• Title/Summary/Keyword: Design paradigm

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A Study on the Interior Design Management Strategy for Design Compectitiveness in Environmental Changes (환경변화에 있어 디자인경쟁력을 위한 실내디자인경영전략에 관한 연구)

  • Chang, Haeng-Soo
    • Science of Emotion and Sensibility
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    • v.11 no.2
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    • pp.245-256
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    • 2008
  • Today, interior design industry is continuously developing in domestic and foreign, and the industry is getting more internationalized and professionalized day after day. At the same time, the interior design industry is overwhelmed by sudden changes. However, the sudden change can be regarded as a turning point requiring management paradigm shift and an understanding of fundamental concept of interior design industry management. In other word, it is the point where a design management strategy should begin. The previous management strategies are no longer effective. Only the companies providing impressive and practical designs followed from qualified market research and analysis can survive in the society. This research examined the tasks the interior design industry confronted and the factors of environmental changes, and analyzed the current status and trend of changing environments. The purpose of the research is to propose a direction to the effective management available in highly industrial national society.

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The 'Slow' Fashion Characteristics Expressed on 『Vogue』 Magazine Since 2000 (2000년 이후 『보그』지에 나타난 '느림'의 패션 경향)

  • Ham, Youn-Ja;Park, Ju-Hee
    • Fashion & Textile Research Journal
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    • v.12 no.6
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    • pp.715-722
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    • 2010
  • The purpose of this study is to consider the characteristics of 'slow' fashion style expressed on fashion magazine in pursuit of sociocultural paradigm change towards 'slowness'. As for the research methodology, content analysis for Vogue magazine has been undertaken. The results of this study can be summarized as followings. First, the concern toward eco-friendly ethics has been involving simple style which is long-lasting, junky style which is reused or recycled, and sustainable style which is motived by nature. Second, the interest toward local diversity has been involving ethnic exotic style which is inspired by global culture and vintage retro style which is applied the old tradition. Third, the attention toward self-made has been involving personal style which is produced through the process such as made-to-measure, made-to-order and reform. Also, anonymous dresses can be personalized easily under mix-n-match. In Conclusion, the 'slow' fashion characteristics has been expressed on contemporary mass fashion in various way and the 'slow' fashion would be expected to improve in accordance with the change toward sociocultural paradigm of 'slowness'.

A Study on the Public's Perception on Accordance with Change of Exhibition Space in an Art museum (미술관 전시공간 형태의 변화에 따른 관람자의 작품 인지에 관한 연구)

  • Lee, Jung-A;Moon, Jung-Mook
    • Korean Institute of Interior Design Journal
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    • v.17 no.1
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    • pp.84-92
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    • 2008
  • In the Relationship between exhibition space and art work in museum, new paradigm has being presented from 1990' s as a turning point. Even if the formal exhibition space that emphasizes itself as a background has currently being continued, the informal exhibition space is coming to the new art museums, especially after 1990's. This study is to understand how the advent of informal form of space in an exhibition of art museum makes a new paradigm in the relation between the exhibition space and art work in conjunction with public's perception after 1990' s that is identified to the time of Pluralism. To do this, the study raised a question on how the public perceive the relation between space and art work through photographs that contain the information on relation between space and art work. And the questionnaire performed through the curators who are working for art museum, students who studies fine art, students who studies design and public who comes to art museum. After survey through this questionnaire, it is made clear that the informal form of space simply has played a role of background since the beginning of art museum. In other hands, the informal form of space that is mainly presented after 1990' s begins to interrupt the public's perception of art work, changing it's meaning through a spatiality.

A Study on the Definition of Team Creativity upon the Design Paradigm and Their Sub-domains and Element Extraction (공학 설계 패러다임 변화에 따른 팀 창의성의 정의 및 하위 영역과 요소 도출)

  • Kim, Taehoon
    • Journal of Engineering Education Research
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    • v.18 no.3
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    • pp.13-23
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    • 2015
  • This paper attempts to take an in-depth study of the importance of teams and their creativity according to changes of recent design paradigm in engineering and to draw conclusions of the sub-domains and their element extraction. For this purpose, theoretical consideration was reviewed to present the definition of creativity and its sub-domains and elements. Besides, the two steps of expert validation test were conducted to extract the definition of creativity and its sub-domains and elements. The team creativity is defined as a team ability to come up with fresh and useful ideas and to lead them to get meaningful results through cooperative interactions among team members to solve problems given to them based on each member's creativity. Totally, 4 subs -domains and 16 sub-elements were extracted to get to know their influence on the team creativity. This includes a team size, characteristics of team members, and a team structure in team organization domain. To evaluate team atmosphere, elements such as sensibility, fellowship, teamwork, reliability, autonomy and open minded feature are included. In the team activity domain, strategies for solving problems, activities for divergent thinking, activities for convergence thinking and team interaction are included. Also, the sub-domain for team management includes a task, process and conflict management.

