• Title/Summary/Keyword: 행위 디자인

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The Medical Supplies KIT Design based on the Intravenous Fluid Therapy for Experience of Medical Staff (의료인의 의료 행위 경험을 위한 정맥 수액 요법용 의료 소모품 키트 디자인)

  • Lee, Hye-Min;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.121-128
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    • 2019
  • Medical services should be provided not only to patients but also to medical staff who are the main actors of medical treatment. This paper is based on Ethnography, observing the behavior of medical staff performing medical actions and finding what is the most frequent of physical medical treatment. In particular, I observed the need for recognition and performance of the clinical workforce for invasive medical treatment. Based on the Insight from the observation and analysis of medical staff's behavior on intravenous fluid therapy and in-depth interview, I defined four design value factors. Plus, I suggest a design prototype with a proposal for designing a medical consumable kit for intravenous fluid therapy to validate the design elements. Kitting medical consumables simplify the preparation and disposal process throughout the treatment, enabling rapid medical action and increasing work efficiency.

Consideration over Appropriation Activity of Design (디자인의 전유 행위에 대한 고찰)

  • Kim, yang-ho
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.993-997
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    • 2009
  • Designs in the modernism era were produced for the purpose of standardization of items and devices centered on efficiency and functions, and the will of design consumers in the industrial era, when consumption exceeded production, was limited to the objects of consumption. But, after the post-modernism era, design consumers have started to entail acts of exclusive possession such as participation in the design idolization, partipation, tuning, control and parody as design consumers in the digital environment do not passively accept what is given to them anymore, and aggressively intervene in the process of design production and management. It is expected that designs will change from the system in which only professionals can produce and manage its production to that of cooperating with consumers to produce designs, and various forms of consumers' exclusive possession will change all sort of design environments including production methods surrounding design products and distribution. Therefore, this study seeks to induce efficient design production by understanding changes of consumers' cultural environment resisting standardization and structuralization with smoothy perception between producers and consumers through classification of consumers' appropriation into de-construction, re-signification and self-identification.

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Protocol Analysis of Product Design Assignment based on Design Information and Design Process : A Case Study (제품디자인과제에 대한 디자인 정보와 프로세스에 기반한 프로토콜분석 사례연구)

  • Jin, Sun-Tai;Kim, Yong-Se
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.109-118
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    • 2006
  • A case study bas been conducted to explore design activities of four expert designers through protocol analysis, We examined relations among design information, process patterns and solution qualities with two complementary coding schemes based on design contents and design process, Relation between personal creativity modes and design activities has been examined as well. Regarding design process, an adequate distribution of activities in process may be necessary to bring out a good solution. It seemed that the more design contents about context, external knowledge, and general feature are used, the more unique design concepts are made. Regarding personal creativity modes, not much of differences in that design activity were observed while only a few relations between designer's personality and design activity were observed. The fact that the designers participated are all experienced designers could explain this. Investigation on the differences between novice designers and expert designer reflected in protocol data based on design information and design process coding scheme is to be done. Also, how personal process patterns observed through this protocol analysis can be utilized in composing design team.

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Interior Design of Fully Autonomous Vehicle for Emotional Experience: Focused on Consumer's Consciousness toward In-Vehicle Activity (감성적 경험을 위한 완전 자율주행 자동차 실내공간 디자인 방안: 실내행위에 대한 소비자 의식조사를 중심으로)

  • Kwon, Ju Yeong;Ju, Da Young
    • Science of Emotion and Sensibility
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    • v.21 no.1
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    • pp.17-34
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    • 2018
  • The era of fully autonomous vehicles which can travel to their destination completely, is expected to arrive in the near future. The automobile industry will face a huge change in the near future. It makes the industry in the midst of a major turning point, since the automobile was born in the late 1800s. It is expected that the fully autonomous vehicle will be defined as a part of a living space beyond the concept of transportation. However, the existing research on the interior design of the fully autonomous vehicle is insufficient. The purpose of this study is to propose a design method of interior space through analyzing in-vehicle activities, which is a fundamental design element that can satisfy user's emotional experience suitable the concept of living space. For this purpose, the consumer's consciousness about the in-vehicle activity of fully autonomous vehicle was investigated. As a result, domestic consumers perceived the needs of in-vehicle activities related to resting, listening and watching activities such as 'sleeping and resting', 'watching TV and movie', 'listening to music' among 'self - centered' activities. Based on the results of the investigation, this study will suggest a design method of interior design of the fully autonomous vehicle. This study is meaningful, because it is a leading research that suggests new ways of designing interior space by analyzing consumer's needs in a quantitative method.

