• Title/Summary/Keyword: 협업디자인

Search Result 156, Processing Time 0.027 seconds

인터뷰 - 협업 통한 협회 회원간 시너지 창출 기대 _구규우 (사)한국패키지디자인협회 회장

  • (사)한국포장협회
    • The monthly packaging world
    • /
    • s.216
    • /
    • pp.108-109
    • /
    • 2011
  • 사)한국패키지디자인협회는 지난 1월 정기총회를 열고, 구규우 애경산업(주) 디자인센터 센터장을 협회 신임회장으로 선임했다. 현재 애경산업(주) 디자인센터 센터장, 상무이사로 재직 중인 구규우 신임회장은 전경련 산업디자인 특위 실무위원, 지식경제부 중소기업 상생 협력 위원회 위원장, 한국 브랜드 디자인 학회 부회장, 2014 인천 아시안게임 조직위원회 디자인 위원회 위원으로 활동하고 있으며, 2002년 산업포장 서훈을 비롯해 2008 PENTAWARD PLATINUM 수상, 2008 산업디자인전람회 최종 심사, 2009 11st 대한민국 디자인 대상 대통령표창을 수상하는 등 대내외적으로 입지를 공고히 하고 있다. 구규우 신임회장에게 협회 신임회장 취임 소감 및 향후 운영 계획을 들어보았다.

  • PDF

Design of a Collaborative System Client based on WebDAV (WebDAV기반 협업시스템 클라이언트의 설계)

  • 신원준;황의윤;김진홍;문남두;이명준
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2004.10c
    • /
    • pp.478-480
    • /
    • 2004
  • 네트워크의 발달로 인하여 지역적으로 원거리에 위치한 다수의 사용자들이 공동 작업을 수행할 수 있는 다양한 기술들이 개발되었다. 공동작업을 지원하는 협업시스템은 HTTP 프로토콜을 사용하거나 또는 각자의 고유한 통신 프로토콜들을 정의하여 구현하였다. 이러한 방법은 협업시스템 간의 상호 운용성이 결여되는 문제를 발생시켰다. W3C의 IETF에서는 협업지원을 위한 WebDAV 명세가 발표되었다. WebDAV는 웹상의 공동 저작활동을 지원하기 위한 표준프로콜로서, 원거리에 있는 사용자들 간에 인터넷상의 파일을 편집하고 관리할 수 있도록 해주는 HTTP의 확장이다. 이를 이용하여 협업시스템을 구성하면 협업시스템 간의 상호 운용성을 높일 수 있을 것이 다. 협업시스템의 클라이언트는 협업지원 서버의 자원들을 효율적으로 이용할 수하고 팀원들 간의 상호작용이 원활 하게 이루어 져야한다. 이러한 요구 조건을 고려하여 본 논문에서는 WebDAV 프로토콜을 이용한 협업시스템의 클라이언트를 설계하였다. 고급기능으로 사용자가 협업지원 서버의 파일을 편집할 때 자동으로 저작프로그램을 연결하고 저작프로그램을 종료할 때 파일의 변화된 내용과 파일의 버전관리를 실시간으로 서버에 적용될 수 있게 디자인하였다. 또한 드래그앤드롭(Drag & Drop)을 통한 파일이동을 지원하고 파일의 읽기모드와 쓰기모드를 지원하는 기능을 설계하였다.

  • PDF

Bridging the Chasm between Design and Marketing: Problems and Solutions in the Integration Between Design and Marketing (디자인과 마케팅 협업의 틈새관리: 디자인과 마케팅의 협업시 통합의 문제와 해결방안)

  • Im, Subin;Joo, Jaewoo;Linder, Martin;Nam, Kiyoung
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.16 no.2
    • /
    • pp.1026-1035
    • /
    • 2015
  • Although integrating design and marketing is critical for successful new product development (NPD), there has been a limited attention to the potential problems that arise during the NPD process and their possible solutions in academic literature. In order to narrow this gap, our study conducted a series of surveys of an interdisciplinary class project between marketing and design students over two year periods at one of U.S. universities. From the survey data collected from the total of 65 students who participated in the collaboration projects, we identified two most common problems: (1) conflict from the functional background, and (2) the conflict from imbalanced decision-making authority between design and marketing. In order to resolve such conflict, we found the two contrasting solutions: (1) facilitating communication and (2) prohibiting communication. Our findings contribute to the formation of a theoretical basis for research on the topic of design-marketing integration.

