• Title/Summary/Keyword: 협업디자인

Search Result 156, Processing Time 0.024 seconds

Interdisciplinary Approach to Healthcare Design Project: Exploring Designer's Role in Collaborative Settings (학제간 접근법을 통한 헬스케어 디자인 프로젝트: 협업 환경에서 디자이너의 역할에 대한 연구)

  • Kim, Seoyoung;Nah, Ken
    • Journal of Digital Convergence
    • /
    • v.19 no.3
    • /
    • pp.353-361
    • /
    • 2021
  • As demands for health and wellbeing in the ageing society have grown, complex problems involving diverse stakeholders arise in the healthcare environment. The objective of this study is to identify roles and abilities of designers in a healthcare setting where professionals from different disciplines collaborate to achieve a common goal. Case studies on healthcare design projects adapting interdisciplinary approach were explored to find which methods and processes were implemented effectively. Results are based on three research questions that lead to analyzing multifaceted roles of designers regarding process facilitation, manage relations, visualization, and imagination.

A Total Design Process Using Design Structure Matrix (디자인 구조 매트릭스를 활용한 토탈 디자인프로세스에 관한 연구)

  • Lee, Jeong Hyun;Pan, Young Hwan
    • Design Convergence Study
    • /
    • v.15 no.5
    • /
    • pp.21-35
    • /
    • 2016
  • With subdivision of customers and markets, today, domains to design are expanding. When design merges with other spheres of design, it is important to convey a consistent message to customers. For delivering a message consistently and clearly, there is a need to reconcile different views in design processes. In this study, each design process was analyzed and the sequence was adjusted using the DSM methodology for understanding mutual dependent relations. For this, process activity elements were extracted with experts and a survey on related elements was conducted. Then the survey findings were divided for working out the sequence and based on the views regarding the sequence, a total design process was created.. As a result, the processes were combined into one sequence and there was a collaboration at the 10th stage. Also, a methodology used in collaboration and significant elements were analyzed. In conclusion, it is anticipated that this total design process would provide a more objective and scientific approach in collaboration among various spheres of design and help in reducing lead time.

A Case Study on Re:Design Collaboration for Sustainable Fashion Industry Revitalization (지속가능한 패션산업활성화를 위한 리디자인 협업 사례분석)

  • Kim, Minji;Lee, Kyujin
    • Journal of Fashion Business
    • /
    • v.26 no.4
    • /
    • pp.136-153
    • /
    • 2022
  • The fashion industry is considered hazardous and a threatened to the environment. Due the negative perception, the industry should focus on sustainability as a social role. Therefore, several redesign fashion collaborations mainly focusing on renewing abandoned resources are already in place. The research method was based on previous studies, and 3 characteristics were derived: Redesign collaboration between fashion companies, Redesign collaboration between fashion & heterogeneous industries, and Redesign collaboration between the fashion industry & non-profit organizations. Those 3 characteristics were reviewed using 4 criteria. First, to establish and maximize the sustainable brand image and to be the best examples in environmental management, the organization endeavors to collaborate with various industries, institutions, and designers. Second is the expansion of the customer network through the spread of value consumption. Third is the creation of new values through a resource circulation structure. This means that the resource circulation structure system helps the partners to minimize on wastage. Fourth is the spread of de-boundary lines and the possibility of brand growth. Through collaboration with other industries, the boundaries of materials used in the fashion industry started to blur, thus expanding the continuous brand growth potential. The study derived the characteristics of redesign collaboration by systematically analyzing the cases. Further, the study looks forward to analyzing the characteristics of the products processed by redesign fashion collaborations in future research.

기계공학과 산업디자인의 융합교육

  • Im, Hyeon-Jun
    • Journal of the KSME
    • /
    • v.57 no.4
    • /
    • pp.36-40
    • /
    • 2017
  • 대부분의 제품 개발에 있어 산업 디자이너와 기계공학 엔지니어 사이의 협업은 중요하다. 이러한 협업을 원활하게 수행할 수 있는 DesignEer를 양성하기 위한 특성화 교육 노력을 소개한다.

