• Title/Summary/Keyword: Design idea

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Item Development for Fashion Products Using Creative Thinking Methods -A Case of Velvet Products- (패션 상품 아이템 개발을 위한 창의적 발상법의 활용 -벨벳 상품의 사례-)

  • Chung, Ihn Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.37 no.2
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    • pp.213-223
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    • 2013
  • This study presents the process of fashion item development with velvet through creative thinking methods. Creativity is one of the most important requirements for a successful job career and education enhancing creative thinking is needed in the area of fabrication, product design, and marketing strategy development. Velvet was selected as a research stimulus because it is a luxurious fabric with various differential properties such as a soft touch, unique luster, excellent drapability, and fine physical properties. The research methodology included creative thinking methods review, the selection of the tools, idea sourcing and listing, sequential idea evaluation and sample product making. After review of the various creative thinking methods, a combination method and forced connection method were employed as research tools to confirm the usefulness of creative thinking training because of their independence of use and application simplicity. A total of 12 university students participated as subjects in this research. After some training, each student derived ten ideas for velvet products that utilized a combination method and forced connection method. A total of 120 ideas were evaluated for novelty, technical possibility, practicality, and marketability; subsequently, 24 ideas were adopted and developed as sample products. The effectiveness of creativity education in fabrication and product design classes was verified through the whole process of product planning.

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.

The Visualization of Conceptual Thinking with its Verbal / Visual Information for Design Development (그래픽 태블릿(Graphic Tablet)에 의한 개념적 디자인 사고의 시각화 프로세스에 관한 연구)

  • 우흥룡
    • Archives of design research
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    • v.14 no.2
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    • pp.217-224
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    • 2001
  • Graphic thinking for the idea sketches brings about variations between abstract realm and concrete one, and between conceptual realm and perceptual one. When design information is projected to the thinking process, some images are generated, and transformed. We reviewed the sketching devices for computerization to deal with a lot of design data in the computing environment. The LCD Tablet can be a substitute for the Pen & Paper to get rid of irksome tasks at handling the design data. Using a protocol analysis technique, we examined the influences of different design information, which is consisted of verbal concepts and/or visual images, and abstract information and/or concrete one. The findings show that there are no significant differences of influences between verbal/visual information and abstract concrete information at the conceptual design. These facts support that graphic thinking process is progressed with the perceptual and mental image.

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Hangil Design and Oullim, the Great Harmony (한글 디자인과 어울림)

  • 안상수
    • Archives of design research
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    • v.17 no.3
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    • pp.383-392
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    • 2004
  • Oullim is Vital principle Which allows humanity to continue its inherent culture. By proposing the evaluative authority of the creative significance of the invention of Hangul and its formation and superiority from the stand point of Oullim, I would like to focus on Hangul's creative significance on the grounds of 'broadly profound design'. The ideas of Hunminchongum's invention id based on the philosophy of Great Absolute. The philosophy of Great Absolute is natural phenomenon and metaphysical understanding of cosmology. But King Sejong could keep a good balance between identity and practicality. It is a high value of Hangul. The main idea of design is seeking for principle of nature and systematical vitality. King Sejong also put this main idea of design in practice for inventing Hunminchongum. In the process, Oullim appeared as an essential function for the Great Design.

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Application of Discrimination Information (Cross Entropy) as Information-theoretic Measure to Safety Assessment in Manufacturing Processes

  • Choi, Gi-Heung;Ryu, Boo-Hyung
    • International Journal of Safety
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    • v.4 no.2
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    • pp.1-5
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    • 2005
  • Design of manufacturing process, in general, facilitates the creation of new process that may potentially harm the workers. Design of safety-guaranteed manufacturing process is, therefore, very important since it determines the ultimate outcomes of manufacturing activities involving safety of workers. This study discusses application of discrimination information (cross entropy) to safety assessment of manufacturing processes. The idea is based on the general principles of design and their applications. An example of Cartesian robotic movement is given.

Design and Implementation of a Graphic User Interface with Logical Zooming Functions for Browsing of Object-Oriented Databases (객체지향 데이타베이스의 검색을 위한 논리적 주밍기능을 가진 그래픽 사용자 인터페이스의 설계 및 구현)

  • 최진성;박종희
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.32B no.1
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    • pp.1-10
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    • 1995
  • A graphic user interface for effectively browsing object-oriented databases in complex applications is designed and implemented. The rationale behind our design lies in enabling the users of various levels and needs to investigate the database according to their respective interests and desired depths. A novel idea in our design is the introduction of zooming techniques from a logical view, which vidualize the backbone abstraction concepts of the object-oriented data model. These objectives are verified by evaluating the results of its implementation.

