• 제목/요약/키워드: Advertising designers

검색결과 23건 처리시간 0.023초

한국 광고디자이너의 직무만족도 결정요인에 관한 연구 (A Study on the Deternmining Factors of Korean Advertising Designer's Job Satisfaction)

  • 정무환;주지혁
    • 디자인학연구
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    • 제17권4호
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    • pp.337-346
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    • 2004
  • 일반적으로 직무만족은 종업원의 생산성과 연관된다고 판단되기 때문에 광범위하게 연구되어왔다. 그러나 광고디자이너들의 직무만족에 대한 실증적 연구는 거의 없는 실정이었다. 광고디자이너의 조직심리 또는 조직형태를 학문적으로 다룰 필요성이 있는 현실 속에서, 이 연구는 광고대행사에 조직관리차원의 유용한 자료를 제공하기 위해 수행되었다. 학자들의 선행연구에 의하면 직무만족은 크게 개인적인 요소와 조직차원의 요소에 의해서 결정된다. 그러나 본 연구결과에 의하면 직무만족에는 개인적 성향 보다 조직적 요인인 승진과 보수 등이 영향을 주는 것으로 나타났다. 특히 보수보다 승진에 더 크게 영양을 받고, 상사나 동료의 인정, 공간의 쾌적함이나 휴가활용 등과 관련 있는 업무환경의 영향력이 컸다. 이를 종합하여 광고디자이너는 이 직무만족결정요인에 대한 최종 모델을 마들어 본 결과 보수, 승진, 및 대인관계가 광고디자이너의 직무만족도를 결정하는 요인이 일반적인 것과 크게 다르지 않은 것은, 대행사가 디자이너의 고유성을 잘 반영하지 못하고 다른 조직원들과 동일한 직무환경과 시스템을 제공하기 때문인 것으로 판단된다. 디자이너의 생산성 향상을 위해서는 광고대행사가 보수와 평가 등에서 광고디자이너의 고유한 특성과 정체성을 잘 반영하는 합리적인 인사정책을 수립하고 이를 통해 직무만족도를 상승시키는 노력을 기울여야 한다.

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이방인 뉴요커의 본질적 의미에 대한 현상학적 연구 -패션디자이너와 광고디자이너를 중심으로- (Phenomenological Study on the Essential Meaning of Gentile New Yorkers -Focusing on Fashion Designers and Advertising Designers-)

  • 오현정
    • 한국의류학회지
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    • 제39권6호
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    • pp.910-923
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    • 2015
  • This phenomenological study is to understand the meaning and essence of experience from the perspective of a New Yorker. Participants were 11 Korean single women around 30 years old who work as fashion designers or advertising designers living and working in New York. Data were collected from November, 2013 to February, 2014, and one-to-one in-depth interviews were performed for data collection. Data analysis used the descriptive phenomenological method proposed by Giorgi. Phenomenological research is useful to understand the meaning of the experience for select cases and is used as an epoch and free variation method. The study results were identified from 70 common meanings to 14 exposed themes and 4 essentially themes from a gentile New Yorker's experience. The 4 essential themes were as follows. 1) Self-realization at the highest stage, 2) Indulge in the advanced culture of affluence and freedom, 3) Collapsing every day in depressed foreign workers, and 4) Becoming a rootless gentile New Yorker.

패션잡지광고에 표현된 패션 아이템 경향 분석 (The Analysis of Fashion Item Trend Expressed in Fashion Magazine Advertising)

  • 이은숙
    • 한국의상디자인학회지
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    • 제9권1호
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    • pp.123-140
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    • 2007
  • Fashion magazine advertising is the most excellent source of information in predicting the fashion trend. It plays a pivotal role in setting a direction for the fashion trend in the upcoming season. The purpose of this study was to review by photos of the $pr{\hat{e}}t-{\acute{a}}-porter$ collection shown in LONDON, NEW YORK, MILAN, and PARIS during 2002-2006 A/W and 2003-2005 S/S seasons, being focused on such fashion items published as coat, dress, one-piece, two-pieces(jacket+skirt/pants, blouse+skirt/pants). In the results of this study, designers presented coat(n=144) chiefly, blouse+pants(n=29) were presented few during 2002-2003 A/W seasons. During 2003-2004 A/W seasons one-piece(n=156) was looking bullish, blouse+pants(n=34) were declining. Dress(n=149) was presented mostly, blouse+pants(n=17) was presented few during 2004-2005 A/W seasons. During 2005-2006 A/W seasons coat(n=180) was revived, blouse+pants(n=26) were presented lowly. Therefore designers presented coat(n=605, 28.4%) extremely much during 2002-2006 A/W seasons. Designers presented one-piece(n=109) much, jacket+pants(n=22) were presented few in 2003 S/S. In 2004 S/S seasons one-piece(n=167) was presented vastly different than jacket+pants(n=42). Also one-piece(n=152) was presented mostly, blouse+pants(n=48) was presented few in 2005 S/S seasons. During 2003-2005 S/S seasons one-piece(n=428, 28.2%) was presented most. And designers in these four world fashion centers didn't prefer blouse+pants in A/W seasons and jacket+pants in S/S seasons. Based on the above findings, it could be confirmed that the fashion items trend was almost similar among the four collections of $pr{\hat{e}}t-{\acute{a}}-porter$. The results of this study suggest that the fashion collections are the most reliable information sources for fashion product planning. Lastly, it is hoped that this study will provide for some useful basic data for domestic fashion businesses in producing fashion items.

