• 제목/요약/키워드: 제품디자인능력

검색결과 67건 처리시간 0.03초

A Comparative Study on the Improvement of Curriculum in the Junior College for the Industrial Design Major (2년제 대학 산업디자인전공의 교육과정 개선방안에 관한 비교연구)

  • 강사임
    • Archives of design research
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    • 제13권1호
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    • pp.209-218
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    • 2000
  • The purpose of this study was to improve the curriculum for industrial design department in the junior colleges. In order to achieve the purpose, two methodologies were carried out. First is job analysis of the industrial designers who have worked in the small & medium manufacturing companies, second is survey for the opinions of professors in the junior colleges. Some results were as follows: 1. The period of junior college for industrial designers is 2 years according to present. But selectively 1 year of advanced course can be established. 2. The practice subjects same as computational formative techniques needed to product development have to be increased. In addition kinds of selection subjects same as foreign language, manufacturing process, new product information and consumer behavior investigation have to be extended. 3. The next subjects need to adjust the title, contents and hours. (1) The need of 3.D related subjects same as computer modeling, computer rendering, 3.D modeling was high. The use of computer is required to design presentation subjects. (2)The need of advertising and sale related subjects same as printing, merchandise, package, typography, photography was low, the need of presentation techniques of new product development was high. (3) The need of field practice, special lecture on practice and reading original texts related subjects was same as at present, but these are not attached importance to form. As the designers feel keenly the necessity of using foreign language, the need of language subject was high.

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The Development of Kitchenware Design through Cognitive Analysis (인지적 사고과정 분석을 통한 주방기구디자인 개발)

  • Kim, Kiesu
    • The Journal of the Korea Contents Association
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    • 제16권2호
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    • pp.287-294
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    • 2016
  • The whole design process drawing outputs from design planning is based on designers' intuitive ideas and differences in technical ability. However, every design professional agrees to the fact that such design process is filled with individuals' implicit acts or inherent intuition rather than following directions in a certain defined frame. If the design process based on such intuition and experience can start from the rational and scientific process, it would be possible to move more systematic design process to the next step. This study aims to examine what system of thinking are used by designers to conduct the design information process, by using the protocol analysis which is the representative qualitative study method of cognitive science, on designers' cognitive behaviors like the contents of the design sketch process which is the initial step of the kitchenware development process, in order to understand professionals' and non-professionals' design application direction. Thus, the scope of this paper would be limited to "the initial protocol analysis on kitchenware" and "encoding of the analysis on thinking" in the qualitative study that can be the most basic to understand the design cognitive science. As a procedure to solve this study question, it aimed to seek for the product development flow and the educational effect by considering the preceding researches and also re-interpreting cognitive thinking in systematic methods.

A study about modeling methode of practice works -Focus on compare RP with manual processing, CNC- (실습과제 모형제작 방법에 관한 연구 -RP와 수동형, CNC 모형제작 방법 비교를 중심으로-)

  • Shin, Myung-Chul
    • Archives of design research
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    • 제18권1호
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    • pp.223-232
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    • 2005
  • By supply of high performance computer becomes all industries automation and convenient of our life. Can speak that is pursuit of swiftness and variety that is prior most development of information society and production system in competitive industrial design product development process. Specially, students who consumer personality studies design according to variableness must present idea in a short time. Therefore, find a new tool that can show quick modeling result for present of new idea or fast design specifications examination and production at college or corporation now. According to such environment change did request by cost time and cost-cutting until reach in production from product design because competition is gone vigorously. University arrived to think RP induction by result presentation and so on for third dimension model by various design process. This research purpose is going to compare difference methods(Manual processing, CNC machine) with students' design result manufacture process on RP appliance that is using in college. Consequently, think that this study is helpful in the college of which is making use of RP appliance or planning installation. By result of this research, model of big curved line is profitable in hand process, by CNC Is profitable when model is going to manufacture finely, RP work could know that size of product is profitable small thing as is complicated.

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A study of characteristics and historical backgroud of modem furniture design in Italy (이탈리아 현대 가구디자인의 특성 및 그 배경 -1945년부터 현재를 중심으로-)

  • 정은미
    • Archives of design research
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    • 제14권1호
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    • pp.119-134
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    • 2001
  • It can be said that Italian designs are unrestrained, aesthetic and art for arts sake, and they come to stylize their character based on geographical features, racial traits and culture. The Italian architects work for the reconstruction of their devastated country and spare no pains to produce competitive goods on international markets since the second wend war. In spite of a inherent scarcity of resources, Italian furniture is the product of mixture of aesthetic material and new material with creative gifts. A lot of companies succeed in finding and training capable designers and devote themselves to modem furniture industry. As a result, Italy becomes one of the worlds most eminent furniture industrial countries now. And the fame is owed to Italy's national awareness of the importance of the matter and endeavor without sparing systematic support. This research is to find out which factors have an influence on the progress of furniture design in Italy and to analyze how these factors build up formative arts combining with historical background in Italy. Moreover, this research suggests how to make contributions to the cause of furniture design growth when considering our geographical features, racial characteristics, culture and industrial circumstances, by analyzing the process of development and strategy in Italian design industry.

