• 제목/요약/키워드: Design in Everyday Life

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ESM을 통해 본 취업/비취업주부의 소비생활경험 및 주관적 삶의 질 -쇼핑활동을 중심으로- (The Consumption Experiences and Perceived Quality of Life of Korean Housewives through the Experiential Sampling Method-focused on shopping activity)

  • 유현정
    • 한국생활과학회지
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    • 제16권2호
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    • pp.349-365
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    • 2007
  • The purpose of this study was to explore the Korean housewives' consumption experiences and perceived quality of life. Perceived quality of life was composed of four dimensions: motivation, affect, efficiency, and activation. The study results are: 1. Housewives spare their time for physiologic activities(22.9%), household activities(20.1), and personal activities(10.1%) in sequence. 2. Although the motivation that housewives do shopping activities is coming from a sense of duty, the perceived quality of life during shopping is showing far more positive affect than the perceived quality of life during other activities. In this context, shopping activities are interesting in that they are thought of a kind of entertainment as well as work. 3. With an analysis of covariance, housewives' perceived quality of life has an effect on everyday life in that 4 perceived qualities of life such as motivation, affect, efficiency and activation has a significant effect on flow and it has a significant effect on satisfaction.

영상미디어 아트 공간연출 표현특성에 관한 연구 - 미술 전시장을 중심으로 - (A Study on the Characteristics of Space Production for Art Museums Reflex Media Art)

  • 유재엽
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2004년도 춘계학술발표대회 논문집
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    • pp.156-160
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    • 2004
  • Our time is called as the era of information-oriented society and up-to-date scientific technology, but it can be also called as the era of image. It is because the image has much influence upon our everyday life. In the deluge of images, the delivery of image Is a better and faster synergic tool than the delivery of language, and this trend is consistent with the phases of the times in which the analog modality of synergy is converted into the digital one. The image is a picture that is formed by a physical process, and is all the figures reflected by electronic equipments that reproduce the image. After the discovery of photograph in 1893, the image has been appeared first with the form of movie, and then with the form of TV. However, the appearance of such unidirectional synergic tools as movies and TV. has provided artists with some creative motives with which they intercommunicate their messages via some experimental bidirectional synergic tools. Among image-media arts, the performance of installation and participation is an important example that causes many changes through conceptional conversion, such as the conception of the time in space and formative characteristics. What satisfy this trend have been videos, lasers, holographic, and etc. Furthermore, the appearance of computer has provided a synesthesia, that is, a virtual reality, and mixed a real image with a visional one. The image-media art will realize better synergy through combining brand new machines, informational technology, and art, and have much influence upon our everyday life formatively and artistically in the future. with this study, through analyzing the meaning of relationship between image equipments and space.

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친환경 패션 문화 조성을 위한 캠페인 티셔츠에 관한 연구 (Study on the Campaign of Using T-Shirts to Establish an Environmentally-Friendly Fashion Culture)

  • 김미현
    • 복식문화연구
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    • 제19권5호
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    • pp.917-928
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    • 2011
  • The hot-wave of campaign for fashion brands has itself become a fashion trend now. In order to participate in this popular trend, every brand has launched a new campaign of developing T-shirts each season with a social issue as the design concept. Such a campaign plan is related to the brand's image-making. Each brand has its own slogan based on various themes related to social issues. Since the environment is the hottest social issue these days, most campaigns' T-shirts also focus on the image of environmental-friendliness. The purpose of this study is to elucidate environmentally-friendly fashion culture in daily life so that "environmental-friendliness" would be positively cognized by people in everyday life. For that, the design of these T-shirts following the environmental campaign will be developed and their utilization potential will be clarified. The detail contents of the study are as follow. First, the meaning of the environmental campaign and trends of environmental campaigns in Korea and overseas will be explored in order to identify their theoretical contents. Second, the environmental campaigns will be classified by case. Analysis of the expression and characteristic of each case will determine the utilization plan. Third, design directions will be suggested based on the characteristics produced from the case study. As the study conclusion, five environmental campaign T-shirts will be produced.