  • PDF

The Framework of the Transition of UX Design Workshops into the non-Face-to-Face (UX 디자인 워크숍 비대면 전환 프레임워크 연구)

  • Seong, Dain;Ha, Kwang-Soo
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.3
    • /
    • pp.309-321
    • /
    • 2022
  • As the spread of COVID19 has compelled activities in various fields to transform to adapt to the non-face-to-face environment, various activities have either already been transitioned into non-face-to-face methods or been searching for alternative methods to carry out activities in a non-face-to-face manner. However, there are apparent limits in handling this transition with the pre-existing digital technology. Ironically, said limitations are more apparent in the UX design field that has thus far emphasized resolutions based on digital technology. The reason for this stems from the nature of UX design which strongly emphasizes the importance of collaboration. Especially, in the field of UX design, problems are expected to surface under areas of communication and collaboration in workshops, which are productive means of collecting the ideas of interested parties and coming up with other new ideas. Based on the aforementioned rise of necessity, this study aims to assess the characteristics of workshops in the field of UX design and suggest an effective method of transitioning UX workshops into a non-face-to-face environment. Along the line of this process, this study has created a standard process in regards to design workshops with active creation, suggestion, and acceptance of ideas, among the various types of workshops defined by the Nielsen Norman Group. This study also developed a framework consisting of non-face-to-face workshops by combining with the standard process the methodologies of workshop activation and non-face-to-face services meant for communication and designing activities, and confirmed the adaptability and the effectiveness of said transition against various types of workshops. Application of the results of this study is expected to effectively lead the transition into the non-face-to-face environment and improve the collaborative efforts of the interested parties via workshops.

A Study on the Role of Designer in the 4th Industrial Revolution -Focusing on Design Process and A.I based Design Software- (인공지능 시대에서 미래 디자이너의 역할에 관한 고찰 -디자인 프로세스와 디자인 소프트웨어를 중심으로-)

  • Jeong, Won-Joon;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.16 no.8
    • /
    • pp.279-285
    • /
    • 2018
  • The purpose of this study is to propose the role of future designers and capabilities to be developed in the age of A.I. Active and preliminary designers should prepare themselves to develop necessary capabilities. As a method of study, we investigated the meaning of design and the changing role of designers from the past to present. Additional research was conducted on generative design, design processes, and A.I based design software. Finally, based on the analysis, we proposed the role of future designers and their capabilities in the age of A.I. In conclusion, the role of future designer should lead social innovation through creativity by coworking with artificial intelligence based on understanding and empathy for users. Based on this research, designers are expected to develop unique humanities skills such as empathy and creativity and work with AI in response to $4^{th}$ industrial revolution.

Collaborative Design Review in Virtual Environment (가상환경에서의 디자인 품평 협업)

  • Bu, So-Young;Boehm, Stefan;Portela, Miguel;Jo, Hyun-Jei
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2007.06c
    • /
    • pp.229-232
    • /
    • 2007
  • 본 논문에서는 제품 공정에서 스타일링과 디자인 과정에서 제작하게 되는 다양한 재질의 Digital-Mockup을 품평하기 위한 시스템을 제안한다. 타일드 디스플레이, 워크벤치, 혼합현실 디스플레이, 데스크탑 디스플레이와 같은 여러 가상 환경에서의 다자간 연결을 통해 원거리 참여자들이 공유된 시각 작업공간상에서 원활한 협업을 수행할 수 있도록 지원한다. 또한 모바일을 이용하여 씬-그래프(scenegraph)에 나타나는 3차원 제품 모델의 재질 정보를 실시간으로 변경이 가능하다.

  • PDF

Remediation in Tradition Theatrical Stage Design (전통적 연극무대디자인의 재매개)

  • Jung, Min-Soo
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.12
    • /
    • pp.207-213
    • /
    • 2008
  • For decades, we have filled our theme parks, shopping malls, a streets and etc. with complementary or competing medias. These spaces have remedied newspapers, magazines, radio, TV and film or have been the object for remediation. Because there has been no remediation in traditional theatrical stage design, many problems come along with the design, which makes audiences hard to feel the sense of presence. It's time to have systematic research to find a way out for the solution of traditional theatrical stage design. This study suggests the solutions for remediation of traditional theatrical stage design, so we are going to research with laying emphasis on the cooperative works between the fields of theatrical stage design and the Visual Effects par that forms extensive and diverse portions. The proposal for remediation of traditional theatrical stage design with practical use of Visual Effects will create economical higher value-added through the systematization of close and cooperative work between the fields of Visual Effects and theatrical stage design. In addition, the systematization of the cooperation of these two parts will make another communicative paradigm that audiences have never been able to experience before in traditional theatrical stage design.