• Title/Summary/Keyword: Design idea

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Development on the On-line/Off-line Learning Content Solutions & Tools for Education of Creative Talent base on Method of Formative Inspiration (조형발상기반의 창의력 교육을 위한 On-Line 및 Off-Line상의 교육 컨텐츠 및 교구개발에 관한 연구)

  • Chung, Seung-Ho;Choi, Eun-Suk;Kim, Dea-Yong
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.891-899
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    • 2009
  • We need education program and contents that satisfy on-off line's education maximize an initiative spirit development in an absence of UI design for infants and elementary students. For the multiplicity of inflection of these initiative spirit development education program, we need development of contents and teaching materials(Cre-kids) that can educate both in on-line and in off-line. Cre-kids are divided of four areas that are increased fluency, flexibility, originality and delicacy. Four areas are ideas of language, visual, making and computer. Through each area, we can develop children's systematic modeling idea ability. And we divide of fluency, flexibility, originality and delicacy each four areas and evaluate each aspect and mark for index. That is CDQ(Creativity Design Quotient). Through the evaluation result, we will be able to study about a modeling initiative spirit index.

Development of Creative Design Coursework in Industrial Engineering - Focus on the Product Family Design (산업공학에서의 창의설계 교육 사례연구 - 제품가족디자인을 중심으로)

  • Kim, Tai-Oun;Yang, Seong-Min;Kim, Hee-Bok
    • Journal of Engineering Education Research
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    • v.9 no.3
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    • pp.49-61
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    • 2006
  • The objective of this study was to propose a new framework for the creative engineering in the product family design coursework. The idea of product family design is a good solution to fulfill customer's requirements and to respond quickly for the technology change. Mass customization based on product family and product platform is a new paradigm with variety and customization through flexibility and quick responsiveness. In this study, the subjects of product family, product platform, product family map, platform leveraging strategy, morphological matrix and module based product family design were reviewed and presented. A new idea generation scheme utilizing SCAMPER method was combined with the morphological matrix approach. For the effective product family and platform design, creative efforts and approaches were utilized and implemented in the coursework process. This will help students to develop creative thinking and approaches in the engineering problem solving.

An Open Space of College Campus according to the Changes of the Times : A Visual Analysis of Cases (대학(大學) 캠퍼스 광장(廣場)의 시대적(時代的) 변천(變遷) : 시각적(視覺的) 사례(事例) 분석(分析))

  • Min, Chang-Kee
    • Journal of the Korean Institute of Educational Facilities
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    • v.9 no.2
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    • pp.25-35
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    • 2002
  • This paper is to evaluate an open space on university campuses enclosed within buildings, with respect to building elevation a wall of an open space including outer wall materials and window forms and an open space itself. It uses case study methods to periodically know specific details about open spaces and surrounding buildings elevation. It was found, at first, that it was emphasized vertical elements on window frames as well as building elements in an era of the 1910's to the 1930's. It, however, was changed into emphasizing on horizontal features in the era of the 1960's to the 1970's. Meanwhile the period from the 1940's to the 1950's was a turning point. The horizontal style was continued until the 1980s and the style was changed into various style mixed with various types. Secondly, an open space was recognized as a valuable design criteria for a construction of buildings in the 1930s to the 1970s. It was, however, a forgotten criteria during the late 1970's and the 1980's because of short age of the construction budget of the government. In the 1990's, the importance of open space design reappeared on the design of a block plan. Thirdly, a design style of an open space was authoritarianism using symmetrical and magnificent style in the 1910's to the 1930's. The time of 1945 to the 1950's was a turning point from authoritarianism to an idea of efficiency. In the 1960's and the 1970s, an idea of efficiency emphasizing their functions was prevalent to the design of buildings and open spaces and this trend was continued until the 1980's. A romanticism was realized on the design of an open space and surrounded building's.