현시(顯示)적 조경작품의 특성 연구 (A Study on the Characteristics of Revelatory Landscape Projects)

  • 김정호
    • 한국조경학회지
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    • 제35권2호통권121호
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    • pp.37-48
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    • 2007
  • An exhibit entitled 'Revelatory Landscapes' was held at the San Francisco Museum of Modem Art from May 5 to October 14, 2001. For this Museum's rot off-site outdoor exhibition, five outstanding design teams-Kathryn Gustafson, Hargreaves Associates, Hood Design, Tom Leader Studio, and ADOBE LA-created site-specific installations in Berkeley, Oakland, San Jose, and the San Francisco Bay Area. Each project showcased a hybridization of environmental art and landscape design. The main content revealed through revelatory landscapes were the natural, cultural, and historical palimpsest of the sites-particularly as related to the history of minorities such as Native American, African Americans and Latin Americans-as well as the every day life of ordinary people. To represent these ideas, a juxtaposition of the past and the present was broadly applied. Furthermore, the use of dramatic colors, textures, and forms in consideration of materials coupled with the revelation of natural elements such as wind and sunlight accelerated the effect of this juxtaposition. Every project of the Revelatory Landscapes exhibit requires a phenomenological experience to be appreciated. Via the five senses, these experiences cause a synesthetic experience beyond solely the visual. By examining the projects of 'Revelatory landscapes', the threshold for a new blending between environmental art and landscape design as well as new landscape design strategies that overcome the dichotomy between nature and culture will change and evolve.

이탈리아 트랜스아방가르드 작품에 나타난 장식적 요소연구 (21A Study of interior constituents that appear trans avant-garde works in italy)

  • 정종환
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2003년도 춘계학술발표대회 논문집
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    • pp.160-165
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    • 2003
  • Art of today is expressed in various images incorporated in industrial development and visible in industrial parks, modern cities. Avant garde art and modernism brought abstract and conceptual art into conflict in the early 20th century and they absorbed elements of each other and grew into post modernism, which emerged in the 1960s and is still current. The avant garde challenged what was lofty and sometimes opposed modernism and sometimes fed it in cycles until post modernism was established. 'Trans avant garde', which, unlike modernism asserted individual expression, also appeared in the 1970s. Trans avant garde is spiritual art in which the artist's conversation with his soul returns. This study examines the readjustments the trans avant garde is making in its relationship with the dominant ethos of different values and offers the world art with important spiritual beauty. Trans avant garde art takes many forms, from thing to huge, which are manifested every where in architecture, interior design and everyday life.

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Camillo Sitte's Urban Design Language and its Influence upon Adolf Loos's Raumplan

  • Kim, Young Jae
    • Architectural research
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    • 제17권1호
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    • pp.1-12
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    • 2015
  • This article examines spatial concepts of urban design led by Camillo Sitte (1843-1903) and its influences. Sitte infused the fervor of city planning as an initiator, and his achievements affected Adolf Loos (1870-1933). Thus, this thesis, with regard to Sitte's penchants concerning urban design, focuses on two matters in order to understand Camillo Sitte's efforts to invent a new method on modern city planning and its influence on an architect: first, it deals with his urban studies, theories, and practices on city planning that consider communal living and everyday life and urban typology as well; second, it discusses how his urban ideas are accepted by Adolf Loos. Conclusively, through the investigations on Sitte's movement on city planning and its influence on Adolf Loos, this study clarifies Sitte's efforts to improve urban life and its milieus, and then Loos's efforts to adopt Sitte's criticisms and then re-interpret them in tune with the modern way of living as well. As a result, this thesis shows that they suggested new methods in performing dialectic designs, drawing on the picturesque and modern tradition, although their difference is differentiated from the sense of space, exterior vs. interior, i.e. Raumkunst vs. Raumplan.

