• Title/Summary/Keyword: 협업디자인

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An Exploratory Study on Conceptual Framework for Project-based Supply Chain Management : Focusing on Plant Engineering Firms (프로젝트형 SCM의 개념적 틀에 관한 탐색적 연구 : 플랜트 엔지니어링 기업을 중심으로)

  • Kim, Tae Ung
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.123-135
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    • 2018
  • The objective of this paper is to investigate the issues related to the supply chain management in plant engineering industry, and propose the framework to improve the project efficiency. The preliminary case study shows that EPC's fragmented nature, lack of coordination and information sharing, and lack of proper risk and change management contribute to project delay and cost overrun. To examine the level of informatization and information sharing in supply chain, survey responses from the suppliers and subcontractors have been collected. The statistical results show that information sharing, early involvement in design process and awareness in SCM have influenced the level of collaboration, but supplier assessment and informatization have no impact on the collaboration. A conceptual model is proposed in order to facilitate the integration of design, procurement and construction functions. Implications from the study are also provided.

A Study on the Wed Based Design Education -Mainly on Usabilities and Problems- (Web 기반 디자인 교육에 관한 연구 - 그 유용성과 문제점을 중심으로 -)

  • 최영옥
    • Archives of design research
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    • v.15 no.2
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    • pp.253-266
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    • 2002
  • Web Based Instruction has its theoretical background in constructivism paradigm of education. According to social changes called information era and thanks to the sophisticated internet mechanism the constructivism in education has been dominant paradigm. In this paradigm information and knowledge are not merely given by a instructor facing the loaners. This system of instruction has n almost every field of discipline introduced. This article aims to examine how far WBI and constructivism are applicable for design education. Richard Branchia predicted that the learner oriented instruction method would become the dominant education system. He stressed an interactivity of the teacher and students. Upon this can the applicability of WBI for design education be affirmed. Furthermore, there is a dozen of successful cases like www.cyberartcenter.com) (www.digitalyeil.co.kr)', http://www.schooleweb.co.kr/, htp://www.startstudy.co.kr/among many others. This article suggests several ways to solve the problems web based design education faces, including the lesson should inevitably combine the outline and of online study.

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Open Collaboration Innovation Methodology (OCIM) : A Methodology for New Service Development (개방형 협업을 통한 서비스 혁신 방법론)

  • Lee, Zoon-Ky;Lee, Min-He;Chu, Yo-Han
    • The Journal of Society for e-Business Studies
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    • v.16 no.1
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    • pp.49-70
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    • 2011
  • While new service development has become one of the most popular topics among practitioners and academics, methodologies development for new service development is only in its infancy. Especially, despite the growing interests in open innovations that effectively utilize external resources for R&D, existing research on new service development methodology designed to use external resources is scant. This article proposes a new methodology to generate new service business models that utilize massive external resources in combination with internal resources using ICT. The "Open Collaboration Innovation Methodology (OCIM)" is built based upon the theory of open innovation model and social psychology theories on behavioral motivation for cooperation. The model begins with the procedures to identify external resources that meet service objectives and requirements, and suggests motivation, control and monitoring mechanisms to implement a new service model. A business case is followed to demonstrate the use of the model. We expect that this model can be practically used by companies that are planning for developing new business models, and will provide a better understanding on open collaboration models, collective intelligence and crowd sourcing models.

Exploratory Approach of Social Gameplay Behavior Pattern : Case Study of World of Warcrafts (소셜 게임플레이 행동패턴의 탐색적 접근 : World of Warcrafts를 중심으로)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.37-47
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    • 2013
  • The objective of this research is to discover the rule of gameplay related to the task interdependence to analyse the behavior pattern of social gameplay. Previous literatures related to the gameplay were reviewed and game which was suitable for the gameplay of the task interdependence was selected. A party-play includes a team of five people in the experiment during the gameplay with think-aloud method and video/audio data about action protocol and verbal report were collected. The video observation and protocol analysis were conducted to analyse data. The objective coding scheme were developed from consolidated sequence model task analysis. The player's behavior was analysed. The result was revealed that four rules and four modified rules were included into the total eight behavior pattern. A behavior graph integrated with five gameplay was written. The excellent cooperative spot and error and failure place could be identified. The social gameplay behavior graph is expected to be the key practical design guideline on whether the level design and balance design are proper.

Design and Development of Interactive Therapy System for Children with Autism (발달장애아동을 위한 상호작용 치료시스템의 디자인 개발)

  • Choi, Min-Young;Lee, Hyun-Jhin;Lee, Jang-Han
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.777-788
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    • 2010
  • Early diagnosis of autism and intervention of medical treatment are very significant to develop specific social communication skill for children with autistic spectrum disorders (ASDs). But they have difficulties in medical treatment because of lack of a public welfare institution and special medical system. In particular, few children can access such treatment and the existing single-therapist clinics are inefficient with regard to cost and time. Therefore, new methods should be studied for developing various products, services, and systems for autistic children. This study discusses the potential use of an interactive design as assistive technology for such children. We utilize the experience gained in the collaborative design of the interactive therapy system (ITS). The key methods include a collaborative design with rapid interactive prototyping, heuristic evaluation, user-centered process, VR technology, tangible interface, and scenario-based contents. We applied these methods to the ITS and proved the efficiency of interactive design as an assistive technology through clinical experimentation.

