• Title/Summary/Keyword: 행위 디자인

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Mass Media Marketing Strategy for Positive Product Image (긍정적인 제품 이미지 향상을 위한 미디어 마케팅 전략 방안)

  • Moon, Seung-Jun;Oh, Sea-Jong
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.205-214
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    • 2005
  • The purpose of this study is to find an efficient marketing strategy in terms of media channel communications using one specific case study. Results of previous studies have shown that consumers' exposure to TV, newspaper, radio and magazine related to description of corporate image tends to be influential for consumers' product image, which mainly consists of product preference, expertise, and credibility. It means that media strategy should be different, depending on what kinds of image they try to be purposive. In conclusion, we concluded that TV and radio should be the best vehicle for increasing consumers' positive preference rather than those of newspaper and magazine. Newspaper and magazine are also influential in terms of expertise, and newspaper and magazine should be better than TV and radio in terms of credibility. The results of this study should be similar to previous studies in that TV and radio should be more inducing interest, and print media should be more credible than TV and radio.

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Effective directional signs for the clear cognition of directions -2-D expression of directional sighs in 3-D spaces (효과적 방향인지를 위한 유도사인에 관한 연구 -3차원 공간에서의 2차원적 방향표식을 중심으로)

  • 심은미;백진경
    • Archives of design research
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    • v.16 no.3
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    • pp.15-22
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    • 2003
  • At public spaces, signs have purposes of communicating their information clearly. Especially directional signs point out the proper route showing our surroundings. The present directional signs which are indicating 3-dimensional direction in a 2-dimensional mode seem to be difficult to understand as we are moving. This study has the purpose of investigating the role of present signs and suggesting visually effective directional signs, in particular arrows. Firstly, this study surveyed the user's attitude on directional signs in case of subway station. The research shows that the present directional signs hardly perform their roles to communicate the directional information, which means the need of newly expressed arrows. In this study we consider a new effective expression on the viewpoint of human cognition mechanism. So it is thought that those trials are helpful to efficient sign system.

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The study on the symbolic meanings of jewelry history -Focusing on the ring- (장신구사에 나타나는 상징적 의미에 관한 연구 -반지를 중심으로-)

  • Hong, Hye-Jin
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.157-166
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    • 2005
  • The purpose of the study is to understand the symbolic meaning of jewelry. Among various characteristics of symbols, the symbolic meaning represents the correlation between meanings. Wearing jewelry is an instinctive action that can be witnessed from ancient civilizations. Man used jewelry for various purposes, as an ornament, an amulet, a symbol of wealth or power or as a token of love. In this study, I have researched the symbolic meaning of jewelry in its historic background focusing on rings that show the strongest symbolic characteristic among jewelries. Whereas the symbolic meaning of jewelry was strongly accentuated in the ancient and medieval times, it was gradually weakened in the modern time. Also, while jewelry in the ancient and medieval times showed commonness and universality, jewelry in modern time expressed individuality. Although the meaning of jewelry changed progressively by interacting with the external environment, jewelry has always roused sense and symbolism from our hearts and has acted as a means to express ideas and emotions of human beings.

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Effectiveness of the Multimedia Contentware (멀티미디어 콘텐트웨어의 효과연구-교감적 의미전달을 위한 정보설계를 중심으로-)

  • 안상혁
    • Archives of design research
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    • v.11 no.3
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    • pp.165-174
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    • 1998
  • A development of the Digital Media through media convergency is creating various contents business. Basically, contentware can be explained as something watching, listening or enjoying. It has been developing to tie a moving image with a sound and a game; something that was in the entertainment business in the past. The good way to get an insight on effectiveness of the multimedia contentware would be though the understanding of the change of communication style in digital medium. Thus, this paper covers the effectiveness problems in the semantic level rather than the accuracy and efficiency in the syntactic level in the digital media mediated communication. As the trends of the media cornsumption is moving toward more an interesting way, it is essential to build up commoness in terms of sympathy between a contentware and user. So this paper introduces the concept of commom fields of experience through the fundamentals of the phatic communication as a way to architect the multimedia content effectively.

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The bathroom design guideline considering the usage pattern of Koreans (한국인의 욕실사용 문화를 고려한 디자인 가이드라인)

  • Lee, Ho-Soong;Kim, Mi-Young
    • Science of Emotion and Sensibility
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    • v.13 no.2
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    • pp.347-358
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    • 2010
  • As life gets richer along with social development, the interest in composure of life and in quality of life gets higher. According to this, a concept on bathroom, which had been simply physiological sanitary space before, is being gradually changed, thereby being reborn as space of charging vitality of life and of realizing own desire. As these consumers' new desire is emerged, it is being highlighted the behavior of being made in space now called 'bathroom', the requirements for this space, and the interest in what aims to be pursued. However, current Korean people have different bathroom behavior such as using outside bathtub or filling a washbasin with water unlike the center on stand-up shower in the West, thereby having inconvenience. Accordingly, when bathroom is designed that reflects Korean people's bathroom behavior, the satisfaction with using bathroom will be able to be enhanced. This study aims to increase the use satisfaction with bathroom space, to survey Korean people's situations of using bathroom, the inconvenience in using, and the general emotion, and to elicit requirements for bathroom users and basic design guidelines available for reflecting the health in planning bathroom space, the space of solving sanitary problem, and the modern people's physical features and lifestyle.

