• Title/Summary/Keyword: Design in Everyday Life

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A Case study of Promotion through the Communication Contents of Facebook for Fashion Brands - Focused on Empathy and Participation based on the Communication Contents - (패션 브랜드의 페이스북 커뮤니케이션을 통한 프로모션 사례연구 - 공감, 참여적 요소를 중심으로 -)

  • Choi, Eun-Young
    • Journal of the Korean Society of Costume
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    • v.62 no.1
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    • pp.137-151
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    • 2012
  • The purpose of this study was to examine how recently fashion brands tried to design Facebook contents for their promotion strategies, and how to encourage customer's empathy and participation for communication content. For this study, 17 domestic and foreign fashion brand facebook contents were analyzed. The results of the study were as follows. First, fashion brands provided product information through various methods such as the Facebook fan styling pictures contest which attracted voluntary participation from fans, an emotional product introduction video with effective storytelling techniques, and pictures and videos of a new season collection that were always viewable and able to be evaluated. Secondly, Facebook contents of brand promotion that contributed to the brand image and loyalty formation were identified. Fashion brands encouraged their fans to be involved in socially-oriented marketing and brand community. Moreover, telling the story of the brand history and brand management enhanced brand involvement of fans. Finally, fashion brands communicated actively with their fans providing information that aroused their interest. They gave tips on how to improve the quality of life, provided useful applications that offered various benefits in everyday life. Based on this result, implications of Facebook contents management as a promotion strategy were further discussed.

Comparative Analysis of the Roles and Identities of Artists and Fashion designers

  • Suh, Seunghee
    • Journal of Fashion Business
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    • v.25 no.6
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    • pp.70-80
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    • 2021
  • The purpose of this study is to compare and analyze the identities and roles so that they can grasp their social roles and directions. Artists show a change in identity from the deification of modern artists with freedom and genius to artists who challenge the cognitive aspect of art and redefine the scope and concept of artists by expanding their social role. Artists dreaming of an ideal art utopia, in which art, society, politics, and daily life are coordinated, are constantly presenting the social role and direction of art through the combination and challenge of new ways of art and craft, beauty and function, creative imagination, and public service. Fashion designers act as contemporary genius artists, creators who express the appearance of the times, practitioners who advocate social values and changes, members of business in the fashion system, celebrities who are spotlighted by the public at the center of the fashion industry, or fashion influencers. Thus, fashion designers are complex or selective in their role depending on the fashion philosophy of individual designers or location given within the fashion system. They are becoming the subject of creating the culture of the times by expressing social ideology or playing a role in practicing art in life that leads social culture so as to raise the value of fashion in their development and satisfy cultural enjoyment of fashion consumers who consume art in everyday life.

A Study on the Morphological Feature of Baeja Excavated from the Tomb of Sim, Su-ryun(沈秀崙) (심수륜(沈秀崙)묘 출토 배자(背子)의 형태적 특징 고찰)

  • Lee, Young Min;Cho, Woo Hyun
    • Journal of the Korean Society of Costume
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    • v.64 no.8
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    • pp.55-66
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    • 2014
  • Baeja(背子), which was excavated from the tomb of Sim, Su-ryun(沈秀崙, 1534-1589), a civil official, has a distinctive pattern. Two rectangles are connected by button knots on both shoulders and below the armpits, and surround the front and back of the upper body. Also, the back is shorter than the front, while the center-front is not opened. It also has a round neckline without a collar. Jeojuji(楮注紙), which is a traditional Korean paper made from mulberry bark, is put between the outer shell and lining of this clothing as an interlining. The purpose of this study is to perform a morphological feature analysis of the Baeja to examine its characteristics and name, and clothes with similar features, attire relic, pictorial and ceramic materials as well as precedent studies were used in the analysis. The Baeja, which was excavated from the tomb of Sim, Su-ryun, has the same pattern as Yangdang(裲檔), which was worn in the ancient northern region and China. Its composition and the way it was worn are very simple. Also, the shorter back length can be used as evidence that it was worn as everyday outer clothing, and not in a ceremony. Jeojuji, used as an interlining, made it easy to sew and maintain attire pattern and played a role of maintaining warmth. Therefore, this Baeja is presumed to be an outer clothing simply worn in the everyday life for convenience and warmth. In regards to its morphological feature, it was most likely a Yangdang in Joseon Dynasty.