Development of Augmented Reality Tool for Architectural Design (건축설계 검증을 위한 증강현실 설계지원도구 개발)

  • Ryu, Jae-Ho
    • Journal of the Korea Society of Computer and Information
    • /
    • v.20 no.1
    • /
    • pp.49-62
    • /
    • 2015
  • In this study we have proposed the prototype of design support device for architectural design assessment using the building information modeling(BIM) data and the augmented reality(AR) technology. The proposed system consists of novel hardware composition with the transparent display, the mock-up model and the digital architectural model in the new shape of frame. The removal of background and the correction of viewer point in the capture video are proposed in order to use the transparent display in AR application. The BIM data formats are reviewed to be converted for using in AR application. Also the proposed system can be expanded to multi-user collaboration system from two user system through the suggested hardware and software compositions. The results of this study will be applied to use the mock-up model and digital architectural model in order to carry out the design assessment process efficiently and economically in the architectural design field.

Proposal of Collaborative Sharing Services and Applications for the Treatment of Children with Developmental Disabilities (발달장애 아동의 치료를 위한 협업 공유 서비스 및 애플리케이션 제안)

  • Han, Ji-won;Kang, Jeannie
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.10
    • /
    • pp.22-38
    • /
    • 2022
  • Recently, due to the temporary closure and isolation of facilities for developmental disabilities due to the prolonged COVID-19, the pain suffered by consumers is getting worse, and there is no clear solution due to the lack of information on inpatient services. Therefore, there is a need for a service system that can prevent institutional and psychological problems for consumers. The purpose of this study is to provide systematic inpatient treatment guides, post-discharge management, and correct education for children with developmental disabilities and their guardians. After deriving the needs and improvement factors of consumers through domestic service case analysis, we conducted co-creation with end-users using the double diamond methodology. A possible service concept was derived. Accordingly, a collaborative sharing app service was proposed, and the usefulness of the service was confirmed through the usability evaluation and verification of various stakeholders. It is expected that the results of this study will be utilized in the development of an assistance system for the developmental disability ward based on user experience.

A Study on the Design Characteristics of Boutique Hotels by Design Collaborations - Focus on examples of collaborations between industry and designers - (디자인 협업에 의한 부티끄 호텔 디자인 특성에 관한 연구 - 기업과 디자이너의 협업(collaboration) 사례를 중심으로 -)

  • Lee, Min-Hee;Kim, Moon-Hee
    • Korean Institute of Interior Design Journal
    • /
    • v.22 no.2
    • /
    • pp.48-57
    • /
    • 2013
  • With the environmental changes of the times, consumers expect new experiences and seek hotels with various leisure facilities and sensuous design rather than existing static and conservative ones. In particular, boutique hotels connected to all the aspects of lifestyle including architecture, culture, art and fashion are trying out a variety of designs through collaborations in the ways of enhancing their brand images in the design industry. Design through collaboration between different fields has an infinite possibility of breaking from classicism and creating a new type of space in hotel design. Thus, this study attempts to analyze a few cases of boutique hotels by collaborative design that has recently been vitalized and to seek for a direction by suggesting the methods of utilizing design by collaboration for the hotel industry that will further be expanded in the future. For this purpose, first, the theories of collaboration and boutique hotel will be reviewed and the characteristics will be drawn out based on the examples of boutique hotels to which collaborations have been applied by enterprises and designers. By analyzing and classifying the cases of the domestic and foreign boutique hotels through practical experiences among the hotels recently designed by the collaborations between enterprises and designers based on the basic frame of the five characteristics drawn out: identity, symbolism, temporality, locality and interaction, objective values will be drawn out and data for presenting the future orientation will be built. In the Korean hotel industry that is gradually expanding, boutique hotel designs through the appropriate collaboration between enterprises and designers should be considered for the extensive development of the future hotel industry.