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도시환경 개선을 위한 옥외광고물 디자인가이드라인 설정 연구 (A Study on the Design Guidelines for Improving City Landscape of the Outdoor Advertising)

  • 이화숙
    • 한국주거학회:학술대회논문집
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    • 한국주거학회 2002년도 추계학술발표대회
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    • pp.229-233
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    • 2002
  • Considering the present outdoor environment of city landscapes, the improvement of well-formed street landscapes is very important issue in Korea. At this point of time, it is very meaningful to understand the outdoor advertising design and the planning condition of buildings and examine various problems about this and the possibilities for improvement. Thus the purpose of this study is to accumulate basic data to establish design guideline and visual factors for the outdoor advertising for useful environment. The conclusions of this study are as follows: outdoor advertising design is powerful design tools as identified to city landscape. Planning factors for outdoor advertising design should be developed systematically and more fit to the street environment and designers in the aspect of control and guidance.

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롤랑 바르트의 이론과 로만 야콥슨의 커뮤니케이션 이론을 중심으로 한 광고의 의미작용 분석 -삼성전자 기업광고 '훈이네 가족이야기' 편을 중심으로 (The Analysis of Significations for an Advertisement based on Theories of Roland Barthes and Roman Jakobson -Samsung Electronics' Corporate Advertising 'Hoon's Family Story')

  • 박영원
    • 한국콘텐츠학회논문지
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    • 제8권3호
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    • pp.97-106
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    • 2008
  • 삼성전자의 기업광고 '훈이네 가족이야기'는 소비자들이 직접 참여해 가족에 대한 생각을 서로 나누고, 이를 바탕으로 광고를 완성하려 한 것은 인터랙션이 중요한 현대 미디어시대에 효과적인 캠페인이다. 기업의 일방적인 메시지 전달이 아니고, 소비자들의 공감을 유도하고 적극적인 수용자로 다가오게 하여, 광고를 통해 진정한 '또 하나의 가족'으로 거듭나고자 하는 삼성전자의 의지를 성공적으로 의미작용하게 한다. 이에 본고에서는 삼성전자 기업광고 '훈이네 가족이야기'편을 광고표현을 중심으로 한 하나의 텍스트로 보고 기호학적 시각으로 논의하였다. 즉, 롤랑 바르트의 의미작용 이론을 바탕으로 광고표현요소를 시각적 이미지와 언어적 메시지로 나누어 분석하고, 그리고 로만 야콥슨의 커뮤니케이션 이론을 적용하여 커뮤니케이션 기능별로 분석하여 논의함으로써 광고 커뮤니케이션 디자이너들에게 분석 및 생산 매트릭스로서의 가능성을 제시하였다.

The Psychological Impact of Comparing Mind in Designs of Retail Stores, Products, and Advertising

  • Jeongmin LEE;Wujin CHU
    • 유통과학연구
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    • 제22권8호
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    • pp.77-86
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    • 2024
  • Purpose: This study investigates the psychological mechanisms of comparison within the design context of retail stores, products, and advertising. The research aims to expand the understanding of comparison psychology, encompassing social, cognitive, perceptual, and self-comparisons and their application in design practices. Research Design, Data, and Methodology: The study employs a comprehensive review of psychological theories related to comparison psychology. They were selected through extensive research on literature pertaining to design psychology and consumer behavior. The research integrates insights from psychology, marketing, consumer behavior, and design theory, supported by various design examples of retail stores, products, and advertising, to demonstrate the practical applications. Results: The findings reveal that comparison psychology significantly impacts consumer preferences and user experiences. For instance, the assimilation effect and prospect theory highlight how comparisons shape value judgments and design perceptions. Practical examples are used to illustrate the profound influence of comparative judgments in design. Conclusion: The study advocates for a "psychologically-informed approach" to design, promoting designs that are not only aesthetically pleasing and functionally sound but also psychologically aligned. By bridging the gap between psychological theories and practical design implementations, the research provides valuable insights for designers, marketers, and psychologists, enhancing the psychological efficacy of design.