A Study on Modern Applicability of Traditional Korean Embroidery Technique (한국전통자수기법의 현대적 활용에 관한 연구)

  • Lee, Mi Seok;Kim, Chung Ho
    • Journal of the Korean Society of Costume
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    • v.64 no.7
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    • pp.45-56
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    • 2014
  • Embroidery is called 'Ja-Su' in Korea. The purpose of this study is to present a method that utilizes the technology of traditional Korean embroidery to get a genuine feeling of tradition. This study was conducted in the following manner: first, Previous researches and references were used survey traditional embroidery techniques. Second, by using traditional embroidery techniques, the study attempted to develop a design of embroidery household Items with modern sense and practicality. The results of this study are as follows: This study has developed and produced embroidery household items that can be used in modern life by using traditional embroidery techniques. A total of 10 kinds of miscellaneous everyday life utensils and interior pieces were produced. Materials used in the embroidery production were made out of natural fabrics, such as cotton (Kwang-Mok, Mu-Myung), linen, cotton thread were used for a practical reason for practical reasons (i.e. being easily washable). Embroidery techniques used in this study were straight stitch, outline stitch, satin stitch, separate stitch, french knot stitch, long&short stitch, brick stitch, chain stitch, couching stitch, Pad stitch, and pine-leaf stitch. In order to further develop traditional embroidery, a technique passed down from the ancestors, it needs to change to become more suitable for modern life while maintaining the tradition.

Navigation algorithm of Mobile Robot for helping brain disease patient's gait rehabilitation

  • Cho, Young-Chul;Park, Tong-Jin;Park, Bum-Suk;Han, Chang-Soo
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1781-1785
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    • 2004
  • In existing factory, robot has less necessity that consider person. However, person should be considered at design and use of service robot. To service robot can be used in everyday life along with this, more functions are required. Specially, medical service robot needs function that is intelligence function. Especially, to help patient brain disease patient (cerebral hemorrhage, cerebral infarction, imbecility), gait assistance Mobile robot consider ergonomic element necessarily. In order to develop the medical support service robot, the ergonomic design should be considered. This robot ergonomic design parameters are treated in ("evelopment of Medical Support Service Robot Using Ergonomic Design" 2003, ICASS) Fig2 show this Robot. In this study, navigation algorithm of walk assistance robot is analyzed in ergonomic view. Navigation algorithm of Mobile robot can divide by two patterns. Traditional derivative method has shortcoming in dynamic environment. Reactive method is result that react excellently in dynamic environment. However, number of behavior function is limited. So hybrid navigation algorithm was proposed by the alternative way. We consider enough user specificity at navigation algorithm application of gait assistance robot.

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3D Graphic Interface Design for TV using Behavior and Attribute Analysis (행위와 속성 분석을 통한 TV 의 3D 그래픽 인터페이스 디자인 연구 -실생활과 접목된 필연적인 인터페이스 구현을 위한 방법론)

  • Shim, Jae-Hee;Kim, Uni-Young;Kim, Ji-Hea;Lee, Hyung-Nam;Jang, Sae-Hun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.996-1000
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    • 2009
  • There can be three objectives why we apply 3D graphics in TV interface. First, inevitable usability. 3D space is the most inevitable way for product-user interaction deviating from the current aesthetic or technical purpose of use. Second, enhance emotional satisfaction by merging interface into real life. Beyond digilog(analog+digital), we wanted users to naturally use the interface as if they are using everyday objects. And in order to do this properly, we analyzed the behaviors of users how they use their everyday objects and then analyzed the attributes beyond each behavior. Third, capaticy for enourmous contents of the incorporated TV. The most efficient way to display enormous amounts of contents in a limited screen is 3D. And that 3D space gives us almost unlimited capacity in accepting contents. Now to conclude, using 3D graphics for TV interface has significance in many ways but the issue is how we can maintain the 3D effects while customizing them into real products.