레저보트디자인에서 엔지니어와 협력을 위한 디자인 방법에 관한 연구

  • Lee, Han-Seok;Ryu, Gwan-Hyeon;Jeon, Seul-A;Gang, Yeong-Hun
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
    • /
    • 2018.05a
    • /
    • pp.156-157
    • /
    • 2018
  • 본 연구는 레저보트의 디자인과정에서 디자이너가 보트 제작자 혹은 엔지니어와 정보교환이나 협력을 통해 창의적인 디자인 안을 산출할 수 있는 디자인프로세스와 디자인방법을 제시하는 것이 목적이다. 연구내용으로는 제품디자인 및 환경디자인에서 널리 사용되는 서비스디자인을 바탕으로 한 디자인프로세스를 제안하고 이 과정에서 엔지니어와 정보교환과 협력이 자연스러우면서 체계적으로 이루어질 수 있는 단계별 디자인방법을 제안한다. 다음으로 이 디자인방법을 레저보트의 하나인 하이드로포일보트의 디자인에 직접 적용하여 최종 디자인 안을 산출하고 이 디자인에 참가한 엔지니어가 직접 경험한 디자인방법을 평가하며 그 후에 최종 디자인 안과 디자인방법에 대해 전문가 평가를 실시한다.

  • PDF

A Study on the Usability of Authorized Tools by Types of Collaboration -Focused on Collaboration between Designer and Developer- (협업의 유형에 따른 저작도구의 사용성 연구 -디자이너와 개발자 간의 협업 중심으로-)

  • Park, Jung-Hoon;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.18 no.10
    • /
    • pp.453-458
    • /
    • 2020
  • Recently, it is difficult to communicate face-to-face during work due to corona. To solve this problem, various platform-type communication tools are being created. For this study, we surveyed office workers in the 2040 field to find out what tools they are using the most and what are the most difficult problems with their collaboration. According to the analysis, practitioners use familiar tools that they used frequently for their work, and during the collaboration, poor communication is the most difficult. In this study, we would like to identify the tools and uses that are currently being used by domestic designers and developers in collaboration, and suggest directions for solving problems.

The Applications of Online, Multi-User Virtual Environments for Architectural & Interior Design Communication (건축·인테리어 디자인과정의 커뮤니케이션을 위한 온라인 다중 사용자 가상환경 활용 사례 연구)

  • Hong, Seung-Wan;Yoo, Chang-Geun
    • Journal of the Korean housing association
    • /
    • v.25 no.1
    • /
    • pp.41-50
    • /
    • 2014
  • Architectural & Interior design communication is a process of exchanging information between architects and other professionals, clients, and prospectus users, and a design medium is a means of communication. Using non-immersive, conventional media, it is challenging for architects communicate physical details and users' activities in not yet built three-dimensional buildings to others. Recent advances online, Multi-User Virtual Environments (MUVEs) allow architects and other professionals to experience a virtually constructed building together using anthropomorphic avatars. In addition, MUVEs also enable them to be aware of the presence and activity of each other. Previous studies suggest that the aforementioned characteristics of MUVEs may facilitate communication between architects and others. But these are focused on communication in controlled experimental conditions. This paper discusses the ways in which MUVEs are applied for authentic and long-term collaboration, design studio, and cultural heritage reconstruction projects, produced by digital design group at the UC Berkeley and the Technion-Israel Institute of Technology, and analyzes the influences of MUVEs on those projects. MUVEs helped more precise communication between architects, electronic engineers, and medical staffs, who are collaborating for developing pioneering technology for hospitals. In design studios, MUVEs allowed students to experience other students' design outputs, and thus helped them share ideas mutually. In addition, in cultural heritage reconstruction projects, MUVEs were used for communicating with historians and residents in order to collect evidence. Based on this study, we propose that MUVEs have strong potential for enhancing the communication between architects and other professionals.

A Study on the Video Analysis Tool to Support Collaboration for Effective Usability Evaluation (효율적인 사용성 평가를 위해 협력작업을 지원하는 비디오 분석 도구에 관한 연구)

  • 박정순;신수길
    • Archives of design research
    • /
    • v.17 no.3
    • /
    • pp.373-382
    • /
    • 2004
  • Video protocol analysis is a popular and effective technique in many research disciplines including industrial design and HCI for understanding the interactions between people, and between people and machines. Analysing and transcribing video recordings is, however, notoriously time consuming, and a variety of single-user computer based tools have been developed to ease the task. This paper examines collaborative video analysis. The motivation for groupware tools for video analysis is described, and the desirable features of such tools are identified. The following section reviews related work on video analysis and on single-user video analysis tools. The review is used to derive a set of design goals for collaborative video analysis tools. We then detail prototype's user interface, its collaborative facilities, and its implementation. The preliminary evaluation is described prior the conclusions which identify directions for further work.

  • PDF