• Title/Summary/Keyword: Design Creation

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Value Co-creation Types according to Co-creation Execution Phase : Focusing on Regional Brand (Co-creation 실행 단계에 따른 Value Co-creation 유형 : 지역브랜드를 중심으로)

  • Ryou, An Young;Son, Won Jun
    • Journal of Korea Multimedia Society
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    • v.24 no.3
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    • pp.481-493
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    • 2021
  • Regional brands are recognized for their importance as one of the local public relations policies, but only the methods promoted by local government officials and outside experts are revealing limitations in self-reliance and sustainability. In order for a regional brand to succeed, it is necessary to develop and manage a brand that fits the characteristics of the region together with various stakeholders including residents. In this study, it was confirmed that regional brand evaluation indicators may vary depending on the stage of co-creation in the design process for regional brand development, and the type of value co-creation was determined through a classification method using the results of the evaluation index. According to the results of the study, the type of value co-creation that fits the local situation and characteristics can be derived by adjusting the stage of co-creation execution in the design process.

Analysis and Design of Co-creation Platform Software by Object-Oriented Analysis Method (객체지향 분석 방법에 의한 Co-Creation 플랫폼 소프트웨어의 분석 및 설계)

  • Cho, Byung-Ho;Ahn, Heui-Hak
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.6
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    • pp.75-81
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    • 2016
  • My proposed Co-creation platform software analysis and design method in my paper, presents build technology of co-creation platform using Co-creation concepts refer to all process from products' idea level to products' design, manufacturing and marketing level. And this method can be possible to design and implement to be interlocked with company's cloud service and system through own SNS functions and OPEN API to build co-creation platform. Also owing to apply Wiki technology in the process of idea modification and completion level and provide cooperative work tools of story-board prototyping, it can be participate actively in the design process with customer and stakeholder together and realize functions to apply opinions. Therefore, Co-creation platform software analysis and design by objected-oriented analysis method is presented to show these design process effectively.

Exploring How Gamification Design Drives Customers' Co-Creation Behavior in Taiwan

  • CHEN, Tser-Yieth;HUANG, Yu-Chen;LI, Pei-Fang
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.4
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    • pp.109-120
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    • 2022
  • This study has incorporated the mechanics-dynamics-emotions (MDE) and two behavioral learning paths to investigate the customers' co-creation behavior in Taiwan. The intuitive path begins with a gamification design that reflects the customers' proactive and innovative behavior; the cognitive path begins with persuasion knowledge remarks based on rational and reactive reasoning. These two paths conclude what forms user co-creation. The study collects data of 505 active social media users in Taiwan and employs structural equation modeling. The empirical findings demonstrate persuasive knowledge and gamification design are significantly associated with self-reference, and in turn, positively associated with co-creation. It indicates that cognitive behavior plays the main role in forming co-creation. Participants are more drawn to co-creation behaviors by the marketing contents that prompt reactive behaviors than proactive ones. Therefore, marketing managers can use appropriate stimuli to enhance co-creation behavior. Companies can design activities related to users, and more accessible for reactive, instead of proactive behavior, i.e., asking for their initiatives. It also suggests that companies' marketing campaigns should involve key opinion leaders matching the product image and the target audience's preferences. The novelty of this study is to introduce a novel augmented MDE framework to extend the "dynamics" into the incubation and implementation stage.

A Case Study of Human-AI Co-creation(HAIC) in Fashion Design (패션 디자인에서의 인간-AI 공동창조(HAIC) 사례 연구)

  • Kyunghee Chung;Misuk Lee
    • Journal of Fashion Business
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    • v.27 no.4
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    • pp.141-162
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    • 2023
  • With the prospect that integrating creative AI in the fashion design field will become more visible, this study considered the case of creative fashion design development through Human-AI Co-creation (HAIC). Methodologically, this research encompasses a literature review and empirical investigations. In the literature review, the fashion design and creative HAIC processes, and the possibilities of integrating AI in fashion design were considered. In the empirical study, based on the case analysis of generating fashion design through HAIC, the HAIC type according to the role and interaction method, and characteristics of humans and AI was considered, and the HAIC process for fashion design was derived. The results of this study are summarized as follows. First, HAIC types in fashion design are divided into four types: AI-driven passive HAIC, human-driven passive HAIC, flexible interaction-based HAIC, and integrated interaction-based value creation HAIC. Second, the stages of the HAIC process for creative fashion design can be broadly divided into semantic data integration, visual ideation, design creation and expansion, design presentation, and design/manufacturing solution and UX platform creation. Third, in fashion design, HAIC contributes to human ability, enhancement of creativity, achievement of efficient workflow, and creation of new values. This research suggests that HAIC has the potential to revolutionize the fashion design industry by facilitating collaboration between humans and AI; consequently, enhancing creativity, and improving the efficiency of the design process. It also offers a framework for understanding the different types of HAIC and the stages involved in the creative fashion design process.