건축분야에서의 스토리텔링 기법 활용방안 연구 (A Research on the Uses of Storytelling Approach for Architecture)

  • 윤기병
    • 한국주거학회논문집
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    • 제18권1호
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    • pp.53-60
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    • 2007
  • Storytelling approach is the way to formulate and solve problems using stories. Story is a means to understand and react everyday life that can be regarded as multi-dimensional problems. The approach becomes popular in various fields in conjunction with digital technology. In particular, it is used to solve problems in relation to whole context. In design, storytelling approach is used to clarify design constraints. It can be used to clarify and communicate thoughts for design artifacts, and to understand how the artifacts might be used in particular circumstances. In particular, the approach is useful to use under uncertain circumstances. In architecture, storytelling approach can be used in the area of design generation, design critique and capturing design knowledge. In design generation, it can be used to describe and formulate design experiences rather than simple designing artifacts. The approach formalizes design based on stories of user experiences. Digital technology such as virtual reality can be used to experience designed spaces for design modifications. In design critique area, it can be used to fill uncertain facts for historical buildings as welt as different from present status. Such stories can be used to build digital modeling and used to open criticism. Stories can be used to formalize knowledge in architectural domain as a form of implicit knowledge for certain projects. In architecture, it often is required to design types of environment never experienced before as well as to accomodate fast changing technologies. Storytelling methodology can be used as a method to cope with uncertainty and complexity in design requirements along with accumulating design knowledge.

현대 일본 실내 디자인의 와비-사비적 표현 경향에 관한 연구 (A Study on Wabi-Sabi of Contemporary Japan interior design)

  • 이길호;이정욱
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2007년도 추계학술발표대회 논문집
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    • pp.113-117
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    • 2007
  • Wabi-Sabi is the most conspicuous and characteristic feature of what we think of as traditional Japanese beauty. It occupies roughly the same position in the japanese pantheon of aesthetic values as do the Greek ideals of beauty and perfection in the West. All things air impermanent. All things are imperfect. all things are incomplete. it offers an aesthetic ideal that uses the uncompromising touch of mortality to focus the mind on the exquisite transient beauty to be found in aoo things impermanent. Wabi-Sabi is a beauty of things imperfect, impermanent, and incomplete. It is a beauty of things modest and humble. It is a beauty of things unconventional. Wabi-Sabi is the art of everyday life. These may be the methods for the relationship establishment between human and space on the ground of Wabi-Sabl concepts which is commonly found no in contemporary interior space in japan.

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Experiencing the Art/Craft/Handmade/Studio Furniture Aesthetics in Postmodernism Theoretically (III) -Creating a piece of wood furniture by transforming the Postmodern furniture aesthetics through the interpretation of metaphor-

  • Daniel, Vesta. A.H.;Moon, Sun-Ok
    • 한국가구학회지
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    • 제20권3호
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    • pp.205-212
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    • 2009
  • Through this study, I explored a creation of the postmodern furniture aesthetics through the transformation by student's interpretation in experiencing the art/craft/handmade/studio furniture aesthetics in postmodernism theoretically for 'wood culture experience class' or 'wood love experience class' by the Korea Forest Service because the class tends to focus on making simple wood works involved just in the practical part. Qualitative conceptual analysis as the principal methodology was used to achieve the theoretical context in the experience programs. Following the lesson one on defining the postmodern aesthetics in New Design furniture as metaphor and the lesson two on interpreting an aesthetics of art and everyday life with the wood furniture which expresses the metaphorical and symbolical aesthetics appeared as New Design furniture in postmodernism in the previous papers, I developed lesson three on creating an object using eco-friendly materials like wood in transforming an aesthetics of postmodern furniture as the final stage of the study. Therefore, the students will be able to create a piece of eco-friendly wood furniture for our environment as metaphor transformed by his/her perspective regarding a piece of selected New Design furniture.

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PND 의 내진특성 개선 (Anti-vibration and Shock-resistant Design for Personal Navigation Device)

  • 황효균;하상우;유승헌;최인호
    • 한국소음진동공학회:학술대회논문집
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    • 한국소음진동공학회 2008년도 춘계학술대회논문집
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    • pp.861-862
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    • 2008
  • One of trend of portable devices is convergence with other devices, especially with navigation system. This converged system is generally called PND (Personal Navigation Device). This detachable device is developed for personal entertainment in everyday life and navigation system when deriving, so it should meet the specification of vehicle thermal environment, anti-vibration as well as the anti-shock by sudden drop. In this paper, the way to design the hard disk drive damper with CAE, is introduced to get a reliable system from the beginning of the design step.

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