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A Usability and Product in Unsubstantial Space (물리적 실체가 없는 공간에서의 Product,그리고 사용성에 관한 연구)

  • 김시만
    • Archives of design research
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    • v.15 no.3
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    • pp.93-102
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    • 2002
  • The changing pattern of living and communication, combined with wireless technologies has given rise to more fluidity between spaces and relationships. Despite this, the way we use technology and the qualities of product and service are limited. For example, ON or OFF is like BLACK or WHITE, it presents a harsh distinction This severity in definition can make me uncomfortable when using products. The aim of this project is to improve the use of a product's functions and Qualities. As an example, the switch button has limited the possible interaction of a product. even each function is different. 1 intend this study is to imbue the switch with a greater freedom of interpretation. What will happen If I create a journey in between on and off\ulcorner For instance, time, pattern, state, rhythm and so on are analogue properties of a switch. The playful, spontaneous, and enjoyable behaviour of a switch will be able to bring other qualities of function and service. The switch will then be able to be an object with more human qualities, not simply an on and off button.

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A Study on the Analysis of Relational to Using Status and Connection with Space in Public Space of Platoon Kunsthalle (플래툰 쿤스트할레의 공공공간의 사용자현황 및 공간과의 관계 분석에 관한 연구)

  • Yi, Bo-Hyeon;Suh, Kuee-Sook
    • Korean Institute of Interior Design Journal
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    • v.20 no.5
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    • pp.217-225
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    • 2011
  • The meaning and role of public space has existed based on the periodical situation like history. The more the time has passed, the faster the meaning of it has changed. We can see the differences of it from the one which used to be. This study is about Platoon Kunsthalle which is so-called the complex cultural space. The purpose of this study is to show how the user is related to the program for the planning of the public space. It is based on the procedure of the research with absorbing the place. The people who are using the space are absorbed for knowing the user's action. And then, the specific actions are written and the status of the using space is photographed. The research is based on asking and answering about that. The result of this study is as follows : The first is that young people between 20's and 30's are using a hall comparing with other age through daily using of space and features of users. Also, Using between 7p.m. and 9p.m., a dinnertime, takes the first place and using of meals and beverages is major at lunch due to restaurant and bar. User behavior of "sitting" is the biggest part and the hall is used for the public purpose connected with "talking". The second is that the daily hall space is classified with the spacial area indirectly based on the condition. Also, it depends on the time and the using. The third is that the unusual hall space is depended on the program which is the role of leading the extention of using the space. That is why the program is important because it is effected directly to the way of using the space and the place of the furniture. I am looking forward that this study is the basic data for the planning of the public space in the complicated culture.

Point Cloud Content in Form of Interactive Holograms (포인트 클라우드 형태의 인터랙티브 홀로그램 콘텐츠)

  • Kim, Dong-Hyun;Kim, Sang-Wook
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.40-47
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    • 2012
  • Existing art, media art, accompanied by a new path of awareness and perception instrumentalized by the human body, creating a new way to watch the interaction is proposed. Western art way to create visual images of the point cloud that represented a form that is similar to the Pointage. This traditional painting techniques using digital technology means reconfiguration. In this paper, a new appreciation of fusion of aesthetic elements and digital technology, making the point cloud in the form of video. And this holographic film projection of the spectator, and gestures to interact with the video content is presented. A Process of making contents is intent planning, content creation, content production point cloud in the form of image, 3D gestures for interaction design process, go through the process of holographic film projection. Visual and experiential content of memory recall process takes place in the consciousness of the people expressed. Complete the process of memory recall, uncertain memories, memories materialized, recalled. Uncertain remember the vague shapes of the point cloud in the form of an image represented by the image. As embodied memories through the act of interaction to manipulate images recall is complete.

A Study on the Motivation of Public Welfare Game Users to Participate in Game Based on UTAUT Model (UTAUT모델을 기반한 공익성게임 유저의 게임 참여 동기 유발에 관한 연구)

  • Wanxin, Qian;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.67-78
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    • 2021
  • The subjects of this study are Chinese players who have participated in public welfare games. SPSS24.0 and AMOS24.0 were used to analyze the data, including reliability analysis, validity analysis, correlation analysis, structural equation model verification and so on. The hypothesis results show that Trust-Aware is the most important motivation dimension that affects players' participation in public welfare games. Under the dimension of Performance Expectancy, the main influencing factors are players' needs for self-realization and concern for vulnerable groups. Perceived Risk and Social Influence are the motivational factors that influence players' participation in public welfare games.

A Method of Generating Code Implementation Model for UML State Diagrams (UML 상태 다이어그램을 위한 코드 구현 모델의 생성 방법)

  • Kim, Yun-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.10
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    • pp.1509-1516
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    • 2022
  • This paper presents a method to generate a model of the code implementation for UML state diagrams. First, it promotes the states of a state machine into objects, and then it structures the behavior model on the mechanism of a state diagram based on State design pattern. Then, it establishes the rules of generating the code implementation, and using the rules, the Java code mode is generated for the implementations of State Diagrams in Java syntax grammar. In addition, Structuring the information of the code model is necessary for generating Java code automatically. The meta information is composed of Meta-Class Model and Meta-Behavior Model, on which we could construct the automatic code generating engine for UML State Diagrams. The implementation model generation method presented in this paper could be used as a stand-alone engine, or included and integrated as a module in the UML tools.