• Title/Summary/Keyword: 아이 디자이너

Search Result 49, Processing Time 0.03 seconds

Theoretical Study on Industrial Design Data (디자인 산업데이터에 관한 이론적 고찰)

  • Ahn, Jinho
    • Journal of Service Research and Studies
    • /
    • v.11 no.3
    • /
    • pp.31-42
    • /
    • 2021
  • This study is a study on theoretical considerations on industrial design data in the era of data economy. This study aims to illuminate the value of industrial design data, interpret the meaning of the transition from design management to the design data era, and highlight the importance of literacy to interpret data for designers. The scope of research approaches the R&D capability dimension of a company to explore the industrial value of design. It limits the scope of research from an industrial point of view rather than the humanistic basis and aesthetic value of design. As a result of the study, it was found that the value of industrial design data is not in ex post evaluation, but in customer-oriented market prediction, and that the design industry data-led strategy is important. The key point is that the industrial design data issues of large companies and SMEs are different, the direction of industrial design data should be to support customer-centered decision making in the product/service development of companies, and the core competency is the amount of data or tools and technologies to handle it. No, it should be in data literals. Lastly, if the use of industrial design data is to be strengthened, management of the public level rather than the personal level of data management should be preceded.

A Study on eDesign Platform for Effective Communication and Information sharing - with an emphasis on process and template (효과적인 커뮤니케이션과 정보공유를 위한 e디자인 플랫폼 구축에 관한 연구 - 프로세스와 템플릿을 중심으로)

  • 윤주현
    • Archives of design research
    • /
    • v.17 no.2
    • /
    • pp.425-436
    • /
    • 2004
  • A new design field called eDesign appears as if eBiz is an online related business in which an industrialized design creates the individual value added facing a digital revolution. The field of eDesign requires a special design process and management methodology regardless of the fact that human sensitivity will be satisfied through a dehumanized computer technique. However, it is the reality of eDesign that has been dependent upon a simple process or project management tool of general design. In this study, we develop an eDesign platform based on an eDesign process and template mainly focused on eBusiness in order to overcome the wrong situation. The template is a kind of document that has a standardization form. We aim to establish a general process through various case projects, store information using a necessary template, and use for the way of visual communication. We propose a standard of eDesign platform that can be widely applied to the field of design, medium and small enterprises focused on IT businesses or design-team through this project performed as an educational-industrial study. It makes it possible to get a detailed process methodology, which can be applied to many small design related companies that don't have their own process yet, and will be a scale for comparing their own process in which the company has a process of opened standard eDesign with it. In addition, it makes possible a systematic control of the own projects within and outside the firm, accumulating information for the firm through the database, and easy communication. Furthermore, it can be applied to check the process of the project as a checklist, and then it will reduce trial and error repeated for every project that has been done.

  • PDF

A Case Study of Configuration Strategy and Context in Everyday Artifacts - Concentrated on analysis by Creativity Template Theory and Artifact Context Model - (일상 디자인산물의 구성배치 전략과 맥락에 관한 연구 - 창조성템플릿이론과 산물맥락모델을 이용한 분석을 중심으로 -)

  • Jin Sun-Tai
    • Archives of design research
    • /
    • v.19 no.4 s.66
    • /
    • pp.41-50
    • /
    • 2006
  • It is generally regarded a design system in post-industrial society, which products designed by in-house designers or design consultancy are manufactured in factory and distributed in market for the consumer. Although it is treated an old design system in traditional society, the traces of vernacular design has been remaining in the state of adopted to the periodical needs in these days, also proving the attribute of design culture to constitute human's material environment as well as existing design systems. There were discovered various design artifacts in daily surroundings vary from the established design in several manners, user modifications or manufactures in everyday lives formalized them. It was approached a case study that analyze the changes of artifact configuration and designer/user context and creation process of the non-professional design artifacts, Creativity Template Theory and ACM(Artifact Context Model) have been utilized for the analysis model. From the analysis result, It assume that the everyday artifacts may be ordinary but extra-ordinary including particular ideas and identity represented by everyday designers or users. Beside these characteristics induce the potentiality that reflect on creative motives for the designers or a complementary artifact generator filling up with drawbacks in established design system. The everyday design domain, various explorations and alternatives are made, is seems to be another design practice domain dissimilar to the one in the industry-based design. Moreover it provides an more easily accessability for the approaching user-friendly design, user customization because they conduct the reliable modeling of consumer and end-user. Finally, based on the exploratory study regarding interpretation of context and configuration in the everyday artifacts, new approach for the design process and design education through more detailed cognitive modeling of everyday designers will be a further study.