로고를 이용(利用)한 패션 디자인에 관(關)한 연구(硏究) (A Study on Fashion Design Using Logo)

  • 이미숙
    • 패션비즈니스
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    • 제3권4호
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    • pp.103-112
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    • 1999
  • The purpose of this study is to investigate the various expressions in fashion design using logo. For this study, fashion magazines such as Vogue, Elle, WWD, Hi Fashion, Mode et Mode, Fashion News, Collezioni were analyzed. A corporate identity consists of the logo and name owned by a company together with the rules and guidance on how these are to be used, for example in printed material such as letterheads, catalogues and reports, in advertising, marketing and promotion, and on produsts and services. Logos provide the bedrock for the development of corporate identities, for the evolution of commercial brands, and for the nurturing of corporate culture. Logo is a primary means of communicating corporate values to customers and designers. It represents an asset of incalculable value, because it has been consistently maintained and protected over the years. The logo is the cornerstone of the company‘s image and the style of a logo or products name must harmonize with the feeling of the product or brand image. Fashion designers today are using their logos in different forms of communication. It is common to see a brand’s logo proudly emblazoned the classic chic garments as well as accessories such as bags, shoes, caps. The consumer, then becomes a ‘walking ad’ for the brand.

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A Research of Real-time Rendering Potentials on 3D Animation Production

  • Ke Ma;Jeanhun Chung
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.293-299
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    • 2023
  • In recent years, with the rapid development of real-time rendering technology, the quality of the images produced by real-time rendering has been improving, and its application scope has been expanded from games to animation and advertising and other fields. This paper analyses the development status of real-time rendering technology in 3D animation by investigating the 3D animation market in China, which concludes that the number of 3D animations in China has been increasing over the past 20 years, and the number of 3D animations using real-time rendering has been increasing year by year and exceeds that of 3D animations using offline rendering. In this study, a real-time rendering and offline rendering 3D animation are selected respectively to observe the screen effect of characters, special effects and environment props, and analyse the advantages and disadvantages of the two rendering technologies, and finally conclude that there is not much difference between real-time rendering 3D animation and offline rendering 3D animation in terms of quality and the overall sense of view, and due to the real-time rendering of the characteristics of the WYSIWYG, the animation designers can better focus on the creation of art performance. Real-time rendering technology has a good development prospect and potential in 3D animation, which paves the way for designers to create 3D content more efficiently.

도시가로변 사인디자인 요소 및 특성에 관한 조사 연구 - 광주광역시 시가지 간판을 중심으로 - (A Study on the Characteristics of Planning Factors Applied to the Sign Design in the Street)

  • 이화숙
    • 한국주거학회논문집
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    • 제14권1호
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    • pp.61-66
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    • 2003
  • Considering the present outdoor environment of city landscapes, the improvement of well-formed street landscapes is a very important issue in Korea. At this point of time, it is very meaningful to understand the sign design and the planning condition of buildings and examine various problems about this and the possibilities for improvement. Thus the purpose of this study is to accumulate basic data to establish design guideline and visual factors for the sign design for useful environment. The conclusions of this study are as follows: to understand the factors of sign designs is through survey and analysis of building condition and city landscape. Planning factors for outdoor advertising design should be developed systematically and more fit to the street environment and designers in the aspect of control and guidance.

광고아이디어 발상을 위한 스프링법에 관한 연구 (A study on the Springmethod for conceiving a good advertising idea)

  • 박용원
    • 디자인학연구
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    • 제15권1호
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    • pp.153-161
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    • 2002
  • There exist various conventional ideas, but few ideas may be used for actual production of advertisements. Moreover, because we tend to obtain ideas primarily from the pictures, we rely more and more on data collections, and eventually, we tend to copy them. If there is an idea which designers and copy writers can share, it will be a very effective idea. On the other hard, we need to depart from the individualistic mannerism or the reset-oriented approach depending on incidental manual works and instead, develop a lecture program which helps students e strike systematic ideas centering around processes. In order tn solve such problems, the researcher attempts to suggest "Spring Method" which has heed verified through the advertisement design practice courses at college for 7 semesters. This method focuses on ′visualization of concept′ through such stages as compression, inference and expansion, and therefore, emphasizes an organic linkage between language-oriented idea process and visualization process for advertisement ideas.

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