• Title/Summary/Keyword: Design in Everyday Life

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A Study of Design Education for the Public and its Development Direction (대중의 디자인교육문제와 발전방향에 관한 연구)

  • Cho, Kyu-Myung;Kim, Tae-Chul;Kim, Kyung-Sook
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.91-104
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    • 2005
  • In the past, the design education focused on the technique and skill to satisfy the production and consumption activities of a corporation based on beauty and practicality in the industrial age. Now, it's time to switchover to a life-quality enhancing education by harmonizing and meeting the public's physical and mental needs because design education is a character education which enhances the quality of life by uplifting people's aesthetic sense. This paper has emphasized on the importance of public education of design through the theoretical investigation on social environmental changes caused by the emergence of information society,,education problems, public education, and the necessity of design education. The reason why this study should be done has been suggested by investigating the necessity of this research and bringing up the issue. Furthermore, the current status and problems of public education on design have been analyzed. Then, based on the result, the development direction of design education has been suggested. This study can be concluded as follows: First, the design education should change from its vertical structure to a horizontal one. It should be widely spread to the public, getting off from its privatization for a certain group. Second, designers and the public should correct their way of thinking about design. The ordinary people as well as the designers should cultivate their capability to find and take care of design related issues in their everyday lives. Third, all people should be the subject of design education for the public. As a part of cultural education on the public's aesthetic sense, design education should be reborn as a field of study in which a sound public culture can be developed by the integration of human life and culture, exceeding the limit of school curriculum.

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A Study on the Actual Condition and Teachers' Perception of Outdoor Play in Child Care Center (보육시설의 실외놀이 운영실태 및 교사 인식에 관한 연구)

  • Choi, Mock-Wha;Byun, Hea-Ryung
    • Korean Journal of Human Ecology
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    • v.19 no.1
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    • pp.203-214
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    • 2010
  • This study will examine the current condition of outdoor play in child care centers and the overall perception of teachers on outdoor play in regards to its related programs and children's reaction to them. Through examining such issues, this study will provide the basic data that can be applied in planning appropriate outdoor play activities, programs and environments. For the study, we surveyed teachers and directors of child care centers using a structured questionnaire. The objects of the survey were 22 child care centers in Daejeon and Seoul, who agreed to conduct the survey. The survey was conducted from August 1 to September 30 2006; 220 copies were distributed, and 188 copies were collected. The results of the study can be summarized as follows: 1) The number of outdoor plays per week were on average 1~2 in most cases, although teachers believed the play should be done everyday. Outdoor play time was mostly 21~30 minutes, while teachers thought 31~40 minutes as appropriate. Children's reaction scored the highest when they played outdoors for 30 minutes every day with their teachers involved in the play. As a result, we have concluded that the appropriate outdoor play should be conducted everyday for 30~40 minutes. 2) Outdoor play was mostly conducted as part of the overall educational plan rather than a separate plan. Since outdoor play affects children's development as much as indoor play, there is a need for development of a specific and separate plan for various outdoor play programs. 3) The outdoor play program that was most often conducted was equipment play and sand play. This indicated the monolithic nature of the outdoor program. Given the fact that children enjoy outdoor plays a lot (M=4.71), various programs including adventure play, sensitive play, and carpenter play should be developed. 4) In outdoor play, the teacher's role included supervising and interacting with children. According to the survey, teachers had a good understanding of the importance on safety and supervising issues in outdoor plays. However they seemed to overlook the importance of having better programs and improving teacher's participation to the play. Despite the importance of outdoor play to children's development, the result shows that teachers have tendencies to limit and obstruct outdoor plays by emphasizing supervising and safety issues instead. 5) Children's safety should not be the only consideration for outdoor plays; teachers ought to better understand that children's development can be maximized by the play. Furthermore, there should be emphasis placed on the program development and teacher's participation; teacher's participation should actively encourage the interactions between a child and a teacher, as well as among children.

