• Title/Summary/Keyword: 업무공간 디자인

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The Research on the Present Situation for Supporting Creative Work by Revitalization of Common Space (창의적 업무지원을 위한 공용공간 활성화 현황조사에 관한 연구)

  • Sheen, Dong-Kwan;Han, Young-Ho
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.172-180
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    • 2012
  • Recently, the definition of work space contains so many meanings. Basically, this means space where handling various information and developing numerous creative activities. Moreover, the work space is important not only for individual itself but also organizational development. This research is studied for suggesting revitalization of advanced work efficiency, deriving motivation as well as creative operation support for harmonious communication. In order to make the better creative work places, "concentration and motivating interests between members of organization", "Necessity of environment for development and operational progress of work", "improvement and creativity of work and importance of the physical environment" and "harmonious communication and development of advanced community" should be considered. This research arranged based on ALCEMIS model and used actual examples on each step for better understanding of creative work spaces. ALCEMIS model is as follows: (1) Opportunity Finding (2) Fact Finding (3) Opportunity Definition (4) Idea Finding (5) Evaluate & Select (6) Plan (7) Acceptance (8)Execution' over the eight-step details to proceed through the 1. Discovert ((1)+(2)) 2. Dream ((3)+(4)) 3. Design((5)+(6)) 4. Destiny((7)+(8))y" It has been understood that many works related to creative jobs make good use of public spaces to progress operational improvement. The place where co-workers share with can create more effective and fulfilling outcome and satisfaction than independent and exclusive places. Especially creative jobs need this kind of spaces for better communication and cooperation.

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A Case Study on Furniture Design Process in Work Spaces - Focused on furniture design for bank Interiors - (업무공간을 위한 가구디자인 프로세스 사례 연구 - 은행의 가구디자인을 중심으로 -)

  • 박영순;신인호;최지연;박소연
    • Korean Institute of Interior Design Journal
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    • no.23
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    • pp.85-91
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    • 2000
  • This study is focused on the process of a furniture design in work spaces, especially for bank interiors. Basically furniture design is consisted of two main parts of process. The first part is series of a theoritical background and the second part is a visual design process. Theoretical background contains human activities in place, antropometric data, requisite furniture type according to activities and some guidelines for design. And for the visual design process, series of sketches(theoretical background must be applied to this process), and alternatives of design was needed. Researching and applying all these factors systematically to furniture design process will lead to harmonious interiors.

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A Study on customer satisfaction with self technological - based product (정보화시대의 무인자동화 제품디자인이 고객만족에 미치는 영향에 관한 연구 - 중요사건기법(critical incident technique)을 중심으로 -)

  • 박종찬
    • Archives of design research
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    • v.17 no.3
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    • pp.283-292
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    • 2004
  • Today's fast-paced world is becoming increasingly characterized by technology-facilitated transactions. Growing numbers of customers interact with technology to create service outcomes instead of interacting with a service firm employee. Self-service technologies provide technological interfaces that enable customers to produce a service independent of direct service employee involvement. To investigate on the customer satisfaction with self-technological based product design in Subway. I used the critical incident technique developed by Flanagan(1954) with quantitative measures of attributions. In this research, it results that customers are considered more important the value of technological-function and easy to use than the aspect of automated machine. It is likely that the technological aspect of many self-service options has a unique influence on customer perceptions of self-service encounters. Also, Research has shown that customer's needs are defined as situations in which external environmental factors add a sense of urgency to the transaction and saved time. On the other hand, customers realize that their favorable image of self-technological based product follows as ; first, customers prefer to the simple & modern image on the aspect of product design, secondly, customers prefer to the hitech-functional image to do its job fast in a short time by automated technology on the aspect of functional service, thirdly, customers prefer to the comfortable and sanitary image to be suitable for the underground circumstance.

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A Study on the Working space Lay-out for Working on Information in the Offices (정보성 업무특성 따른 업무공간 레이아웃(Lay-out)에 관한 연구)

  • 이상호;신동준
    • Korean Institute of Interior Design Journal
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    • no.32
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    • pp.64-71
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    • 2002
  • Today, term of ‘industrial society’means the totally changing society by new technical innovation through the Industrial Revolution begun in England at the mid-nineteenth century and it made social structure centering agricultural culture change with industrial culture with expansion of goods by the massive production. Information working area has to bo a space not just for improving business efficiency in industrial society but for developing efficiency in working in harmony with the information and structural aspects based on computer and communication technology. There are two kinds of environmental elements of working space : the tangible ones are the area and the structure of working space, lights, network, layout and information machines in office, the intangible ones are a feeling of satisfaction of management and arrangement of office information machines capability of information delivery, common ownership of documents and their files, the security and connection between office workers, and harmony. According to the wave of information begun from the late twentieth century, structural layout of working area has become various by the working type through network of new developed information communication machines. But it is hard to apply them in actually.