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Innovation Strategy for Shortening The Lead Time of The New Product Development Using 6 Sigma (6시그마를 이용한 신제품개발기간 단축을 위한 혁신 전략)

  • Hwang Inkeuk;Kim Jin Ho;Lee Kun Wu
    • Proceedings of the KAIS Fall Conference
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    • 한국산학기술학회 2005년도 춘계학술발표논문집
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    • pp.341-343
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    • 2005
  • 제조업체의 성공은 고객의 요구를 파악하는 능력과 이들 요구를 만족시키면서, 얼마나 최소비용을 투자하여 제품화를 신속히 개발하는가에 달려있다. 기업의 목표를 달성하기 위해서 제조 판매 및 마케팅 그리고 제품 디자인 및 개발기간과 같은 여러 요소들이 복합적으로 적절히 조화를 이루어야만 한다. 이 논문에서는 여러 요소 중 신제품 개발기간에 초점을 맞추어 현재 각 기업에서 많이 사용되고 있는 6 시그마 기법을 적용하여 새로운 제품의 개발기간을 단축시키기 위한 방법론을 제시한다.

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An Analysis on the Present State of the Market and the Competitiveness of Korean Next-Generation PC Industry (국내 차세대 PC 산업의 시장 현황 및 경쟁력 분석)

  • Kim, J.S.;Noh, M.J.
    • Electronics and Telecommunications Trends
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    • 제23권5호
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    • pp.143-152
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    • 2008
  • 국내 PC 산업은 노동비용의 비중이 높은 조립산업의 특성에 따른 수익성 악화와 대기업의 생산시설 중국이전, 해외 브랜드에 의한 국내시장 재편 등으로 인해 어려움을 겪고 있다. 삼성전자와 LG전자는 PC 생산시설이 중국으로 이전한 상태이며, 세계 PC 산업 역시 중국의 저임금으로 인한 경쟁이 가속화되고 있다. 본 연구에서는 먼저 차세대 PC 산업의 정의 및 분류체계를 정립하고, 실태조사를 통한 국내 시장 현황을 분석하였다. 또한, 국내 차세대 PC 제조업체의 선진기업 대비 기술 이외의 요인까지 고려한 종합적 경쟁력 수준을 제품역량과 운영역량을 중심으로 분석하였다. 제품역량은 가격경쟁력, 기능경쟁력, 디자인 등을 중심으로 분석하였고, 운영경쟁력은 마케팅경쟁력, 자금조달능력 등을 중심으로 분석하였다.

An Entropy-Based Measure for Evaluation the Cognitive Complexity of User Interface (엔트로피를 기반으로 한 사용자 인터페이스 인지적 복잡도의 척도)

  • 이동석;윤완철;최상섭
    • Science of Emotion and Sensibility
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    • 제1권1호
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    • pp.213-221
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    • 1998
  • 현대의 시스템들이 가지는 고기능화와 자동화로 인하여 인간의 운용 능력이 점점 더 중요한 능력으로 부각되고 있으며, 이는 사용자가 경험하게 되는 인지넉 복잡도를 제어하는 것을 요구한다. 본 연구에서는 사용자 인터페이스에서 사용자가 경험해야 하는 인지적 복잡도를 스키마 구조를 반영하여 정량화하는 엔트로피 모형(윤완철, 1992)을 적용하여 사용자가 겪게 될 인지적 복잡도를 예측하는 척도가 제안되었으며 실험적으로 검증되었다. 엔트로피와 시스템 크기-조작의 수와 상태의 수-가 각각 다른 세 가지 인터페이스 (엔트로피가 낮고 작은 크기의 인터페이스, 엔트로피가 높고 작은 크기의 인터페이스, 엔트로피가 높고 큰 크기의 인티페이스) 중의 하나를 사용하는 것을 피험자이 학습하고, 이에 대해 검사를 받았다. 제안된 척도인 시스템 엔트로피는 사용자 수행도를 잘 설명하였지만, 시스템의 크기는 그러하지 않았다. 본 연구는 사용자가 겪게 될 인지적 복잡도를 평가자의 주관이 개입하지 않는 방법을 통하여 평가할 수 있음을 보인 것으로 가전제품이나 스프트웨어의 디자인의 평가와 개선 등 인간의 인지적 복잡도가 사용성에 중요한 영향을 미치는 분야에서 유용하리라 여겨진다.

