• Title/Summary/Keyword: 제품디자인능력

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A Study on the Product Design Education for Introduction of Design Concept (제품디자인 개념도입을 위한 교육내용에 관한 연구)

  • 도화용
    • Archives of design research
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    • v.13 no.4
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    • pp.23-32
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    • 2000
  • The present age is requested designer to be a generalist. The educational methods of university is changing over from intention of the technical education which is one of the traditional education methods to intention of a talented man with multiple knowledge. Also, the universities are establishing special curricular for cultivating men of ability. Many of an employer want to engage not only the specialist as the talented men in their own major field, but the generalist as the multiple knowledge in several field. Designer should have both a good stock of knowledge and personality. Also design should be able to easy access to all as a generalist instead of an obstinate streak as a monopoly of their specialist. This study was focused on development of basic research for understanding about design to generalist. It is purposed to suggest a research for a new recognition of design.

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A Study on the Development of Design for Travel Souvenir Connected with a Local Festival - Focusing on the Wood-Craft Industry of Inje-county in Gangwon-province - (지역축제와 연계한 관광문화상품 디자인 개발에 관한 연구 - 강원도 인제군 목공예산업을 중심으로 -)

  • Choi, Ki;Shin, Soo-Khil;Park, Jeong-Soon
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.303-314
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    • 2005
  • This study is intended to promote local woodcraft industry with revitalization of local festival in Inje-county. To do so, we propose the travel souvenir design with local identity and the plan for production and marketing based on the management of 'Design Hospital' and the building of production method through 'laser wood inlaying technique like puzzle style'. Research method is benchmarking analysis of successful cases of travel souvenir which is developed for cultural contents of local festival. The result of this study is the following. First, design outsourcing is done one of support in industry focused on old boy network, Through it, Special brain of design can be supplied without compensation. Also the difficulty of manpower problem is lessened and the ability of product development in short term can be guaranteed. On the basis of this, we are able to apply Mass Customization production by up to date digital production method. This enables us to maintain the production flexibility of cultural goods fit for the traits of local festival. This study is intended to present the best model guananteeing both profit of wood technological industry and the possibility of local cultural.

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A study on universal walker design for elders with bent back (허리가 굽은 고령의 노인용 유니버설 보행보조기 디자인에 관한 연구)

  • Park, Yu Jin;Bae, In Yeong;Song, Seong Il
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.27 no.4
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    • pp.206-211
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    • 2017
  • The most of the elders or patients that use common walkers do not have enough physical strength in the legs and cannot walk for a long time where they want to go. So it is necessary to take rests and highly required to develop a multi-function walker that can guide walking safely for weak elders or patients with IT application products at the same time. This study is focused on the walkers for elders with bent back and the design to grant new values for elders to overcome limitations of existing walkers.

Case study on the user interface design based on the psychology of persuasion (설득의 심리에 근거한 사용자 인터페이스디자인 사례연구 -온라인 쇼핑몰을 중심으로-)

  • Park, Jinhee
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.369-378
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    • 2014
  • The information processing capabilities of contemporary people have reached its limit as the daily life in an information society calls for prompt judgment and decisions while being overwhelmed with information. We no longer make optimal decisions after analyzing all necessary data and information and instead make automatic decisions based on just a handful of important information. Such a phenomenon can be observed not just in daily life but also on the internet. People believe they are making a rational choice when selecting and purchasing a product online, but in fact subconscious thoughts and behavior triggered immediately by certain parts of the brain without our knowing are what makes the decision. Therefore, this study seeks to investigate the cases of various UX designs where the persuasion method based on Cialdini's psychology of persuasion is applied and to suggest a direction for a more effective user interface design based on the findings.

Innovation Strategy for Shortening The Lead Time of The New Product Development Using 6 Sigma (6시그마를 이용한 신제품개발기간 단축을 위한 혁신전략 - 기업 사례를 중심으로)

  • Hwang, In-Keuk;Kim, Jin-Ho;Park, Yong-Bok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.7 no.2
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    • pp.224-230
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    • 2006
  • As business competition gets together, there is much pressure on product development service organizations and manufacturing to become more productive and efficient. Product developers need to create innovative products in less time, even though the products may be very complex. To get this purpose, Six sigma methodology can be used. Six sigma is a strategic approach that works across all processes, all products, and all industries. The purpose of this paper is to develop the innovation strategy for shortening the lead time of the new product using six sigma method.

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A Study on The New Conceptual Faucet Design to Which Flow-meter is attached (유량 측정기기 부착 수전금구 디자인에 관한 연구)

  • 박성룡
    • Archives of design research
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    • v.17 no.2
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    • pp.351-362
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    • 2004
  • Generally, they respond to a phenomenon, with their any way, which they have looked at in their surroundings, and also put into their action successively and variously according as what it is. A person who has not so much problems in experiential education added to mental and physical ability prefers controlling his manner by himself as seeing, listening and feeling to being cured it by other physical support. Meanwhile, even though there are tools that we use conveniently in everyday life, it is sometimes required that user is able to control his action by himself with a certain interactive function to deal with a accidental situation. For example, in the home, when they were cooking, washing dishes and taking a bath they would not often control their minds on how to act about flowing water through the faucet going back and forth between saving and easygoing. By reasons of those statements, the project has been studied to propose the new conceptual faucet which digital technology is applied to, for recognizing the volume of water flowed through water pipe as counting it with built-in flow meter, and then saving water as controling the water-flow with faucet lever. It means that homemakers can observe the flow rate of water from the faucet placed in front of the sink in kitchen and control it right away for saving water. For studying this project, the kinds and features of the various flow-meters that measure the volume of water-flow were researched and analyzed for taking a reasonable type to the new ideal faucet. According to this analyzing, turbine-flow-meter was selected as appropriate form for the digital display-built-in faucet that would be presented in this project. As the next step, the basic structure was created for developing a new conceptual faucet. Finally two models have been presented through several steps for making the suitable shape to the new style faucet.