A Plan for an Interior Design of Lobby and Cafeteria in the D Company (회사 로비 및 식당의 인테리어 디자인 계획안)

  • Ryu, Hye-Ji
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2008.05a
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    • pp.42-45
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    • 2008
  • This project was designed to create good interior design of lobby and cafeteria in the D company. To promote the efficiency and comfort of the working environment diverse employee's working characteristic and individual requirements have been observed. Cafeteria is the important place for employee to have a rest time. And to build a good impression about company, lobby is the very important place to visiter. In this project, the design idea for the lobby and cafeteria targets harmony of the functionality and the aesthetic with the modern and simple design. This project could be able to deliver more convenient and comfortable cafeteria by adopting three concepts like flexibility, functionality and simplicity.

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A Study on Proposing an Interaction Design Prototype that Reflects User Behavior Elements for VR Collaboration Tool (VR 협업 툴을 위한 사용자 행동 요소를 반영한 인터랙션 디자인 프로토타입 제안 연구)

  • Shin, Jongeun;Kang, Jeannie
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.645-661
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    • 2024
  • Today, the development of new technologies due to the 4th industrial revolution requires work performance methods such as non-face-to-face collaboration. In response to this, various VR collaboration tools are emerging, but VR collaboration tools for brainstorming, which are used in collaboration or design development work, are not provided. Therefore, despite the advantages and possibilities of VR for non-face-to-face collaboration, there are limitations in practical use. Accordingly, the development of VR collaboration tools in a digitalized work environment is necessary, and research on UI design development for this is required. The purpose of this study is to propose a VR collaboration tool prototype by developing an interaction UI design that applies user hand behavior elements that appear during collaboration sessions through user research. This study was a qualitative study. The research method was to conduct user research through observation and in-depth interviews, and as a result of analyzing the data obtained from this, five types of user hand behavior elements were derived. In this study, an interaction UI design was developed that reflects hand gestures as behavioral elements. And using Unity and the Oculus Integration SDK Kit, we created a prototype VR collaboration tool that can be used without a controller. As a result of conducting a user evaluation of the prototype produced in this study, it was found that users had difficulty making hand gestures accurately, and it was possible to find areas for improvement in UI design. It is expected that this study will help develop interaction UI design for VR collaboration tools that can increase work efficiency.

A Study on evaluation of lighting environment of people who works in the office spaces (업무공간의 조명환경 평가 연구)

  • Hong, Chun-Ki;Yoon, A-Ram;Ha, Mi-Kyoung
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.05a
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    • pp.278-283
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    • 2006
  • For the company, the office space is the expensive resource next to human resource. Employees are under the influence of physical characters of the office space. Among them lighting is the most effective factor in physical, biological and psychological for employees. Although there are lots of investments in architectural aspect of the office space, there is almost no investment and consideration about the lighting environment. Therefore this study was trying to find out these things as follow. First, evaluate lighting environment of people who works in the office spaces. Second, find out which factors are more affective in evaluation of lighting environment. And then with these findings this study found what should be considered as important in lighting planning of the office space. As the result of this study, however the majority of the employees are satisfied with current lighting conditions, they are not satisfied with individual operation of lighting. And in office space work type and position changes by age can affect in a large degree more than other factors. Therefore when planning lighting of the office space, it is necessary to figure out work features of Individual and group exactly and accept the difference by positions appropriately.