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The effect of SW education applying Design Thinking on creativity of elementary school pre-service teachers (디자인 사고를 적용한 SW교육이 초등학교 예비교사의 창의성에 미치는 효과)

  • Seo, Youngho;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.21 no.3
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    • pp.351-360
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    • 2017
  • The purpose of this study is to analyze the effect of SW education applying design thinking on the creativity of elementary school pre-service teachers. We conducted research on 22 elementary school pre-service teachers who applied for a lecture on elementary computer education at a university in Jeju city. The pre-service teachers who did not have basic understanding of SW education and basic knowledge about scratch program which is an EPL tool for research. Therefore, we had time to learn the basic education of SW education and the basic functions of the scratch program over 18 periods before the pre-test of creativity. After conducting pre-test of creativity and conducting SW education applying design thinking over 21 hours, we conducted post-test of creativity. As a creativity test tool, TTCT pattern test forms A and B of Torrance were used. As a result of the verification, it was found that SW education applying design thinking was effective in improving creativity of elementary school pre-service teachers.

Development of Design thinking-based AI education program (디자인 씽킹 기반 인공지능 교육 프로그램 개발)

  • Lee, Jaeho;Lee, Seunghoon
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.723-731
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    • 2021
  • In this study, the AI education program for elementary school students was developed and applied by introducing the design thinking process, which is attracting attention as a creative problem solving process. A design thinking-based AI education program was developed in the stages of Understanding AI, Identifying sympathetic problems, Problem definition, Ideate, Prototype, Test and sharing, and the development program was applied to elementary school students in 4th-6th grade. As a result of pre- and post-testing of students' computational thinking skills to confirm the effectiveness of the program, computational thinking skills increased by grade level, and students experienced a process of collaboration for creative problem solving based on insights gained from sympathetic problem finding. In addition, it was possible to get a glimpse of the attitude of using AI technology to solve problems, and it was confirmed that ideas were generated in the prototype stage and developed through communication between team members. Through this, the design thinking-based AI education program as one of the AI education for elementary school students guarantees the continuity of learning and confirms the possibility of providing an experience of the creative problem-solving process.

Survey of Prototyping Tools for Interactive Product Design (인터랙티브 제품 디자인을 위한 프로토타이핑 도구 조사)

  • Nam, Tek-jin;Yim, Ji-Dong
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.165-174
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    • 2005
  • The development of digital technologies transforms the design targets, characteristics of the targets and the role of designers. The paper highlights the role of prototyping in the interactive digital product design process and presents the survey and analysis of prototyping tools that can be used by designers in designing such products. From the review of tools in design related fields. the classification framework for the tools were presented. The framework has the criteria of the fidelity of prototypes, the stage when the prototyping is used, and design targets. Based on the analysis, the implications for using the tools are suggested. They includes that prototyping is important in the concept stage for designers and different tools and methods are to be applied according to design targets and objectives. Prototyping tools need to support exploring design concepts without being constrained by implementation technologies The collaboration with other professionals can also help effective prototyping. Existing tools familiar to designers can be effective platforms for the new design problems. The results can be guidlines with which designers choose more appropriate prototyping tools when they face new design problems. It also make practical contribution in improving design efficiency and design education for interactive product design projects.

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A Study on Digital Reinforcements for Efficient Automotive Design - With Emphasis on VR based CAID System - (자동차 디자인 효율화를 위한 디지털 강화요소 연구 - VR 기반 CAID 시스템을 중심으로 -)

  • Cho, Kyung-Sil;Lee, Myung-Ki
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.55-64
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    • 2006
  • As digital systems were introduced to automotive design in the mid 1980s, the design process has adopted many digital programs to save time compared to the conventional hand drafting. Digital technology was introduced not only to satisfy the reeds of the global environment, as the number of automobiles exported to many different parts of the world has increased, but also to save time and effort in developing several models of quality automobiles. Therefore, every automotive manufacturer in the world has expanded its virtual reality(VR) studio to establish visualization systems that visualize automobiles in the actual size and a co-operation system that enables simultaneous feedback from all of its design studios around the world. Unlike the existing design reviewing methos, the new improved feedback system is assessed as a reasonable method to evaluates and understand how the automobiles are actually manufactured in simulation. It is especially helpful when advanced products and concept cars require fast results. Other strengths of the new system include shorter development period, cost efficiency, no more manual labor, various designs within a short period of time, and realistic visualization of concepts. Large-scale products, including automobiles, need to be projected in the actual size and high clarity through the Power-wall System and are examined in a virtual space called a Cave. Therefore, it took much time to establish digital infrastructure. An infrastructure would constantly require system improvement and performance enhancement, but it is certain that now is the right time for the take-off to utilizing the strengths of digital design and improve the weaknesses. In this respect, this study provided an understanding of the importance of digital design based on digital reinforcements and examined an effective utilization of digital technology for an efficient development of automobiles in the future.

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Case Study on the Library Service Innovation Applying Service Design Methodology (서비스디자인 방법론을 적용한 도서관서비스 혁신 사례분석)

  • Lee, Byeong-Ki
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.3
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    • pp.71-92
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    • 2016
  • Service design is a process and methodology for innovating or creating service. This study analyzed library case that applied service design method to library service innovation and creation. The object of this case studies include 7 library such as Copenhagen's municipal library, State Library of Victoria, Carnegie Library of Pittsburgh, Georgia institute of technology library, North carolina state university library. This study analyzed separately to service design requirements, stake-holders, period, process, tools, result and main feature. The implications obtained through this case study are as follows: (1) The design of the library service are focused on user-centered services, future service creation. (2) The service design for library is designed by the collaboration of all stake-holder. (3) From the point of view of period, the service design is continuous, and it has a nature of the project. (4) The service design in library focus on user experience, processes and prototypes development and application. (5) The service design in library are applied to the new tool such as blue print, customer journey map, touch-point, shadow, persona. (6) The purpose of the service design in library is improved and created services, and is has holistic approach.