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Application of Information-theoretic Measure (Entropy) to Safety Assessment in Manufacturing Processes

  • Choi, Gi-Heung
    • International Journal of Safety
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    • v.4 no.1
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    • pp.8-13
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    • 2005
  • Design of manufacturing process, in general, facilitates the creation of new process that may potentially harm the workers. Design of safety-guaranteed manufacturing process is, therefore, very important since it determines the ultimate outcomes of manufacturing activities involving safety of workers. This study discusses application of information-theoretic measure (entropy) to safety assessment of manufacturing processes. The idea is based on the general principles of design and their applications. Some examples are given.

Comparative Assessment of Usability of Web-storming System between Administrator and Designer Groups in Space Design Process (공간디자인 프로세스에서 관리자·실무자 그룹의 웹스토밍 시스템 활용성 비교평가)

  • Choi, Gil-Dong;Kim, Kwang-Myung
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.154-165
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    • 2011
  • Considering the online idea generation, or web-storming, system would be used differently by space designers depending on their job characteristics, the present study tested the usability of web-storming using a factor correlation table with a designer group in the field. Then, for analyses, the results were compared with the previous findings on the usability of web-storming in a design administrator group to suggest comprehensive measures applicable to web-storming. The questionnaire results were analysed following a process of observation-interpretation-application, and the space design process and web-storming function factors were also analysed based on a factor correlation table. The analyses found that the most correlated space design process in both administrator and designer groups was the schematic design phase, and that the correlation started to lower upon division of labour. The assessment phase was found significantly different between the designer group and the administrator group. The assessment phase showed the second highest correlation in the designer group. In terms of the aspects related to project operation, the correlation was found higher in the designer group. Based on the findings, new applicable measures to each phase of web-storming were derived and summed up to suggest how to take advantage of web-storming in the field.

Types of Concept Figuration in Landscape Design based on Memory (기억에 기반한 조경설계의 개념 형상화 유형)

  • An, Seung-Hong
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.6
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    • pp.171-184
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    • 2017
  • The designers pursue the thoughtful and wide thinking through the accumulation of knowledge and cultivation of insights for making use of high-level design philosophy and language. The purpose of this study is to investigate characteristics of concept figuration types based on designer's 'memory' in landscape design. The results of this study are as follows. First, the design idea starts to be based on the language and image memory of the designer. The figuration types are composed of the verbal and visual view which are representative communication means. Second, the verbal concept figuration of landscape design consists of two types. The symbolic language of the title as a design theme can be a 'phrase', and it should have a hierarchial balance between the master and the sub. 'Descriptive shape of conceptual scenario' is a text that expresses the concept narratively in order that the reader virtually experiences designed landscapes. Third, visual concept figuration of landscape design is divided into three types. 'Simple visualization of a diagram' is easily embodied through a simple graphic using symbols, comments, images and key words. 'Concept sketch and shape of core idea' is useful to grasp the core of the idea such as physical element, form attribute of space and spatial relation at the initial phase of the concept. 'A collage and montage that create a new shape with a combination of images' are a collection of materials and images that provide a new perspective. These are tools to depict them in a compressed way after recording landscapes phenomenon.

A Study on the Spatial Experience and Design Characteristics in Louisiana Museum of Modern Art (루이지아나 현대미술관에 나타난 공간경험 및 설계특성에 관한 연구)

  • Kim, Jong-Jin
    • Korean Institute of Interior Design Journal
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    • v.20 no.6
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    • pp.44-52
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    • 2011
  • Louisiana Museum of Modern Art near Copenhagen is the most visited art museum in Denmark. It was originally founded by the director of the time, Knud W. Jensen and designed by two Danish architects, Vilhelm Wohlert and J${\o}$rgen Bo. The first part of the museum was built and opened to the public in 1958. The first part consisted of just a few exhibition spaces and glass corridors. But museum has been expanded step by step into a large park-like museum throughout 40 years of time. Louisiana museum has a unique environment in which art, architecture and nature are inter-related together. There was a very clear background for this museum atmosphere that was created by Knud W. Jensen from the very beginning. He wanted to make 'a sculptural park' or 'a low pavilion in the park'. The concept of 'park' was the key element. The architects, especially Vilhelm Wohlert who studied at the western area of the United States and influenced by the bay area architecture as well as the oriental wooden structure, interacted with the director's idea fully and made an invisible architecture in which 'Experience of Space' is the most important aspect. This thesis aims to analyze several crucial spaces of the museum and to find a hidden design characteristics. Chapter 2&3 explains general backgrounds and main design philosophy. Chapter 4 studies each parts' spatial experience and design methods with 3-dimensional diagrams. Chapter 5 tries to make an overall design characteristics that underlines the whole museum environment. The significance of Louisiana museum is not only in the fact that it is the most visited, but also in the fact that the role of architecture is to make a better environment where human and art are harmonized together within nature. The utopian idea of the founder started in doubt almost 50 years ago has been already successful in this small but vibrant park.