• Title/Summary/Keyword: 창의적 디자인 과정

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A Study on the Utilization of SCAMPER in Visual Design Process (시각디자인 과정에서 스캠퍼의 활용에 관한 연구)

  • 박찬국;김관배
    • Archives of design research
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    • v.17 no.1
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    • pp.221-230
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    • 2004
  • Creativity is considered very important in the intelligence-based and informationalized society in which changes and competition were premised. This phenomenon has appeared in the entire society and especially in design area, the development of creative design is needed. It is the reason that a designer must have an interest in design expression techniques which can be an assistance to express creative ideas and develop it. Under this circumstance, this study was to explore utilizations of the SCAMPER which is one of most useful techniques for expressing and developing creative ideas. Based on the results of the questionnaire research regarding creative expression techniques and trends in utilization of SCAMPER in visual design process, the study sought new possibility of utilization of SCAMPER. The result of the study showed that checklist of SCAMPER was classified and organized to expression of ideas and every steps of development.

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A Study on the Creative Web Design Concept Development (창의적 웹디자인 컨셉 개발에 관한 연구)

  • Seo Mi-Ra;Park Sang-Jin;Kwak Hoon-Sung
    • The Journal of the Korea Contents Association
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    • v.6 no.6
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    • pp.136-143
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    • 2006
  • Contemporary society demands the ability to cope with the change competitively to the designer which is being accelerated of change and various media are emerging. The web design field which is one of the core design industry field of the contemporary society is needing the conversion from manufacturing technology specialization into creative design development composition. Generally, creative design development ability can be learned by studying. So, creativity development education is needed to develop creative design. Creative thought training is perceived as the core condition for competitive design and the education method for this is being proceeded multiply. But the study for design concept is lacking concretely. By this, this paper is to study the model which helps setting the design concept deduction creatively by instigating new ways of thought. The concept development process suggested in the study procedure systemizes the course for creative web design concept deduction and expects it to be utilized in design development to reinforce competitiveness.

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Screen Printing Designs using the Lotus as a Source of Inspiration and Selected Design Criteria by E. Paul Torrance (E.Paul Torrance 의 디자인 기준에 의하여 선택된 연화문(蓮花紋)을 응용한 스크린 프린팅 디자인 연구)

  • 한명숙;남기선
    • The Research Journal of the Costume Culture
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    • v.5 no.3
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    • pp.118-128
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    • 1997
  • 본 연구의 목적은 「Guiding Crieative Talent」의 저자이자 교수인 E.Pual Torrance에 의하여 제시된 디자인 기준(design criteria) 중에 3가지 디자인 기준을 선택하여, 스크린 프린팅기법에 의거, 일련의 디자인을 제작하는 것이다. 이 디자인 기준은 1958년, Torrance에 의하여 수행된 \"The Minnesota Tests of Creative Thinking\" 중 일부이다. 그는 \"창의적인 발상전개에 있어서 보다 더 주의를 요하는 것은 마지막 생산물(the products)이 아니라 그것의 과정(the process)인 것이다.\"라고 강조해 왔으며, 창의적 사고에 관한 개념을 제시해 왔다. 본 연구의 디자인은 그 창작의 착상의 모티브(motif)로써 연화문(蓮花紋)을 선택하여 다양한 디자인의 스크린 프린팅을 창작하였다. 12개의 디자인이 제작되었데, 그것은 Torrance에 의하여 제안된 약 20개의 기준(criteria) 가운데 저자가 디자인 착상에 있어서 최소한의 기본요소라 생각되어, 임의로 선택한 3가지 기준에 의하여 만들어졌다. :3가지 기준이란 1) 모티브(motif)의 수적증가(multiplication) 2) 모티브(motif)의 위치변화 3) 모티브(motif)의 모양변화이다. 전체적인 디자인과 테두리 디자인(border design)이 선택적으로 디자인 과정에 포함되었으며, 최종적으로 12개의 디자인이 선택, 1가지의 색채를 이용하여 스크린 프린팅에 의하여 제작되었다. 디자인 제작과정으로, Torrance의 각각의 디자인 기준에 의한 여러 장의 스케치를 그린 후, 그중 12개의 스케치를 임의로 선택하여 옷감위에 프린팅하였다. 디자인 제작 결과, 저자가 선택한 3개의 디자인 기준만으로도 다양한 수의 서로 다른 디자인 창작이 가능하였으며 본 연구에서는 1개의 디자인 기준을 선택 응용하였으나 보다 많은 디자인 기준을 선택하여 동시에 비교 연구하는 것도 필요하다고 본다. 그리고 1개 이상의 디자인 모티브(motif)를 함께 디자인 착상에 이용하는 것도 가능하다고 본다.

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A direction of creative thinking training for disaster prevention and response (재난 예방 및 대처를 위한 창의적 발상 교육의 방향)

  • Suh, Myoungwon
    • Proceedings of the Korean Society of Disaster Information Conference
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    • 2015.11a
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    • pp.117-119
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    • 2015
  • 본 논문에서는 재난 예방 및 대처에 있어 창의적 발상이 기여할 수 있는 역할과 적용할 수 있는 방법이 무엇인지 모색하고, 그간 이루어 져왔던 아이디어들이 실제 적용되지 못했던 이유와 실패 사례를 확인해보고 그 보완책으로 아이디어 발상에서부터 발전과정의 방법을 찾아보도록 하겠다. 창의적 발상이 가진 장점을 극대화 하며 이론적, 실제적 가치를 만들기 위해 교육 과정에서부터 그 방법이 적용되어야 함을 명시함으로서 이후 재난 예방 및 대처에 있어 긍정적 영향을 미칠것으로 사료된다.