  • PDF

Practical use palette research of color name digitl search system (색이름 디지털 검색체계의 실용팔레트 연구)

  • 문은배
    • Archives of design research
    • /
    • v.16 no.3
    • /
    • pp.161-174
    • /
    • 2003
  • Choice and use of color are very important field for designer. Present color sprang by central field of design business unlike past. Color is used mainly by three fields of sensitivity, administration, mind. But, do substantial design including all of three fields at use. Practical research field that is based on basic research when see as actuality of domestic color design is been behind real condition. Specially, color sensitivity field and color management field are very important field, it can speak that color name arid related area are most important among two. Because collar name includes sensitivity and color management. This research constructs correct data because investigate and analyze and search all compatible color names that is announced in existing or is recorded in public cosmopolitanly. As a result, it is to promise accuracy when produce creation of idea and result of design using color name. Examined laying stress on color that domestic data that is used in research is basis with Korean industrial Standard, connection literature, on-the-spot probe. International data investigated American ISCC-NBS to base. Other abroad color name data examined official data of each country all systematically with Japan, Europe. Findings about 11,000 basis color names and 33,000 application color names sorted collection. Collection method and classification system follow in international standard and arranged for user's tile convenience. Also, use frequency did laying stress on Munsell that is high color system so that can aid in industrial design business. Improved to write all international standard color values sue as RGB, CMYK, XYZ and can be applied all in each field of design. Is applying and get along with continuation improvement and development in homepage of present KIDP, it may become more worth research.

  • PDF

A Study of Retro Design Trend -Focusing on Automobile Style- (레트로 디자인 동향 고찰 -자동차 스타일을 중심으로-)

  • 이명기
    • Archives of design research
    • /
    • v.13 no.4
    • /
    • pp.95-103
    • /
    • 2000
  • In order to satisfy customers' desire that is becoming more diverse, and to create the unique character of a product in the fast changing social structure and living environment, today's designers have to make efforts to provide new ideas continuously. In the twentieth century, the development of design in various aspects could be possible through an epoch-making progress of technology and industrialization, and thus the meaning and style of design has changed differently according to the current of the times. The retro design, which borrows the designs and styles which were popular in the past and recreates the design of modern meaning and concept, is widely applied now and in the spotlight as a latest design trend. This phenomenon of revival style appears as an image that makes us recollect the past in various fields while being recognized as an another value of new sense. Considered from the history of style changes for the past 100 years, the automobile design, the most representative in product design fields, has gradually changed in its types according to continuous historical, social, and cultural changes and technological progress, while a variety of designs have been continuously presented. The recent current of automobile styles, according to the rapid progress of advanced scientific technology, shows the fast and various changes and the retro style is becoming a new trend arousing people's interests and reintroducing the past designs. The revival trend in automobile designs is expected to stimulate human sensitivity and restore humanity on a different level before the trend, and also expected to be recreated as a new design trend in modern sense, connecting us with the past culture and expanding the realms of future designs.

  • PDF

Creation of the Fashion Design in Roy Lichtenstein's Works (로이 리히텐슈타인의 작품을 통한 패션디자인 창작)

  • Jeon, Yong-Ok
    • Archives of design research
    • /
    • v.20 no.1 s.69
    • /
    • pp.287-296
    • /
    • 2007
  • Since the beginning of the 20th century, the art has developed its artistic qualities in exercising an influence on the creative elements of the fashion. In this sense, the fashion is one of many methods of which given time's arts, their compositions, and elements can be expressed, recognized, and experienced. In this study, artworks of Roy Lichtenstein, who took the leading, active role of pop artist have been studied. The purpose of this study is to present practical application of the art and aesthetic and artistic application of clothing by studying and applying the factors of Roy's paintings. The conclusion through actual designing is as follows: First, Lichtenstein interested with the characteristic of print media. He combined the image of commercial technique with the traditional painting by using Ben-day dots. Second, he reduces his form and color to the simplest possible elements. Third, by applying Lichtenstein's works to fashion design, we can make creative and aesthetic fashion works. Fourth, his Ben-day dots and stripe was applied to variant dots and stripe pattern in the fashion design. Roy Lichtenstein is expected to continually affect modern fashion and also fashion of the future. Furthermore Lichtenstein's works are expected to be further studied under various methods and ways, and those aesthetic characteristics would be developed and expressed more in fashion design under various perspectives.