Characteristic Trends of Vernacular Design Culture and Products in Post-industrial Society - a case of products: vernacular playing-culture of children and Infants - (후기산업사회의 버내큐러 디자인문화와 산물의 특징적 경향1 - 산물의 실례: 유소년 버내큐러 놀이문화 -)

  • 진선태
    • Archives of design research
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    • v.16 no.2
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    • pp.179-188
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    • 2003
  • We can discover some facts that vernacular design products with a property of volunteer culture coexist with ready-made products as an useful objects in the post-industrial society. Currently, few attempts had been made at studies of the vernacular design objects with understanding cultural context in post-industrial society, it is necessary to illuminate the relationships between the user with a role of design producer and the product viewed in culturally. In chapter 2, by examining documentary, t have been understood the definition, apprehensions, attributes linking creative use's culture with vernacular design culture, and distinctions between vernacular design and main stream design system. In chapter 3, by verifying products of everyday street and construction site, have been investigated the public characters and the differences compared with the past. In chapter 4, as a subtle example, have been analyzed design feathers and cultural characters of the products which children and infants culture generates by reflecting the socio-economic backgrounds and the culture from 60c and 70c to now according to the phases of the times. In conclusion, first, it seems quite probably that all of artificial objects exist a state of ready-made but that is not appropriate to correspond with user's whole behaviors. supplementally, it causes the phenomenon of vernacular design products. Secondly, it is reasonable to suppose that such main-stream design system and vernacular design go forward continually and crossly with coexistent relationships as high culture and sub culture. Third, three concepts: long-life design, ecology design and recycling revealed in vernacular design are useful distinguishing marks for the future design directions, moreover instant-response, fast and flexible process, three distinctions have a possibility of alternative process which can overcome the control-based process such as the systematic approach and the planning MTG in present. Finally, in children and infants culture, vernacular design products have changed the pure style products in the past into the modified techno playing products in the present. These should De a substitute product that supplyes variousness to ready-made design system and a design culture that maintains continually as a independent culture.

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A Study on the Activation Factors of Voluntary Community Activities in Neighborhood Parks - Based on the People Who Love Chamsaem in Sejong City - (근린 생활권 공원에서의 자발적 공동체 활동의 활성화 요인에 관한 연구 - 세종시 '참샘을 사랑하는 모임'을 대상으로 -)

  • Kim, Woo-Joo;Lee, Cha-Hee;Sung, Jong-Sang
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.2
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    • pp.37-51
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    • 2018
  • Recently, urban parks are required to actively participate with residents in order to strengthen social functions and maintain sustainable management. This study analyzed the formation process of volunteer resident groups (Chamsamo) in the neighborhood parks in which local residents can participate in an ongoing basis based on the solidarity of a daily living space. The important factors in the activation of resident activity are derived from 5 aspects including resources, local area, resident group capacity, resident group role, and public support. The results of the study are as follows. 1) Life-friendly resources: It was important to find life-friendly resources such as 'Chamsaem' in the park. The combined resources of continuous human activities provided various benefits to the residents. This has led to stronger attachment and community activities to continue to utilize attractive resources in the park. 2) Sharing Common Daily Spaces and Expansion: As the Chamsamo activities were centered around the neighborhood, the network of activists in the local community expanded. This led to continued resident interest and favorable participation as well as to the regional expansion of Chamsamo activities. 3) Park management as part of everyday life: Park management became a part of everyday life, and pleasant park management was facilitated by utilizing the talents of the residents, who carried out diverse activities and constantly streamlined their hard labor. 4) Chamsamo's Leadership Linking Residents and the Public Sector through Leading Park Management Activities: Chamsamo served as a middle leader in linking the public sector and its users. 5) Role and Support of the Public Sector: In order to be able to sustain the activities of residents, the government's willingness to support the resident-led activities of the park in planning and operating the public sector was required. In the public management system of the park, support for residents' activities such as financing, education, and consulting was necessary.

A Study on the Pattern Development and Wear Fitness of the Bodysuit (Bodysuit의 패턴개발과 적합성에 관한 연구)

  • 최미성
    • Korean Journal of Rural Living Science
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    • v.5 no.2
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    • pp.93-106
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    • 1994
  • The purpose of this study was to develop the pattern of bodysuit and to identify the wear fitness of it The methods of statistical analysis applied to the study were ANOVA and cluster analysis. The materials used in making bodysuit were Nylon/Polyurethane, lace, power net, binding tape, and hook eye. The try-on test was administered in two aspects ; (1) the comparison of anthropometric data before and after trying on the experimentally constructed bodysuit with those of marketing bodysuit, (2) the sensory evaluation to estimate the wear fitness in terms of appearance and motion function. The conclusions obtained are as follows ; 1. In the survey of wearing state, 52.2% of respondents had experience of wearing bodysuit. 60.6% of them responded to the item, “well-balanced body” in the question about the purpose of wearing it. 55.7% considered the item, “feel choky in the chest” as uncomfortable point in putting on bodysuit. 48.3% felt the portion of crotch drawn above in taking exercise or behaving routinely in everyday life. 2. As for the characteristics of the bodysuit design, the scooped neckline and horizontal outline without wire in lower bust was used, the adjust point being located right above the perineum point, and the length of bodysuit is as far as trochanteric point. 3. In comparing anthropometric data of the subjects, there was significant difference in the height of lower bust the distance around abdomen, and the length of bust point(right, left) between the experimentally constructed bodysuit and the marketing bodysuit. 4. Concerning the results of the try-on test in appearance, the estimates of expert panel, which were in agreement with those of subjects in mean value and composite reliability coefficient, showed that the pattern fitness of experimentally designed bodysuit was higher than that of marketing bodysuit. 5. To take try-on test in motion function, motion was classified the five steps. The results of the test showed that experimentally designed bodysuit was fitter in each steps of motion than marketing bodysuit.