A Study on the User Behavior Analysis Framework (사용자 행태 분석 프레임워크에 관한 연구 <홈 환경 내 사용자 행태 분석을 중심으로>)

  • Oh, Sung-Yong;Kim, Yun-Jung;Lee, Eun-Shin;Bae, Hong-Joo;Jung, Ji-Hong
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.340-344
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    • 2006
  • 홈 환경은 독립 환경에서 네트워크 환경으로 발전되고 있으며, 더 나아가 센서를 기초로 하는 컨텍스트 어웨어(context-aware) 환경으로 변화될 것이다. 이러한 홈 환경의 변화는 사용자에게 더 많은 요구와 니즈를 발생시키고, 이것을 만족시키기 위해서는 사용자의 관점에서 요구와 니즈를 파악하는 것이 필요하다. 본 연구에서는 '사용자의 행위는 사용자의 요구와 니즈를 표출한다' 와 '사용자의 행위는 홈 환경 컨텍스트를 판단한 사용자 컨텍스트에 의해 발생된다' 라는 두 가지 주장을 전제로 하여, 사용자 행위와 사용자 컨텍스트를 통해 사용자의 니즈를 파악할 수 있는 프레임워크를 제안하는 데 그 목적이 있다. 이러한 프레임워크는 사용자 정보를 체계적으로 분석할 수 있게 하여 디자인 과정에서 사용자의 니즈를 추출하는 효과적인 장치가 될 것이다. 이에 먼저, 사용자 행위의 특성을 파악하기 위해 '행위카드 기록법' 을 이용한 사용자 조사를 실시하여 분석을 위한 데이터를 수집하였고, 그 다음으로, 수집 된 데이터를 도널드 노만(D.A.Norman)의 행동 7 단계 모델과 5W1H를 근거로 분석하여 사용자의 행위는 바라보는 관점에 따라 다른 해석을 가진다는 것을 밝혀내었다. 마지막으로, 그 관점을 '행위간의 연관성', '사용자 컨텍스트 요소간의 연관성', '사용자 행위와 사용자 컨텍스트 요소 간의 연관성'의 세가지 프레임워크로 구성하여 디자인 또는 기획의 과정에서 사용자의 정보를 활용할 수 있는 활용방안과 함께 제안한다.

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A case study for application of design for affordance methodology using affordance feature repositories (행위유발 특징형상 리파지토리를 활용한 행위유발성 증진 디자인방법 적용 사례 연구)

  • Ro, Eun Rae;Noh, Ji Hye;Kim, Yong Se
    • Korea Science and Art Forum
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    • v.19
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    • pp.319-330
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    • 2015
  • The characteristics of products and services that induce natural activities of people, namely affordances, play critical roles in making interactions successful and meaningful. Earlier a methodological framework for design for affordances has been devised where repositories of affordance features are used. Affordance features are retrieved from the repository so that the new affordance feature is to be designed through an analogical reasoning. In two classes of Product-Service Systems Design education, this design for affordance method has been introduced in a tutorial setting for designing a hand carrier cart. This paper describes how the method was introduced and shows new affordance features in their design proposals with source affordance features retrieved from the repository. Implications obtained from this tutorial effort are discussed to enrich practical application of the design for affordance method. The study tries to suggest new product design method by using affordance feature repository.

User Gestures as a Voluntary Action in Products Design - Focused on a Gesture Discovered in User Positive Action to Transform Products (제품디자인에 있어서 자발적 행위로의 유저제스처 -사용자의 긍정적 제품변형행위에 관한 제스처를 중심으로-)

  • 진선태;우흥룡
    • Archives of design research
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    • v.17 no.2
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    • pp.95-104
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    • 2004
  • Creativity is a important keyword for users as well as for main design organization who needs it. But little attention has been given to the aspect of user's creativity, also there has been a few attempt to apply it into design development until now. Nowadays in design areas, user's experiences and actions are changing the passive states receiving meanings into the active states creating meanings voluntarily. It is resonable to suppose that creative stage is important for users and they have the possibility of new ideas of uses and creating new productions. User's experiences of objects includes that of being formed or supported previously and that of voluntary interpretations acquired for himself, which it may be the possibilities predicted in design process or unknown user's action areas. It is likely that creative use process by themselves are the actions applied and deviated from usability and function by main design organization, also creative productions are arranged and made by users. These have a scope of examination and research in probability that is occurs frequently in user. In this research, approaching with a term, 'User gestures', User gestures are the characteristic action areas based on user's voluntary behaviors, where are revealed a unessential and non-operational function as a action itself and various transformation and creation of products as a outcome of action. This fact proves clearly that user gestures have a worth of alive spectrum to observe aspects of user culture and could be a attractive approach to seek easily new design concept for designer and developer. A further direction of this study will be following areas, Ethnography methods research of user gestures, Cultural research to phenomenon of user design and UGSBD(User gesture scenario based design) research. And it seems probable that they are applied in design development as follows, User initiative customization products, User participatory recycling products and creativity-experience design.

