• Title/Summary/Keyword: Design Activities

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An Analysis of the Effect of Convergence Capstone Design Activity on Engineering Design Competency (융복합 Capstone Design 활동이 공학설계 역량에 미치는 효과 분석)

  • Wee, Seonbouk;Kim, Taehoon
    • Journal of Engineering Education Research
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    • v.25 no.4
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    • pp.3-12
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    • 2022
  • The purpose of this study is to analyze the educational effects of convergence Capstone Design activities. To this end, it analyzed the difference in engineering design competency before and after completing the curriculum in the Capstone Design process, where students from various majors team up, and analyzed the impact of convergence Capstone Design activities on engineering design competency. A survey study was conducted on experimental participants to collect data on individual characteristics and engineering design competency, and to analyze differences by background variable. As a result of analysis according to background variables, the engineering design competency was improved afterwards than before, except for some competency areas.

The User-centered Service Encounters for Service Design of Coffee Shop (커피 전문점 서비스디자인을 위한 사용자 중심의 서비스 접점)

  • Min, Sungki
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.478-489
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    • 2018
  • In this study, a normative script was designed for service design of coffee shop based on user's current and expected script. 1) Activities contained in current and expected script were identified. 2) High frequency activities were selected from current and expected script. Then they were combined and sorted by scene. 3) Importance of the integrated scenes and activities was assessed. 4) According to certain rules, unnecessary activities were deleted, or excluded as optional activities. Then, the remaining activities were classified by scene and listed in order to complete one normative script. Each activity belonging to each scene became a service encounter. Scenes consisted of 'Entering', 'Settling', 'Ordering', 'Waiting for drinks', 'Receiving drinks', 'Spending time drinking beverages', 'Go to the toilet', and 'Get out'. There were 2 activities in 'Entering', 6 activities in 'Settling', 11 activities in 'Ordering', 2 activities in 'Waiting for drinks', 4 activities in 'Receiving drinks', 6 activities in 'Spending time drinking beverages', 3 activities in 'Go to the toilet', and 4 activities in 'Get out'. Specific points were discussed along with these results, and the significance and limitations of the study were added at the end.

Change Impact Analysis in Engineering Design Process (공학 설계 프로세스에서 설계 변경 영향 해석)

  • 정태형;박승현
    • Journal of the Korean Society for Precision Engineering
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    • v.20 no.1
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    • pp.151-158
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    • 2003
  • Design changes frequently occur while design activities are performed. If the impact of design changes is estimated, design efficiency can be improved. But, the types of design changes are various and they can affect other design parts. Hence, it is difficult to deal with design changes directly. The purpose of this research is to develop systematic algorithms for change propagation tracing and change impact analysis, and then to implement a change impact analysis system. We have selected a process-based design and a design environment which is composed of design parameters and constraints. The algorithm for change propagation tracing tracks the change propagation of design parameters and finds design parameters, constraints and tasks which are probably changed. In the algorithm for change impact analysis, a change impact value is calculated from the list of changeable tasks. These two algorithms have been implemented into change impact analysis system (CIAS). CIAS has been applied to the redesign of 2 stage gear drives. CIAS can improve the efficiency of design activities. If there are many alternatives for a design change at the redesign step, designers can calculate the change impact value of each alternative and perform design change activities in the direction of minimizing design change impact.

TRIZ-Used 6-Sigma Integrated Design ; TPM-Based Combination Activity Methodology (TRIZ를 활용한 6시그마 통합설계 ; TPM을 기반으로 한 병합활동방법론)

  • Kim, Hye-Jeong;Lee, In-Su;Park, Young-Taek;Cho, Jai-Rip
    • Proceedings of the Safety Management and Science Conference
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    • 2008.04a
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    • pp.247-258
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    • 2008
  • This paper purports to investigate the statistical basic principles through "TRIZ-used 6-sigma integrated activity design" and further, to raise "the importance of measuring technical innovative activities based on 6-sigma integrated design methodology by organization". This paper intends to investigate how the activities of the best conditions, which are necessary for the stage of 6-sigma design, are chosen in the TPM-based 6-sigma integration activities. And it will examine the options, when used together with other technique, in the probability statistical methodology. Through the combination of the situations which are chosen when activity techniques, which are mostly used for production and technology, and 6-sigma integration activities are used together, it intends to practically use as the basic data for company standards.

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Capstone Design Project by Team Activities

  • Shim, Joon-Hwan
    • Journal of Engineering Education Research
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    • v.13 no.2
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    • pp.33-37
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    • 2010
  • This paper deals with the introduction of capstone design project by team activities in Department of Electronics and Communication Engineering, Korea Maritime University. This course is referred to as Creative Engineering Design for spring semester of 4th-year undergraduates. The course focuses on creative thinking and cooperative mind to students by learning engineering design skills, realizing their idea through design project and recognizing practicality of their systems. The intent of the course is to provide a true "capstone" experience, where students can combine their skills to achieve the successful completion of a project. This paper describes class process and evaluation method, and cooperative works with mentees and industrial mentors connected through Hanium network for IT mentoring activities.