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An Analysis of the Export Performance of Korean Eyewear Products in China Market (국산 안경제품의 중국시장 수출성과 분석)

  • Shim, Jae-Hee
    • International Commerce and Information Review
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    • v.15 no.4
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    • pp.27-46
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    • 2013
  • The objective of this study is to analyze the export performance of Korean eyewear products in China market, and derive some implications from the results of the analysis. For the analysis, the statistical data from 2003 to 2013 produced by Korea International Trade Association were used, and Market Share Index, Trade Specialization Index, and Revealed Comparative Advantage Index as an analyzing method were selected. According to the analysis, Korea's eyewear goods market share in China's glasses market was less than 5% on average during the analyzing period amid recording chronic deficits in Korea's eyewear commodities trade to China and by product, contact lenses were competitive, while eyeglass frames, eyeglasses, eyeglass lenses and sunglasses were not competitive. The suggestions for revitalizing Korea's eyewear products exports to the China market are as follows: First, Korea's glasses industry must enhance the ability to develop creative and distinctive product design to meet the needs of Chinese consumers. Second, to meet Chinese consumers preferences, Korea's glasses industry must actively produce new materials and functional products. Third, Korea's glasses industry must improve brand awareness through the continuous launch of new products for the Chinese market. Fourth, Korea's glasses industry must actively promote strategic alliances with domestic and foreign enterprises, and the Hallyu marketing. Fifth, Korea's glasses industry must reasonably improve the unusual products distribution system. Finally, The government must prepare a systematic support system for eyeglasses industry.

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Effect of women consumers purchase by an attribute of cosmetic Advertising Model (화장품 광고 모델의 속성이 여성 소비자의 구매욕구에 미치는 영향)

  • 강인숙
    • Archives of design research
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    • v.14 no.3
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    • pp.37-48
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    • 2001
  • This paper is a study on how women consumers purchase are affected by models who appear in advertisements for cosmetics, focusing especially on studies concerning the impact that models have on advertisement strategies of the cosmetic industry in korea. In surveys conducted, consumers responded that cosmetic advertisement models should examplify a expertness and trustworthiness attitude more than just display their own physical attractiveness. The consumers who bought cosmetic products based on its endorsement from particular models responded that they had a positive reaction to the models physical attractiveness and likability while experiencing a negative reaction to the model's expertness and trustworthiness attitude. Women consumers are interested in cosmetic advertisement models, but do not necessarily trust them. Hence, the use of a Particular model does not directly affect the consumers Purchasing decision. Famous stars often appear in cosmetic advertisements in korea, and targeted consumers have a very positive response to their physical attractiveness, familiarity and perceived likability. However, the consumers have a completely negative response to the models in regards to their expertness, trustworthiness, and their sense of similarity with the model. The models, then, should be used in these advertisements to try and uphold the fellowing qualities. expertness in regards to having some knowledge of, experience with, and expertness in using the cosmetic produces, trustworthiness when expressing their own opinion of the product, matching image of products and targeted consumers.

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A Study on Image Evaluation System based on Prototype Theory (프로토타입 이론을 적용한 계층적 이미지 계측시스템)

  • 김돈한
    • Archives of design research
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    • v.14 no.1
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    • pp.27-34
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    • 2001
  • In order to design the products that impression or emotional taste influence the purchase, feedback is necessary as useful data for better idea sketches through users emotional evaluation in early stage of design process. On the other hand, it was required to make judgments individually in previous image evaluations for emotional evaluations such as semantic differential method (SD method) that objects have been considered as classified tendency. However those SD methods are not enough to reflect flexible human capability with similarity judgment in object perceptual process. Therefore, this study proposes a classification of stimulus based on intuitive judgment and a hierarchical image evaluation method based on analysis of hierarchical process and fuzzy integration. The evaluation will be conducted through the order of process, intuitive classification of objective stimulus and items, definition of representatives in each class. Evaluation for each image of the stimulus, calculation of prior raking based on fuzzy integration. The evaluation supportive software is developed to conduct this evaluation process under interactive environments.

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A study on the applied Virtual Reality in the On-Line marketing of the shoes (On-Line 신발주문 반품률 제고를 위한 가상현실 적용사례)

  • Choi, Sung-Won
    • Archives of design research
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    • v.17 no.4
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    • pp.191-200
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    • 2004
  • The health of feet is connected with individual's health and affects a man's activity. Shoes need to be designed to protect feet and to absorb the impact of land. Thus, design, comfort and economical efficiency are important factors of shoes. Consumers can choose suitable shoes for their feet in off-line shopping. However, in on-line shopping, because they can not wear shoes, compare to the off-line shopping, there are many problems in internet shopping. First, consumers can get limited information of shoes because they must search information of purchase without other's help. Second, because consumers can not get important information such as design, size and a comfort of wearing, they can not make a careful decision. Above these, the solution of user-oriented internet shopping is development of new type of prototype which is accessible to user and to offer visual information through 3D virtual reality.

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