  • PDF

A Classification of Korean Traditional Materials Focused on Visual Texture (시각적 질감을 중심으로 한 한국 전통소재의 체계적 분류)

  • 박영순;김영인;이현주;신인호;최선미;최희승
    • Archives of design research
    • /
    • v.14 no.2
    • /
    • pp.197-207
    • /
    • 2001
  • A designed object reveals its meaning and image through form, color and material. Among these three elements, material has more powerful influence with its tactile and visual characteristics. In Korea, traditionally materials itself were mainly used to design artifacts rather than various color or formal decoration. The purpose of this study is to investigate the Korean traditional materials, and to classify them by the characteristics of their texture. For this study, the pictures of Korean traditional artifacts were collected from the national museums and literature. Those are architectural and interior elements, furniture, cloths and textiles, arts and crafts. Total of 533 collected artifacts were classified into seven categories, metal, day, stone, paper, wood, straw, fabric things. : 59 metal things, 115 clay things, 62 stone things, 73 paper things, 80 wood things, 47 straw things, 97 fabric things. Each materials were classified into its forming methods and surface treatment focused on the he characteristics of their surface texture. Throughout this study, the uniqueness of forming method and surface treatment of each materials in Korea has been clarified. And furthermore the classification by this various traditional methods of materials will provide plentiful information and ideas to today's designers of the world.

  • PDF

Research on the Curriculum for Integration of ICT+Design (ICT+디자인 융합 교육과정 개발연구)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
    • /
    • v.20 no.1
    • /
    • pp.105-114
    • /
    • 2017
  • Nowadays, novel and innovative technology including 3D printers, internet of things (IoT), and wearable devices are rapidly emerging. As we must constantly keep up with the most recent trends, words like convergence, multidisciplinarity, and design revolution indeed define society today. Due to the expansion of such diverse technological, industrial, and academic convergence trends, the role of design is becoming evermore essential in development of products as well as creative services. Even the government is pushing towards a 'creative economy' by encouraging ICT convergence to create novel industries as well as advanced jobs. In order to adapt flexibly to such changes in global trends, a solid academic curriculum centered around 'ICT+Design' must be developed. In the current research, we analyzed various literature and benchmarked the major universities both domestic and foreign. Also we utilized a survey-based approach against subjects who are experts or design specialists working in environments related to industry and research. In our proposed integrated ICT+Design educational curriculum, students familiarize themselves with design perspectives and methodology to creatively carry out the course. Moreover, experts from design and ICT came together in an act of 'Radical Collaboration' in which they shared their unique 'Design Thinking' in order to promote understanding and cooperation. Furthermore, industry experts have also taken part as mentors in order to create a workplace-oriented course with various integrated projects. Most importantly, the course was designed so that in addition to research, students can really get hands-on with their ideas in the creativity-integrated workplace.

A Study on the Efficient Modularization of Virtual World Creation in Unreal Engine (언리얼엔진에서의 가상세계 창작을 위한 효율적 모듈화 연구)

  • Min-Jun, Oh
    • Journal of Industrial Convergence
    • /
    • v.20 no.11
    • /
    • pp.19-25
    • /
    • 2022
  • In the development of existing games, it is judged that virtual world production was done by arranging game elements one by one. What is noteworthy here is the question of whether quality virtual worlds were efficiently produced in preparation for investment. In this study, we propose a methodology that can build an efficient virtual world based on the concept of modularization in an unreal engine. First, precedents were analyzed and five reference elements for modularization were extracted. In addition, the concept of an instance production pipeline was proposed by dividing it into four stages, and the minimum-unit instance modules for urban virtual world production were compressed into four. Finally, an urban virtual world constructed based on the minimum unit module and reference elements was implemented and presented. In conclusion, research on the production method centered on this efficiency is thought to be able to focus the time that designers or artists had to spend on production only on ideas and creativity. The limitations of the research are that the basic minimum module is limited to the city, and the derived reference elements and production pipelines have not been verified when implementing them with an unreal engine. Therefore, it is expected that various virtual world creation plans will be derived through more advanced modular research.