Creations of interactive fashion design as 'Play' ('놀이' 관점에서 본 인터랙티브 패션디자인의 창작 특성)

  • Chung, Soo-Jin;Yim, Eun-Hyuk
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.2
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    • pp.43-56
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    • 2019
  • The purpose of this study is to analyze the phenomenon of 'play' in contemporary fashion creation from an interactive point of view and to analyze cases in the contemporary fashion design creation process. The research method was a combined literature review and a case study. As a result of the research, we have derived the creations of interactive fashion design from the viewpoint can be categorized as 'play as creativity', 'mimesis', and 'deviance'. First, creativity can be seen in DIY products, customized products, and clothing that reflects the consumer's way of wearing. By actively intervening in the products and expressing their creativity in the product, it can be considered as a DIY creation. Second, mimesis in the creation of a fashion design that occurs when consumers imitate the designs of the famous fashion designers. Often similarity and difference are generated, while sometimes objects are newly constructed. Third, deviance means that an item is reborn with a completely different intention from the original shape and function by the intervention of the 'hacker' consumer. For example, the logo and the design of a luxury brand are transformed to satirize its legitimacy. In this paper, we analyzed the cases of fashion design creation as an interactive play and investigated their characteristics and tendencies.

Software Design Framework for Content Creation (콘텐츠 제작을 위한 소프트웨어 디자인 프레임워크)

  • Oh, Jung-Min;Moon, Nammee
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.11
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    • pp.815-822
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    • 2013
  • Nowadays, the various kind of software packages that support content creation consumed in touch-type terminals as an application have come into the market. These softwares have a different style of user task compare to existing user task. The reason why difference style has been appeared for now is because interaction timing has a important role of both content creation and consumption. For this reason, in this paper, we propose a software UI design framework for content creation using MB-UID and UCD model based on task modeling. The proposed framework is made up of five steps: business rule model, creation role model, creation flow model, creation action model, presentation model. Through this framework, we handle the interaction between a content creator and software user interface at the content creation phase. At the same time, we consider a possible interaction type which can occur by consumers at the consumption phase in advance.

Suggetion of Conceptual Model for Self-Expression Design Formative Creation Process for Leading Design (디자인 트렌드 선도를 위한 자기표현적 디자인 조형창작 프로세스 개념모델 제안)

  • Bae, Eun-Joon
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.148-161
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    • 2022
  • Korea's design developed closely related to economic growth and plays a key role in material growth, wealth growth, and consumption promotion today. Of course, it is true that Korea's design level has grown significantly, but it has not reached a trend-leading level. Behind this, it is thought that one of the reasons behind this is that most design companies are biased towards trend research and benchmarking from a supplier perspective, resulting in the creation of design sculptures. If you look at the examples that lead the world's design trends, you can see that their subjective thinking from the author's point of view accounts for a significant portion of design sculpture creation. Through an in-depth interview with designers and artists at both extremes of the spectrum of thought, I want to look at examples of self-expression design development and get implications for suggesting conceptual models of self-expression design sculpture. Through this, a conceptual model was proposed, which is organized into a five-step design creation process in which balanced thinking is achieved by combining the thinking system and process according to the writer's point of view with the majority of design creation dominated by supplier perspective.

A Study on A-formal in Furniture Design Form Creation (가구디자인 형태창출에 있어서 비정형에 관한 연구)

  • Kim, Young Ho
    • Journal of the Korea Furniture Society
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    • v.26 no.4
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    • pp.301-313
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    • 2015
  • This study purposes on continuing experimental research of furniture form creation focused on the importance and necessity for a-formal concept for designers to drift away from general acknowledgement and practice routine to design more radical forms for meeting various needs of late industrialized society, which have not been satisfied with formal and universal designs. This study covers presenting new points of view on research for designers to look for different solutions to widen their consideration in the process of furniture form development and to set up academic data base with the case studies of designers in anti-construction concept to define their experimental challenges for new design form creation, on the basis of overall research on the effects and roles of a-formal approach in the furniture design form creation.

Design philosophy and Principle of Hangeul (한글의 디자인 철학과 원리)

  • 한재준
    • Archives of design research
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    • v.14 no.2
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    • pp.235-244
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    • 2001
  • Hangout is already recognized as a world famous writing system. However, the typefaces that may show the excellence of Hangeul lack the systemic development, and their frequent change without independence rather causes an obstruction to the development of visual culture and informational systematization of the country. In this paper, I presume that the core of this obstruction is caused by a lack of successful inheritance of the creation philosophy and principle of Hangeul. In order to prove this premise definitively, I saw Hangul from the viewpoint of design, and suggested the base and objectivity to solve the problem by systematically define the excellence of Hangeul. In this paper, 1 confirmed that the creation philosophy and principle of Hangeul had the design philosophy that was appropriate for social and cultural background of that time, and went through rational design process. Therefore, as I mentioned earlier, the due for the problem with Hangeul typefaces can be found when it is handled based on the creation philosophy and principle. Furthermore, the creation of Hangeul can be explained as a creation of rational and scientific letter as a method of easier communication between different people and nations. Therefore, the study of the design method and principle used in the process of Hangul creation may provide the new base for the methodology of visual communication design, and it may be a core research subject to find the root of Korean design philosophy.

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