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Development of an Integrative Cognitive Rehabilitation Program for Brain Injured Patients in the Post-acute Stage (후급성기 뇌손상 환자를 위한 인지재활 프로그램의 개발)

  • Oh Hyun Soo;Kim Young Ran;Seo Wha Sook;Seo Yeon Ok
    • Journal of Korean Academy of Nursing
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    • v.35 no.2
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    • pp.270-282
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    • 2005
  • Purpose: This study was conducted to develop a comprehensive cognitive rehabilitation program that can be easily applied to brain injured patients by family members or nurses in community or hospital settings. Methods: A Systemic literature review design was used. Thirty-three related studies were reviewed. Result: Based on the results of the literature review, the training tasks for attention were designated to enhancing 4 hierarchical areas, i.e., focused, selective, alternating, and divided attention. On the other hand, the memory rehabilitation tasks mainly consisted of mnemonic skills, such as the association method which helps patients memorize given information by linking together common attributes, the visual imagery method, and self-instruction method. The problem solving rehabilitation program included a task of games or plays which stimulated the patients' curiosity and interest. The training tasks for problem solving were to encourage the process of deriving reasonable solutions for a problematic situation resembling real problems that the patients were faced with in their everyday life. Conclusion: It is expected that the cognitive rehabilitation program developed from this study could help patients having difficulty in their every day life, due to a reduced cognitive ability resulting from brain injury, to effectively adapt to every day life.

The Effects of Life Style Modification on Constipation of the Older Adults at a Geriatric Hospital (생활습관 중재가 요양병원 입원 노인의 변비에 미치는 효과)

  • Kang, Ho-Suk;Kim, Inja
    • The Korean Journal of Rehabilitation Nursing
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    • v.20 no.1
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    • pp.52-60
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    • 2017
  • Purpose: This study aimed to evaluate the effects of lifestyle modifications on the constipation relief, the time required to see the effects, and the effective lifestyles for constipation in older adults admitted to a geriatric hospital. Methods: Nonequivalent control group pre-post test design was used. The subjects consisted of 25 elderly in the control group and 23 in the experimental group. Constipation was measured with symptoms of constipation, number of bowel movement and use of laxatives. Life style modification consisted of drinking water before breakfast, having a breakfast, scheduled toileting after breakfast and walking everyday for 3 weeks. Results: Symptoms of constipation (t=2.23, p=.030) and number of bowel movement per week (t=-2.55, p=.014) were significantly different between two groups after 3 weeks. Drinking water, scheduled toileting and walking might contribute to the results. Conclusion: Lifestyle modification was effective on constipation in older adults admitted to a geriatric hospital. However, the effects were produced after 3 weeks. Nevertheless, it is recommended that nurses continuously encourage older adults for drinking water, regular trying for bowel movement and walking to relieve constipation, since the lifestyle modification does not need any special education and skill.

Archival Platform for Everyone : Archival Design with Social Media Platform Based on User Experience Design (모두를 위한 플랫폼 사용자 경험 디자인을 중심으로 한 소셜미디어 플랫폼 기반 일상 아카이브 설계)

  • Yang, In-Ho
    • The Korean Journal of Archival Studies
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    • no.66
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    • pp.157-201
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    • 2020
  • This study started with the question "Shall we apply the existing record management method to our trivial daily records?" For the general public, we focus on media that thinks more about daily recordings and suggests a better method, suggesting a 'social platform' as a plan, and using the user's visual approach through UX design methodology. The social archive proposed in this study aims to be a 'square' where various people can gather and communicate and share. A space that can record daily life using 'record' as a basic body Purpose It aims to provide the basis for basic research in various fields, and aims to function as a space for communication of various research things such as researchers and researchers, researchers and producers. In order to maintain, focus on the prerequisites of the existing construction, the items to be researched when constructing the daily archive are 'creative methodology to change research items when building a paradigm', 'network with related organizations', 'service plans for persistence', and characteristics of social media. We discussed the possibility of social media as a social archive platform. Finally, while looking at the user experience design process, I designed some features of the social archive and suggested things to do in UX design.

A Study on Profile Design of Customized Sports Content Curation System for Activating Daily Sports (생활 스포츠 활성화를 위한 맞춤형 스포츠 콘텐츠 큐레이션 시스템의 프로파일 설계 연구)

  • Lee, Su-min;Lee, Hyun-ho;Lee, Jae-dong;Lee, Won-jin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.852-853
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    • 2016
  • In this paper, we propose a profile design of customized sports content curation system for activating daily sports. The proposed profile is a system that recommends sports convergence contents in everyday life tailored to the characteristics of profile in terms of the individual and team. Especially, the proposed profile is designed as the static profile that is changed depending on the user's feedback. The proposed design of profile design are to improve the happiness and health of individuals, it is expected to contribute the new service model development of in the field of Sport for All.

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