation of the results, represent tangible variations of the same disciplined technique. This flexibility demonstrates the value of the ready-made process as a foundation practice particularly indicated for young designers. These are the main skills students developed through its application to design projects; exploring and reconsidering attitude, recycling issues, new identity to familiar objects, focus on ideas.

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Interaction Design Framework for Idea Generation of Smart Products (스마트 제품 아이디어 발상을 위한 인터랙션 디자인 프레임웍 제안)

  • Choi, Jung Min
    • Korea Science and Art Forum
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    • v.30
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    • pp.453-464
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    • 2017
  • With the development of IT technology, various smart products and services have been spread in our daily life, providing users with convenience and emotional satisfaction. Particularly, input and output technologies, sensor technologies, and intelligent system technologies have offered new opportunities for diverse interaction patterns and new user experiences. This research started from the interest in the idea generation of product designers who need to combine various technological aspects with users' needs. The goal of this research is to propose an interaction design framework which can be used in an idea generation stage. To do so, first, the concept and characteristics of smart products were studied through literature reviews, and the interaction technologies, including input/output modality and context-aware technologies, were also investigated. Then, the frameworks that have been proposed in the deisgn fields were reviewed. This paper finally proposed the interaction design framework and explained its application to the idea generation, using several case studies. The proposed framework consists of four categories: product components, context-awareness elements, information input elements, and feedback output elements. Each of these are divided into several sub-categories, focused on users' needs. Sub-categories includes some elements of interaction, and each of the elements is explained with an existing smart product/system. The paper also describes how the proposed framework would be used in the idea generation process, using some design ideation examples. In the future study, more various concept ideas will be proposed through some elaborated case studies, and the framework is expected to be verified in terms of its possibility as an idea generation tool.

A Study on the Product Design Process in I-Business Environment Focusing on Development of the Internet-based Design Process - (e-비지니스환경에서의 제품디자인 프로세스에 관한 기초연구-인터넷기반의 디자인 프로세스 개발을 중심으로-)

  • 이수봉;이돈희
    • Archives of design research
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    • v.16 no.1
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    • pp.181-198
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    • 2003
  • The purpose of this study is to develop a on-line design tool for effectively coping with e-Business environment, or product design process into a Cyber model for traditional manufacturers which attempts new product development under such environment. It was finally developed as a model named $\ulcorner$Design Vortal Site; e-BVDS) that was based on the structure and style of internet web site. Results of the study can be described as follows ; \circled1 e-Business is based on the Internet. All processes in the context of e-Business require models whose structure and method of use are on-line styles. \circled2 In case that a traditional manufacturing business is converted into e-Business, it is better to first consider Hybrid Model that combines resources and advantages of both such traditional and digital businesses. \circled3 The product design process appropriate for e-Business environment has to have a structure and style that ensure utilization of the process as an Internet web site, active participation by product developers and interactive communication between participants in designing and designers. \circled4 $\ulcorner$e-BDVS) makes possible the use of designers around the wend like in-house designers, overcoming lack in creativity, ideas and human resources traditional business organizations face. However, the operation of $\ulcorner$e-BDVS$\lrcorner$ requires time and budget investments in securing related elements and conditions. \circled5 Cyber designers under $\ulcorner$e-BDVS$\lrcorner$ can easily perform all design projects in cyber space. But they have some limits in playing a role as designers and they have difficulty in getting rewards if such projects completed by them are not finally accepted. \circled6 $\ulcorner$e-BDVS) ensures the rapid use of a wide range of design information and data, reception of a variety of solutions and ideas and effective design development, all of which are not possible through traditional processes. However, this process may not be suitable to be used routine process or tool. \circled7 $\ulcorner$e-BDVS$\lrcorner$ makes it possible for out-sourcing or partners businesses to overcome restrictions in time and space and improve productivity and effectiveness. But such they may have to continue off-line works that can not be treated on-line.

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A research on the way of spreading creative design thinking by Semantic Network -Focus on product design- (의미 네트워크 개념을 통한 창의적 디자인 사고의 확산방법에 관한 연구 -제품디자인 중심으로-)

  • Zhang, Ye;Zheng, Hua;Eune, Ju-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1137-1144
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    • 2009
  • Creativity, the ability to produce through imaginative skill, is pursued by all designers. However, originality does not refer to absolute novelty. In this age, information is shared and disseminated. Creation of works is an activity to re-establish all shared information and reorganize relationship among things. Therefore, a new design is a product of reorganization rather than originality. Moreover, designers can generate ideas different from each other because they individually espouse different system of knowledge. From such perspective, a very important task of designers is to explore methods of expanding design thinking that can enhance the ability to new connection among things in the process of assimilation and modification. The task can be carried out by identifying characteristics and limits of their unique system of knowledge. Therefore, it is necessary to seek methods of expanding design thinking for efficient cognitive activities. In explaining human knowledge, this study applied semantic network, a method used in cognitive science for creating structure, and the method of expanding design thought was proposed by corresponding method of design conceptualization. By organizing, categorizing, and flexibly combining and modifying the methods of design thinking conceptualization and expansion generated by this study, strengths of each method were enhanced and limits of each method were overcome to enable more effective design thinking. In this study, the method of expansion was used when connecting of nodes cannot be sustained after using each method of conceptualization. By avoiding unique method of thinking through diversification and vitalization of conditional points, efficient design thinking was achieved. The value of this study lies in the fact that the proposed method of expanding thinking using the mechanism of network enhances the ability to establish new connections in the process of assimilation and modification.