The Development of Commercialization in the Idea of the Fashion Design, Issey Miyake (잇세이 미야케의 디자인 발상과 상업화를 위한 전개과정에 대한 연구)

  • Cho, Jung-Mee;Huh, Eun-Joo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.1
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    • pp.80-91
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    • 2009
  • The purpose of this study is to examine how he successfully connected his ideas of fashion design for art with the commerciality without a conflict about for 40 years. It is expected that this study will be a precedent in the aspect of the symmetry between artistry and commercialization in Issey Miyake's works. We will examine Issey Miyake's idea of fashion design and its development for the commercialization since 1970s that he started to give shape to his ideas in the fashion works to exactly commercialize in the market. 1. Re-creation of tradition(a piece of cloth): throughout the 1970s, Miyake continued to experiment with a variety of Eastern design elements. The elements of Japanese or oriental tradition made him to be at the very center of supreme of the world of fashion. He took advantages of his identity, and developed the tradition for mass produce. 2. Design for mass(Pleats Please): Miyake decided to make clothes for the people, not only for the top class of the society. This thought developed the designs for the mass, which were functional, universal for the modem buyer, and accessible to a wide market. He realized his ideal by the medium of pleats, which were made through industrial processes, while he tried variously the aspect of formative of the pleats in the collections. His designs concept is summarized by the industrial product design and anonymous design. 3. Innovation of manufacturing system(A-POC): Miyake in 1999 developed A-POC. A-POC is used modern computers in conjunction with traditional technology. A-POC does not make only a new cloth but also makes a new manufacturing system of clothes.

Effects of the Program Improving Adjustment to Military Life, on Stress, Depression, Idea of Suicide, Self-esteem, and Adjustment to Military Living in Auxiliary Police (군생활 적응 향상 프로그램이 전.의경의 스트레스, 우울, 자살생각, 자아존중감, 군생활 적응에 미치는 효과)

  • Kim, Jong-Im;Yoon, Hye-Sun;Han, Sun-Ok
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.15 no.3
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    • pp.387-394
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    • 2008
  • Purpose: This study was done to identify whether the program, improving adjustment to military life would have an effect on stress, depression, idea of suicide, adjustment to military living, and self-esteem in auxiliary police. Method: This quazi experimental study using a non-equivalent control group pretest and posttest design was conducted from February 1 to May 30, 2007. Using convenience sampling, the researcher recruited 120 auxiliary police and randomly assigned each to either the experimental and the control group. The experimental group received an 8-week program to improve adjustment to military life. Results: Anxiety, stress, depression, idea of suicide, self-esteem, and adjustment to military living were significantly different between the experimental and control groups. Conclusion: These results suggest that programs to improve adjustment to military life would improve psychological health and adaptation of military living in auxiliary police. Replication studies are needed to confirm the effects of this program and to identify the long-term maintenance effects of the program.

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Lens Barrel Design Based on Distributed Knowledge-Base (분산 지식베이스에 기반한 렌츠 경통 설계)

  • 복기소;명세현;한순흥
    • Korean Journal of Computational Design and Engineering
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    • v.5 no.1
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    • pp.1-11
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    • 2000
  • The purpose of Computer Aided Design is to design good products as quickly as possible. To do this, it is important to reuse the old designs and build on them. Most engineering designers, therefore. hale studied methods for reusing old designs, and the results of their study hale been applied to new designs Unfortunately, this only involves reuse of geometric data without design knowledge. If they can design products with the geometric data, including design knowledge, of the old designed and share them through the Internet, design efficiency will be improved. In other words, one way to improve designer's productivity is to share design information that includes knowledge and scattered data across design offices. This paper introduces a shared design environment with distributed knowledge-base. A product design environment based on distributed knowledge-base is proposed, which integrates the CORBA, OLE and WWW as the network architecture, a 3D CAD system, and an expert system shell. A design example of the lens barrel of a projection television is implemented to verify the idea.

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A Study on Concept Generation and Development for Street Furniture Design through Extracting Design Factors from the Space Design

  • In, Chi-Ho
    • Journal of the Korea Furniture Society
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    • v.22 no.3
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    • pp.183-189
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    • 2011
  • This is a study on methods for designers of furniture and products to generate and develop design concept in consideration of design and existing conditions of the space when they design street furniture. In particular, in case when they participate in a process of designing new space, this study aims to reveal methods generating strategic elements and basic ideas for designing street furniture through cases study of projects by understanding and analyzing concept of overall space design and by extracting artistic elements for deployment of specific designs. First, Design DNA, which decides overall flow of design concept of street furniture, is extracted through analyses of basic concepts of space design. Next, by applying 3V Design Process, alternatives of the concept generation are suggested through methods of storytelling and design language under the two approach methods of verbalization stage and visualization stage. Also its methods were explored through suggestion of designs by developing each idea of the respective concepts into specific design vocabulary.