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Creative Design Thinking with Analogy of Verbal/Visual Information (언어/시각정보의 유추에 의한 창조적 디자인 사고)

  • 우흥룡
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.10a
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    • pp.14-15
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    • 1999
  • 디자인은 일반적으로 목적지향의 창의적인 문제해결 과정으로 볼 수 있으며, 그 결과로 구체적인 대상이 세상에 존재하게 되는 것이다. 즉 무형적인 컨셉트를 가시적인 대상으로 전환시키는 산업 디자인분야에서 시각심상의 표현을 통한 조형성과 창의성은 디자이너의 중요한 소양중의 하나가 된다. (중략)

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A Study on the Design for Corporate Design in Creative Design Concept Process on Marketing Strategy Method (기업 디자인 접근방식 과정 중의 크리에티브 디자인 컨셉의 마케팅 전략과정에 관한 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.4
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    • pp.131-136
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    • 2017
  • This paper examines the role of corporate design as a marketing process through a theoretical review of the development process of corporate design. Corporate design allows us to conceptualize the intangible consumer needs of a target and make possible the strategy of corporate design. This corporate design approach is to be organized like a marketing approach, so that it can produce outcomes of corporate design. The research was conducted in order to see whether the process of commercial design and its visualization help express the identity of the product, and optimize the direct and indirect experience of it. The rationality of corporate design is created by this process, and design essentially attains creativity in this process. In this research, the author tries to present design process in detail, demonstrate the basis of creative design strategy at the final stage, propose an ideal model of corporate design, where design can be performed creatively and harmoniously on the base of relevant data.

A Study on Creative Cognition of Language based concept Generation of Game Graphics (언어기반 게임그래픽 디자인 발상의 창의적 인지에 관한 연구)

  • Huh, Yoon-Jung
    • Journal of Internet Computing and Services
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    • v.12 no.5
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    • pp.171-179
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    • 2011
  • In this paper it is hypothesized that word stimuli that are presented by Google’s search word, would improve the quality of the design solution, so this research examines the effect of related search word stimuli in concept generation and analyzes the results through the processes of creative cognition. In the process of concept generation, words are given as stimuli which are generated through Google's related search and these search words are given by 5 levels. Google search is based on the collaboration philosophy. People's participation and contribution recreate knowledge and information, so these renewed and related search words update in real time by people are used as stimuli. Two problems are provided with related search words. After the design concept generation the results are analyzed by 3 bases: the usage of related search words and those of frequency, creativity, and Finke's 12 Geneplore model. These are the results of the research. Many levels of related search words are used in design concept generation but especially higher levels which are more related to search words are more used than lower levels. The usage of multi words and conjunction with higher levels and lower levels words are observed in creative results. On the creative cognitive processes, it is more creative when using association and mental transformation with the related search words than using the related search words simply. Creative outputs also use conceptual interpretation, functional inference, and contextual shifting of creative cognitive processes of Finke's 12 Geneplore model.

Application of Creative Design-inducing, Teaching-Learning Method for Improvement of Creativity (창의성 향상을 위한 창의적디자인도출 교수학습법 적용사례)

  • Seo, Mi-Ra;Kim, Ae-Kyung;Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.448-457
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    • 2015
  • This study aims to suggest a creative design-inducing, teaching-learning method which can enhance the efficiency of design education by helping learners improve their creative thinking and solve problems and apply it to diverse curriculums with a goal of having a positive effect on the development of learners' creativity. For this, it was actually applied to game character design from Department of Game Engineering, formative arts from Department of Beauty Care and Digital Graphics from Department of Visual Design using the action research method, and a teacher defined course topic, contents of the course and creative thinking tools and promoted the class. As a result, it was confirmed that it is effective in deriving creative design and increasing learners' interest and participation in class. When a creative thinking tool was used, however, the outcomes of creative learning slightly varied depending on learners' competence.

The Impact of Underlying Attributes of Design Team Members on the Group Creativity (디자인팀 구성원의 내재적 속성이 그룹창의성에 미치는 영향에 관한 연구)

  • Cho, Hee-Young;Chung, Kyung-Won
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.43-54
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    • 2006
  • Creativity is an essential ability for a successful design task, mainly because design is an activity creating something new. As the sphere of design has expanded and become complex, the design task goes beyond an individual designer's capability. Therefore, it is necessary to organize a design team consisting of various team members with diverse expertises. The aim of this study is to find out the impact of fundamental attributes of members on the group creativity in order to establish a guideline for building a creative design team. Heterogeneous teams and homeogenous teams were created according to three main factors of group creativity namely, personality, field and experience. The group creativity of each team were evaluated through protocol analysis of design activities as well as the comparison of problem solving processes and outputs. It was identified that the impact of design teams on the group creativity was distinctively different in four phases of the design process (preparation, divergence, convergence, and execution) regarding creativity properties such as fluency, elaboration, originality, usefulness. Based on these findings, a schematic model for building a design team in order to enhance the group creativity by composing the most appropriate team members for each phases of the design process was developed.

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

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.20 no.1
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    • pp.105-114
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    • 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.