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EPLA(Electric Park Lock Actuator) System Safety Design Based on Vehicle Functional Safety Standard ISO 26262

  • Eun-Hye Shin;Hyun-Hee Kim;Kyung-Chang Lee
    • Journal of the Korean Society of Industry Convergence
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    • v.26 no.2_1
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    • pp.239-248
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    • 2023
  • In this paper, we conduct a study on the design that can secure the safety of the EPLA system by performing safety activities based on the ISO 26262 standard for vehicle functional safety. In the case of a company developing a detailed system, it is responsible for verification through hardware design and safety analysis in the overall flow of safety activities, and safety analysis according to the ASIL safety level must be properly performed. At this time, there are cases where the safety goal quantitative metric value suggested by the ISO 26262 standard cannot be satisfied only by the hardware design of the basic function, so it is necessary to design and install the safety mechanism. Based on ISO 26262 safety activities, it is possible to derive an effective design plan through hardware safety analysis.

Conspicuous Consumption of Leisure Apparel according to Social Stratum Variables and Leisure Activities (사회계층 변인과 여가활동에 따른 과시적 여가의복소비)

  • Park, Eun-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.19 no.2
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    • pp.101-115
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    • 2017
  • This study classified social stratum variables of adults in their 20s to 50s by subjective and objective measurements and classified leisure activities into groups to examine the conspicuous consumption of leisure apparel. A total of 365 adults in their 20s to 50s living in Daegu and the Kyungbuk area were selected considering their jobs and residences. SPSS PC+ 20.0 was used to analyze the data with frequency analysis, factor analysis, reliability examination, cluster analysis, ANOVA, Duncan-test, Scheffe-test, and ${\chi}^2-test$. The results of this study are shown as follows. First, 'Jogging/Walking' was found to be the most favorable activity in the examination of leisure sports activities among the participants and showed a difference in gender. Second, leisure activities were pastime-culture activity, sports activities, static activity, volunteering, and relaxing, and these activities were grouped into non-participant, active and passive leisure activities. Conspicuous consumption of leisure apparel was classified into personality oriented, luxury goods-oriented, and other people-oriented. Third, there was a significant difference in the sub-factors of the conspicuous consumption of leisure apparel (personality oriented, luxury goods-oriented, other people-oriented) according to the sub-factors of subjective stratum(economic power, social position, level of consumption, cultural level and overall stratum consciousness). Fourth, there was significance in the objective social stratum variable by the types of leisure activities. Significant differences were found in personality orientation, luxury goods-oriented, and other people-oriented in conspicuous consumption of leisure apparel by the types of leisure activities. Finally, there were significant differences in economic power, level of consumption, cultural level of subjective social stratum by gender, sports activities and volunteering in leisure activities, as well as other people-oriented conspicuous consumption of leisure apparel. This study also found significant differences in economic power, level of consumption and cultural level of social stratum by age, as well as other people-oriented conspicuous consumption of leisure apparel.

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A Study on the User Needs for Developing Smart Fashion Items Using Energy-Harvesting Technology Based on Outdoor Activity (아웃도어 활동기반 에너지 하베스팅 스마트 패션 아이템 개발을 위한 사용자 니즈 분석)

  • Lee, Eunyoung;Roh, Jung-Sim
    • Fashion & Textile Research Journal
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    • v.19 no.2
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    • pp.221-229
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    • 2017
  • This study researched the needs of smart fashion items using energy harvesting for outdoor wearers and surveyed the application areas and design preferences for energy-harvesting systems based on outdoor activities. A total of 217 subjects were surveyed. Subjects who had at least 3 years of experience in outdoor activities were selected in order to increase the reliability of the research results. The survey investigated lifestyles based on outdoor activities, outdoor clothing and electronic equipment usage, purchase style, utilization plan, and design preference for energy-harvesting clothing and supplies. The results showed that 62.7% of the respondents had experience in outdoor activities for more than five years. 96.3% of the subjects carried electronic equipment, and 179 participants(82.5%) experienced discomfort due to battery consumption/dead batteries during outdoor activities. 78.4% were interested in smat fashion items using energy-harvesting technology, and the energy-conversion technology that was useful for outdoor activities was "kinetic energy"(74.7%). Participants showed a high preference for a detachable type(30.9%) and a city type(69.1%) that can be worn in outdoor activities as well as in general life. The preferred location of the electric power-charging device was the "Hem area of top garment"(35.9%), and the reason for this selection was that it was easy to operate and did not interfere with movement. The data from this paper can be used as a basis for product planning and product design for energy-harvesting apparel designers and supply developers for outdoor clothing.

A Study on Perceived Discomforts of the Aged, the Disabled and the Pregnant and Universal Design Factors in Daily Activities (사회적 배려계층의 일상생활활동 불편도 분석 및 유니버설 디자인 설계요소 도출)

  • Lee, Dong-Hun;Kim, Hee-Jin;Kim, Chung-Sik;Chung, Min-K.
    • Journal of the Ergonomics Society of Korea
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    • v.28 no.4
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    • pp.35-49
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    • 2009
  • This study investigated perceived discomforts and those reasons of the young and middle-aged, the aged, the disabled and the pregnant in various daily activities, and elicited universal design factors based on human capacities (physical, sensory, cognitive and affective). A total of eighty people (twenty subjects for each user group) participated in one-to-one interviews about thirty six items of daily activities. A degree of discomfort of the daily activities was measured using Borg's CR10 scale. As a result, the disabled and the pregnant complained about almost all of the daily activities, and their degrees of discomforts were significantly higher than those of the youth and middle-aged and the aged. However, the youth and middle-aged and the aged only complained about some specific items. The major reasons of discomforts were related to physical and affective capabilities in general, where the detailed reasons of each user group were comparatively different. Finally, the universal design factors were elicited for each daily activity item based on the results of each user group. This study can be used to understand the discomforts and characteristics of the aged, the disabled and the pregnant in the various daily activities. The universal design factors elicited can also be applied to design related products and facilities universally.