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Spatial Experience and Design Method in the Installation Projects of Olafur Eliasson - Focusing on Relationship between Human and Surrounding - (올라퍼 엘리아슨의 설치 작품에 나타난 공간 경험 및 디자인 방법 - 인간, 환경 사이의 관계성을 중심으로 -)

  • Lee, Song-Hak;Kim, Jong-Jin
    • Korean Institute of Interior Design Journal
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    • v.23 no.5
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    • pp.33-40
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    • 2014
  • The Danish-Icelandic artist, Olafur Eliasson who was born in 1967 is known for installation projects employing materials such as colour, fog, mirror and light to rethink the relationship between human and surrounding. Since he started the early projects, Eliasson has been interested in the relationship between an art, a viewer and space. He has used the medium from nature because he thought nature is very common subject to derive new idea of relationship between human and surrounding. Eliasson revealed the idea of relationship between human and surrounding by three characteristics of spatial design such as 'reinterpretation of placeness by juxtaposition of mediums and defamilarization', 'ambiguity and extensity of depth distance of space by mediums' and 'change in spatiality by movement of viewers and time'. This paper focused on four case projects : The mediated motion in 2001, The weather project in 2003, The blind pavilion in 2003, Your rainbow panorama in 2011. It is aimed to discover relationship between human and surrounding in the case projects under three characteristics. This study found that three characteristics were differently applied in the case projects in terms of spatial experience and design methods. Inside & outside locations, formal quality, visual-perceptual relationships in and around each case are crucial elements and tools. The unique relationship between human and surrounding of Eliasson and three characteristics are applicable to architecture and spatial design.

A Study on the Characteristics and Use of Multi-Visual Expression Techniques in Architectural Design Process of Zaha Hadid (자하 하디드의 건축디자인과정에서 다시점 표현기법의 활용과 특성에 관한 연구)

  • 박영호
    • Korean Institute of Interior Design Journal
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    • v.13 no.5
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    • pp.56-65
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    • 2004
  • This study divides the expression techniques of Zaha Hadid into various types who has manipulated her targeted drawings as her unique design tools in the process of architectural design, analyzes them in terms of the vanishing point, visual point for observation and object of observation and attempts to figure out how the multi-visual expression is applied in the conception of form and space and method of observation. By doing so, this study will suggest the characteristics of the expression techniques using multi-visual. Through the above study, the utilization and characteristics of multi-visual expression of the architecture design process of Zaha Hadid are summarized as follows. Firstly, Zaha Hadid utilizes the strained multi-visual perspective technique which can look out over the interaction between masses simultaneously at multi-angles by changing a perspective drawing of vanishing point 1, 2, and 3. Secondly, it utilizes a landscape perspective technique and embodies an Idea of landscape's spatial arrangement through it as the means to search a dynamic relation of architecture, city, land, and space. Thirdly, there is a projected expression using X-ray perspective technique to make the relations between inside and outside of building to three-dimension volume. Zaha Hadid has used the expression techniques using multi-visual by utilizing various points and has developed and used them as her creative tools for idea. By means of escaping from the expression techniques of simple revival, she has used a new expression technique that can represent recognized space. In the past, the content could change the expression techniques in architecture; however, the liberation of architectural expression techniques can change the content in modern times when require new attempts.

A Study on the Process of Refining Ideas for Social Problem Solving Based on Design Thinking in Digital Convergence Era (디지털 융합시대의 디자인 사고 기반 사회문제 해결 아이디어 구체화 프로세스에 관한 연구)

  • Back, Seung-cheol;Jo, Sung-hye;Kim, Nam-hee;Noh, Kyoo-Sung
    • Journal of Digital Convergence
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    • v.15 no.2
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    • pp.155-163
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    • 2017
  • South Korea has experienced various social problems during rapid economic development, and now attempts to address them through social economy and advanced technologies. This approach, however, requires comprehensive research on not only phenomenal issues but also their fundamental causes and regional/cultural contexts as Design Thinking Process does. This study aims to draw implications for applying Design Thinking Process into the entire process of solving social problems, from field research, idea refinement, and solution design. Limitations of Design Thinking-based social problem solving are also drawn through comparative analysis on various cases. In conclusion, the process of refining ideas and developing product/service can be utilized by social enterprises, ventures, NGOs, etc. as a guideline in addressing social problems.