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A Study on the Group Program for Improving Self-Esteem and Assertiveness of the Chronically Mentally Ill Living in the Institutions (시설 거주 정신장애인의 자부심과 자기표현 향상을 위한 집단프로그램 개발 및 효과에 관한 연구)

  • Lee, Eun-Joo
    • Korean Journal of Social Welfare
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    • v.47
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    • pp.272-309
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    • 2001
  • It is a recent trend to emphasize community services for the rehabilitation of the mentally ill. However, it is also necessary to provide social work services for those living in the institutions, who is the most underprivileged in our society. To deal with interpersonal skill deficits which is one of the main characteristics of the mentally ill, social skills programs are being utilized, usually in the communities, but not in the institutions. Therefore, the objective of this study is to develop and evaluate institution-relevant program for the improvement of assertiveness, which is the basic ability among the interpersonal skills, and self-esteem, which is the emotional basis of assertiveness. Because there has been little literature on such a program, a preliminary program had been implemented in order to include the peculiarities of the life in the institutions on the main program. The evaluation of the program effect was done by pretest-post test control group design, and its results are as follows. Firstly, in regard to program effectiveness, the pre and post test showed that self-esteem improved in a statistically meaningful way, but that assertiveness did not so. However, the staff verified the improvement of the group members' assertiveness to some degree in their actual lives. Secondly, in regard to the group process, the group interaction improved in a statistically meaningful way between 2nd and 5th session, and the improvement maintained till the program termination. Also the group members evaluated the program as helpful in their everyday lives. Therefore it can be said that the result of this program is encouraging. In light of this, several suggestions were made: utilizing more dynamic techniques in the program; developing the advanced level of the program; making an effort to change environmental structures as well as individuals; applying this kind of program to another living facilities such as those for the homeless or handicapped.

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Differentiation of Chest of Drawers in Traditional Furniture - Focusing on Korea, Japan, and the West - (전통 가구의 서랍장 비교 - 한국, 일본, 서구 중심으로 -)

  • Moon, Sun-Ok
    • Journal of the Korea Furniture Society
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    • v.22 no.2
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    • pp.101-111
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    • 2011
  • The intention is to explore the differentiation or evolution of the chest of drawers in traditional Korean, Western, and Japanese furniture in order to know how the drawers currently becoming popular in Korea were developed historically. The Korean furniture centered in $Jang$, $Nong$, and $Bandazi$ used in the tradition generally, the Western furniture involved in drawers, and the Japanese furniture called $Tansu$ in Japanese called the chest of drawers were focused on the study because the Western and Japanese drawers affected the development of the chest of drawers in Korean furniture during the late 19th century and the Japanese Ruling Era, respectively. As a result, the Korean furniture was not shown the chest of drawers but only small drawers that store small items located in the upper part of $Jang$, $Nong$, and $Bandazi$ mostly used as wardrobe, while the traditional Japanese furniture developed from Edo period (1607-1868) had showed a wide variety of chest of drawers like $Isho-dansu$, $Mizuya-dansu$, $Kusuri-dansu$, $Cho-dansu$, $Funa-dansu$, $Kaidan-dansu$, $Nagamochi-dansu$, $Kuruma-dansu$, and so on, for specialized storage. And in the traditional Western furniture were presented the chest like a large-box form, mule chest, chest of drawers, cabinet, commode, highboy, tallboy, wardrobe, secretary drawer and bureau with document drawer invented and evolved throughout the 15th-18th century. Therefore, the chest of drawers in contemporary Korean furniture is supposed to adopt the Japanese and Western drawer form and to ensure the continual production from the obvious utility of the design with decoration for our current everyday lives.