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Interrelated effects of control, flexibility and distraction on work outcomes (사무공간내의 공간통제, 공간융통성 및 산만함이 업무에 미치는 영향)

  • Lee So-Young
    • Korean Institute of Interior Design Journal
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    • v.14 no.2 s.49
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    • pp.135-141
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    • 2005
  • Subsequent to major changes in workplace such as communication method, uncertain organizational environment, and globalizaiton, several studies in workplace have explored the effects of those changes on work outcomes. Especially, employees need to have the balance in working alone and working with others. The purpose of this study is to examine the effects of control over the physical environment by individuals and the effects of flexibility on individual and group work outcomes in the workplace, to examine the effects of distraction on work outcomes, and to suggest a interrelationships among variables. In this study, four hundred and nine questionnaires were collected from employees of three manufacturing corporations in Michigan, U. S. In order to explore the causal interferences among multiple relationships suggested in this study, path analysis was employed using Lisrel 8.54. The results indicated that control over the physical environmental features of the workplace positively influenced job satisfaction. The findings also supported the hypothesis that flexibility is positively related to task group cohesiveness. It was found that distraction was negatively associated with control and flexibility. However, it was not supported that control was positively associated with perceived performance. This study found control and flexibility in the workplace to be important. Some practical implications were suggested emphasizing that control and flexibility allow limited resources to be used in ways that permit individuals to work effectively within a changing work environment.

METROPOLITAN INTERIOR - Interior Design as Urban Discipline - (대도시적 인테리어 디자인 - 도시분야로서의 인테리어디자인 -)

  • Bruno, Marco
    • Korean Institute of Interior Design Journal
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    • v.13 no.2
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    • pp.100-108
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    • 2004
  • 인테리어 디자인학은 보편적으로 건물의 내부공간, 즉 매우 명확한 경계들을 전제로 잘 정의된 공간들에 관한 연구로 그 범위가 제한되어져 왔다. 따라서 건축, 도시, 또는 매우 광대한 의미에서의 환경디자인의 특권으로 알려져 있는 도시에 관한 쟁점을 그다지 자주 다루지 않는 편이라 할 수 있겠다. 그러나 극도로 고밀도화된 현대의 대도시들은 주요 지하 교통망을 중심으로 상업, 유흥, 업무시설 그리고 경우에 따라서는 주거단지에 까지 쉽게 연결되는 거대한양의 전이 실내공간들을 창출해내고 있다. 이것이 최근 홍콩의 건축가 게리 챙(Gary Chang)에 의해서 규정된 새로운 개념의 고밀도 도시 인테리어 랜드스케이프(interior landscape)인 것이다. 이러한 인테리어스케이프의 개념은 현대 도시의 모습 중에서 가장 흥미로운 개념들 중의하나라 할 수 있는데 다양한 요소들이 혼합된 그 특성은 이제 사회학, 건축, 인류학, 도시탐험, 인테리어 디자인, 도시 그리고 환경 디자인 등 다양한 분야에서 뜨거운 논쟁의 주제로 떠오르게 된 것이다. 이제 도시에 관한 연구는 더 이상 외부에서 내부로 진행되는 것이 아니고, 내부에서부터 출발되는 것이다. 극도로 밀집된 아시아의 대도시들은 이렇게 혼잡한 도시환경의 모든 요인들을 더 잘 이해할 수 있도록 다양하고 흥미로운 상황들을 제공해 주고 있다. 상업적 목적으로 건물 전체를 사용하는 수직적 전략이나 다양한 문화적 행태들은 도시 환경의 '혼잡성'을 그냥 참을만한 것이 아니라 오히려 그 도시만의 매력적 요소로 부각시켜 주는 것이다. 본 논문은 인테리어스케이프를 중심으로 진행되고 있는 다양한 이론적 논쟁들의 분석에 그 기초를 두고 있다. '장소성의 부재'의 개념, 혼잡의 문화, 공공공간의 사유화, 결절도시, 한계의 개념들을 분석하여 아시아 대도시들이 어떻게 이러한 쟁점들을 그들 자신만의 고유한 해결책으로 발전시키는지를 고찰하고자 한다. 본 논문의 목적은 서울을 사례분석 중 하나로 사용하여 인테리어 디자인 분야의 경계를 대도시로 확장하는 동시에 새로운 적용영역의 가능성을 탐구하는데 있다 하겠다.

Study on the interactivity of the Chinese public media building - Wanda Plaza media facades - (중국 대중미디어건축의 상호성에 관한 연구 -완다광장 미디어 파사드를 중심으로-)

  • Zhang, zheming;Lee, donghun
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.417-418
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    • 2015
  • 정보사회에서 대중은 다양한 방식으로 건축과 연관되어 있으며, 정보기술이 건축 디자인 각 방면에 개입하면서 건축학에 큰 영향을 미치고 있다. 건축공간의 디자인은 현대사회 대중의 업무, 생활, 교류와 같은 새로운 추세에 대응해야 한다.

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