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A Comparative Analysis of Cognitive Thinking Process for Character Design Between Korea and China (한국과 중국의 캐릭터 디자인과정 인지적 사고특성 비교분석)

  • Zhang, Xiao Bo;Kim, KieSu
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.672-680
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    • 2017
  • Today the distribution of characters in the consumer market based on digital smart phones is expanding, and the characters themselves are sold with independent merchandise, also various application researches about character are being activated. However, depending on the style of worker 's work on the design process of Korea and China regarding characters, there are differences in design characteristics and the diversity of work. In this study, we attempted to investigate the implications of these designers on the development of creative character design through in-depth research and experiment. Therefore, previous researches of cognitive science were investigated and cognitive experiments were conducted on design process for experts. For this research experiment, the initial sketch stage in the character work of Korea and China was recorded by the method of the designer by the subject through the protocol analysis method which is the qualitative research method. We coded the collected language based on this recording experiment and analyzed the problem behavior. We examined how the cognitive acts are done by the designer to develop the characters. The behavior characteristics and the accidental characteristics. The differences of the behavioral characteristics and the accidental characteristics in each step of the character design process were identified. Through these cognitive experiments, we could examine the behavior analysis of the design thinking process in Korea and China. In the field of design practice, we can set the direction of the design work process of the two countries and help us to produce creative and individual results. I think. These studies are expected to contribute to practical application of product marketing and new cooperation development methods in terms of activation of character industry in the future.

Towards to Collective Design Activity through Mass Collaboration: A Review of Relevant Websites and Articles (인터넷을 활용한 대중협업에 의한 디자인 가능성 연구 - 사용자 참여 웹사이트와 문헌 연구 -)

  • Kim, Dae-Eop;Lee, Kun-Pyo
    • Journal of the HCI Society of Korea
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    • v.6 no.2
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    • pp.11-20
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    • 2011
  • The mass collaboration, one of the newest solutions for web-related tasks, has been recognized to be an effective tool for the R&D sectors of the corporates, since the key advantages of crowdsourcing is that the industrial challenges can be shared with the public entities to find proper solutions. This research approaches to the possibility of the design adoption with participation thorough the Internet will positively effect to its process. This research tried to look around the current trend of web 2.0 based services which support the Mass Collaboration method and results of paper related to the Crowdsourcing and design integration. Following to the analysis of web research, we meet the conclusion as just a small number of users' opinion has helped designing new product and service. And we compared it to the conventional design process detail functions, less number of websites support it. However, the result of paper research shows optimistic results of collective design activity. Several cases emphasize that participants were very active to support their thoughts, memories and novel design idea, therefore designer and researchers got enormous help from them and it was better than conventional participatory design in some perspective.

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사용자분류를 통한 UI디자인 개발 방법에 관한 연구

  • 김창수;윤정선;김명석
    • Proceedings of the ESK Conference
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    • 1996.04a
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    • pp.25-34
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    • 1996
  • 제품과 사용자의 관계를 생각해 볼 때, 비록 하나의 제품을 두고 보더라도 매우 다양한 특성의 사용자집단이 존재 함을 알 수 있다. 이러한 사용자집단들은 각기 서로 다른 사용상의 특성과 니드(needs)를 가지고 있다. 이러한 제품 사용환경에서 디자이너들에게는 제품의 사용자들은 어떠한 분류가 있으며, 그들 각각은 어떠한 사용상의 특성을 가지고 있는지를 알아내 디자인에 반영하는 것이 중요환 디자인 활동이 될 것이다. 따라서 본 연구에서는 사용자 를 사용의 관점에서 관찰하여 사용자행위의 근간을 이루는 규칙의 정확도, 행위의 속도, 문제해결의 속도를 기준 으로 사용자를 분류하고 이를 토대로 사용자의 사용상의 특징을 밝혀내었다. 그리고 각 사용자집단별로 디자인 가 이드라인을 추출해내므로서 사용자분류를 통한 사용자 인터페이스 디자인의 가능성을 제시하였다. 본 연구에서 제 시된 사용상황에 존재하는 다양한 사용자들을 고려할 수 있는 방법은 좀 더 체계적이고 효과적인 사용자 인터페이스 디자인을 수행하는데 도움이 될 것으로 예상된다.

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