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Proposal of a condensing & amplification method for conceiving a good advertising visual idea (광고비주얼의 아이디어발상을 위한 압축$\cdot$확장법의 제안)

  • 박용원
    • Archives of design research
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    • v.20
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    • pp.185-196
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    • 1997
  • There were several methods of conception in seeking a visul idea of the advertising design. However, such conventional methods had a tendency that the degrees of utilization and satisfation are lacking. Also, in a thumbnail sketch phase, there was a great tendency to seek an idea based on pictorial elements only and thus depended chiefly on the existing references. Accordingly, originality was not high. Further, under the background which any common methods of a designer and a copywriter, if they have effective. I would like to propose a visul idea conception method, a condensing & amplification method for maintaining a logical system of advertising intelligence and for facilitating creative visualization through a language-oriented approach. The condensing & amplification method is the method of conception, in which after an appeal point as per advertising intelligence is passed through sentence and phrase and then condensed with word, various variation for the word develop, and by selecting the most creative word of the results, the thumbnail sketch commences based on the results amplified with the phrases and sentences.

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Music Programming Language Composition Using Csound (Csound를 이용한 음악 프로그래밍 언어 제작)

  • Yeo Young-Hwan
    • The Journal of the Acoustical Society of Korea
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    • v.24 no.7
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    • pp.365-370
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    • 2005
  • The present study is purposed to establish a systematic theory for user-friendly approach to the creation of using a programming language using Csound. Csound is a world-wide computer music programming language and a software synthesizer specialized for prominent sound designers developed by Barry Vercoe at the Media Laboratory in M.I.T. The introduction and the main body of this paper suggested as the starting point of creating electronic music and musical sound the time of combination of music with natural sound or sound from specific media from the viewpoint of traditional Western music. and presents a systematic method composed of the principle of the operation of Csound and basic data samples.

Development of Facial Animation Generator on CGS System (CGS 시스템의 페이셜 애니메이션 발상단계 개발)

  • Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.14 no.6
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    • pp.813-823
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    • 2011
  • This study is to suggest the facial animation methodology for that 3D character animators can use CGS system effectively during on their stage which they create ideas and use repeating a process of facial animation, it has suggested the CGS(Character Generation System) that is a creative idea generation methodology identified and complemented the problem of the existing computerized idea generation, in addition, this research being extended on the article vol.13, no.7, "CGS System based on Three-Dimensional Character Modeling II (Part2: About Digital Process)," on Korea Multimedia Society in July 2010 issue, Through the preceding study on 3D character facial expression according to character's feelings as an anatomical structure and the case study on character expressions of theatrical animation, this study is expected to have effectives as one method for maximization of facial animation and idea generation ability.

A Study on the Plasticity of the Gather Represented in Haut Couture (최근 오뜨꾸뛰르 복식에 표현된 개더(Gather)의 조형성에 관한 연구)

  • 강숙녀
    • Archives of design research
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    • v.11 no.3
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    • pp.25-33
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    • 1998
  • A Study on the Plasticity of the Gather Represented in Haute Couture The Gather is the plastic technique to represent a sense of voluminosity by pleating the plane of costume and manifests the emotional effects , such as both functional aspects and the construction of form, optical illusion effect, textural feelings from materials, tactile transformations, etc. So it is used as the tool to represent the plastistic beauty of costume. The plasticity of the ancient gather was the drape arising according to the curve of the body, but the type of gather recently found on the haute couture does not only retain the activity and functionalism on which the technical element and the ornamental aspect are mixed with other techiques.

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Graphical User Interface in a Web-based Application System for Primary School Children -Application for the Creative Group Thinking System(CGTS)- (초등학생용 웹 기반 응용프로그램의 GUI에 관한 연구 -창의성 개발 지원 시스템(CGTS)의 적용을 중심으로-)

  • Han Kyung Don;Kim Mi Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.1 s.33
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    • pp.53-58
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    • 2005
  • Interfaces comprising menu and icons of web-based application programs should comply pertinently with user's cognitive system. In Particular, since the application Program's specific function in this study aimed at the purpose of child's effective idea, with respect to that, it is necessary to constitute a rational web use environment through careful research and analysis of user interface. The purpose of this study was to enhance elementary students to modify the CGTS with the menu arrangement. icon types and preferable terms for their use of professionally letter-based screen structure of CGTS developed to help the designer's idea.

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