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The Influence of Personality Traits on Airline Untact Check-in: Focusing on Mobile Check-in User

  • YANG, Jae-Pil;PARK, Sang-Beom
    • The Journal of Industrial Distribution & Business
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    • v.12 no.1
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    • pp.15-30
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    • 2021
  • Purpose: Year of 2020, COVID-19 has been changing the people's everyday life to ways never been thought of before all over the world. The IT and electronic industry, the methods of supplying goods and services have been changed from contact to un-tact environments based on un-tact systems very rapidly. COVID-19 has been striking the tourism and the travel industry, especially the airline and hotel industry of which services are provided by human. For the passenger service of airliner, automation has been propelled and un-tact style of service has become mainstreams except cabin service since 2000's. For passenger transportation, due to traffic regulations and exclusions etc., switching to new ways is not easy. However, under the new environment made by COVID-19, kiosk check-in, web check-in and mobile check-in has become more important. In this study, the characteristics of airline customers using mobile goods are investigated to find ways to raise the rate of utilizing mobile check-in and to increase the efficiency of boarding process. Research design, data, and methodology: Considering the COVID-19 environment, survey was done by online research company. The research model is designed to integrate the user characteristics and usage/purchase motive and technology acceptance theory. Especially considering infectious diseases prevention, concern of safety is adopted as one of the usage motive variable. Results: Extraversion or conscientiousness characteristics prefers counter check-in(contact service), while openness characteristics prefers mobile check-in(un-tact service). Concern of safety for infectious disease shows strong non-preference on counter check-in. Conclusions: Regarding service type regardless of type of the industry, automation and un-tact have been mainstreams due to high costs of labor, efficiency and standardization issue, etc., and COVID-19 has given impetus to them. For airliner, un-tact service including boarding process service has been more and more important. To raise the rate of un-tact service use, the characteristics of the user should be analyzed first. The study results indicate that for extraversion or conscientiousness, some kinds of methods to induce them to use un-tact service more are needed.

Implementation of 3D Virtual Space Documents using Image Information in Real Time (실시간으로 영상 정보을 이용한 3D 가상공간 문서의 디스플레이 구현)

  • Cheong, Ha-Young;Kim, Tae-Woo;Choi, Chong-Hwan
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.1
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    • pp.40-44
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    • 2018
  • As the information society developed rapidly now, office software based on IoT has released along with office appliances that we encountered in everyday life, providing more convenient services. Now a days, in addition to writing documents for recording, it has importance to create documents for effective document presentation and information transmission. In this paper, we have been presented and designed in 3D virtual space from 2D for effective information transmission in real time. The suggested program, which implements part of the design, enables the voice and visual information to be effectively communicated while conveniently exploring or showing documents in a virtual 3D space. It provides a method of automatically placing documents in 3D virtual space, designing virtual camera movements that effectively explore them, and suggesting how to connect voice information to each document in real time.

Art Science Convergence Curriculum Design in the 4th Industrial Revolution Era : Focusing on STEAM with Contents (4차 산업혁명 시대 예술·과학 융합 교육프로그램 설계 : 콘텐츠를 활용한 STEAM을 중심으로)

  • Park, Sung-won;Lee, Hye-won
    • Journal of Information Technology Applications and Management
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    • v.28 no.1
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    • pp.53-61
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    • 2021
  • The year 2020 was a time when the coronavirus infections-19 (COVID-19) caused various changes in society. In particular, the fields that have been conducted face-to-face have been greatly confused by the transition to an online non-face-to-face method, and this is the case with the field of education. There are two main advantages of offline education. The first is that we can improve our understanding through communication with teachers, and the second is that we can develop social skills through interaction with friends. But as online classes progressed due to corona 19, interaction could not be achieved. As a result, the motivation for learning has been reduced due to difficulties in real-time feedback, and the participation rate has been significantly lowered, especially in lower grades, raising concerns about the learning gap that will occur after corona 19. However, there are some cases in which online classes were conducted as effectively as offline classes by utilizing various contents. What they have in common is the use of content. Teachers generally improved the quality of education by linking interesting sights and videos that enhance learning comprehension. The provided video conveys learning-related content into stories, enabling intuitive observation. Many students were already enjoying these videos through VOD (Video on Demand) such as TV and YouTube, they were able to connect their easy access to content and interest in learning. Appropriate use of video content has rather increased the learning effect and should continue after corona 19. Therefore, it is necessary to study methodologies that apply video content efficiently to education. This study looked at the steps that needed content application through the development of education programs, and observed its meaning. Students were curious about the content, motivated to learn and participated in learning on their own. Intuitive learning, conducted through appreciation, play and content production, provided an opportunity to learn on their own in everyday life.