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A Case Study of "Engineering Design" Education with Emphasize on Hands-on Experience (기계공학과에서 제시하는 Hands-on Experience 중심의 "엔지니어링 디자인" 교과목의 강의사례)

  • Kim, Hong-Chan;Kim, Ji-Hoon;Kim, Kwan-Ju;Kim, Jung-Soo
    • Journal of Engineering Education Research
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    • 제10권2호
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    • pp.44-61
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    • 2007
  • The present investigation is concerned chiefly with new curriculum development at the Department of Mechanical System & Design Engineering at Hongik University with the aim of enhancing creativity, team working and communication capability which modern engineering education is emphasizing on. 'Mechanical System & Design Engineering' department equipped with new curriculum emphasizing engineering design is new name for mechanical engineering department in Hongik University. To meet radically changing environment and demands of industries toward engineering education, the department has shifted its focus from analog-based and machine-centered hard approach to digital-based and human-centered soft approach. Three new programs of Introduction to Mechanical System & Design Engineering, Creative Engineering Design and Product Design emphasize hands-on experiences through project-based team working. Sketch model and prototype making process is strongly emphasized and cardboard, poly styrene foam and foam core plate are provided as working material instead of traditional hard engineering material such as metals material because these three programs focus more on creative idea generation and dynamic communication among team members rather than the end results. With generative, visual and concrete experiences that can compensate existing engineering classes with traditional focus on analytic, mathematical and reasoning, hands-on experiences can play a significant role for engineering students to develop creative thinking and engineering sense needed to face ill-defined real-world design problems they are expected to encounter upon graduation.

Search for the Education of High-Tech Emotional Textile and Fashion (하이테크 감성 섬유패션의 교육 방향에 대한 모색)

  • Youn Hee Kim;Chunjeong Kim;Youngjoo Na
    • Science of Emotion and Sensibility
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    • 제26권3호
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    • pp.69-82
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    • 2023
  • High-tech sensibility textile and fashion, in which consumers' emotions and various textile and fashion technologies are converged, is an important industrial group. It is important to develop the ability to apply in practice by gathering the creative by understanding other fields and exchanging ideas through interdisciplinary collaboration in the field of emotional engineering. Through interdisciplinary research and collaboration, talent must be nurtured of individuals who would lead the era of the 4th Industrial Revolution with the ability to empathize with others as well as the creative convergence-type intellectual ability necessary for the rapidly changing society. To determine content-creation methods, basic research is conducted. Additionally, this study investigates on the current status and educational process of the emotional textile-fashion industry worldwide. To nurture talents in the textile and fashion sensibility science, the basic contents are created to manage the knowledge that delivers sensibility science and the ICT related to this field, as well as in the intensive, PB-style conceptual design based on sensibility. The process from derivation of consumer emotion analysis and product development can be experienced through smart kit practice. Moreover, various methods are developed to set up intellectual property rights generated while developing ICT convergence products as start-ups. The study also covers new knowledge rights to develop emotional textile fashion.

A Theoretical Study on the Mechanism of Occurrence of 'FUN' through Form-Giving (조형으로부터의 'Fun' 감성의 발생 메커니즘에 대한 이론적 고찰)

  • 김유진;이동연
    • Archives of design research
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    • 제15권4호
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    • pp.139-148
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    • 2002
  • This study deals with the occurrence and application of 'Fun' as a linguistic function through form-giving. As a linguistic function, Fun could be defined, in a broad sense, as an emotion of desire when in relation to artifacts, and, in a narrow sense, as a physical or mental response when a person discovers unexpected information or artifacts. Hence, the occurrence of 'Fun' could be an analogy of a removal of a 'mental block' from using (or perceiving) artifacts. As an aspect of cognitive psychology, the context of form-giving, which has meanings in both artifact and design activity, will deal with an important factor of form-giving. From that, the elements of the context and the transformation of the elements are suggestive of 'Fun-oriented form-giving'. Hence, this study will show how to deal with that elements, what is required condition on it, 'Fun' in form-giving, and the Mechanism of Occurrence of 'FUN' based on this study, will be expected to apply them for product-concept effectively and Form-Giving fashionably.

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