A Work Analysis of MVRDV based on Architectural Thinking System and the Datascape(1992-2006) (MVRDV의 건축적 사유방식과 데이터스케이프를 기반으로 한 작품 특성 분석(1992-2006))

  • Park, Hyun-Ok
    • Journal of The Korean Digital Architecture Interior Association
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    • v.7 no.2
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    • pp.9-17
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    • 2007
  • After 20th century, The using of data tend to important in a sphere of architecture. The recent European including MVRDV, Rem Koolhaas, Van Verkel and Zaha Hadid tend to the their own design strategy based on the objective data. This architectural design method leads to make new paradigm of contemporary architecture. For the purpose of the understanding a part of new architecture paradigm(datascping), I will analyze the relation of Thing system and Formation system in 36 works of MVRDV from 1992 to 2006. As a results are as follows. The purpose The results of this research are as follows: First, The physical and social elements(Thinking system) are density of site, networking, lighting & vista, micro-climate, energy, noise & vibration, life style, city, communication and variety. Second, The Formation system is layering & stacking, open & close, folding & extending and eco-friendly design. Finally, the major matrix of MVRDV's works is pragmatic and systematic approach to the lighting, climate and variety of community.

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Methods to Apply GoF Design Patterns in Service-Oriented Computing (서비스 지향 컴퓨팅을 위한 GoF 디자인 패턴 적용 기법)

  • Kim, Moon-Kwon;La, Hyun-Jung;Kim, Soo-Dong
    • The KIPS Transactions:PartD
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    • v.19D no.2
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    • pp.187-202
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    • 2012
  • As a representative reuse paradigm, the theme of service-oriented Paradigm (SOC) is largely centered on publishing and subscribing reusable services. Here, SOC is the term including service oriented architecture and cloud computing. Service providers can produce high profits with reusable services, and service consumers can develop their applications with less time and effort by reusing the services. Design Patterns (DP) is a set of reusable methods to resolve commonly occurring design problems and to provide design structures to deal with the problems by following open/close princples. However, since DPs are mainly proposed for building object-oriented systems and there are distinguishable differences between object-oriented paradigm and SOC, it is challenging to apply the DPs to SOC design problems. Hence, DPs need to be customized by considering the two aspects; for service providers to design services which are highly reusable and reflect their unique characteristics and for service consumers to develop their target applications by reusing and customizing services as soon as possible. Therefore, we propose a set of DPs that are customized to SOC. With the proposed DPs, we believe that service provider can effectively develop highly reusable services, and service consumers can efficiently adapt services for their applications.

A Basic Study on the Implementation of Knowledge Management for Design (디자인에 있어서 지식경영의 도입에 관한 기초연구)

  • 서홍석
    • Science of Emotion and Sensibility
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    • v.5 no.4
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    • pp.33-43
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    • 2002
  • The world is in the great change by the digital revolution and is changing fast to knowledge-based society beyond information society. That is to say, Knowledge is the most powerful source of competitiveness. This change of environment needs new paradigm in design. As of today, There is need to study systematically and approach practically about knowledge management. So that, we are intend to reconstruct theoretical system from design-oriented viewpoint and propose knowledge-creation paradigm through the importing technique of knowledge management into design. This study is to develop theoretical frame work of knowledge management in design as a basic study on the implementation of knowledge management for design. By the method of study for this, It was studied literature and precedent. Further more, proposed the appropriate direction of knowledge management implementation in design. Also, It was composed knowledge management system of the infra system, information system, decision-making support system and knowledge competency. Finally, The technical feature of knowledge management system was analyzed from a information technology point of view.

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A study on competencies of designer in forth industrial revolution (4차 산업혁명 시대 디자이너의 역량에 관한 고찰)

  • Jo, Gyu-Eun;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.10 no.2
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    • pp.167-173
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    • 2019
  • The purpose of this study is to propose the direction of competence of future designers required in the fourth industrial revolution. Designers have played an intermediary role in connecting technology and human beings. Therefore, in the fourth industrial revolution the capacity required to perform the intermediate role as a designer has also changed. The paradigm of design which changed step by step through the literature survey was studied. In addition, priorities were confirmed by comparing past and future designer competencies through prior research on designer competencies. As a result, we confirmed that the planning competence to solve complex problems and the competence of design management to realize them. Based on this research, we hope to be able to recognize the direction of competence as a designer in the fourth industrial revolution and to be a reference material for the follow - up study.

A Study on Interface Design based on Understanding User Interface (인터페이스의 이해에 기초한 인터페이스 디자인에 관한 연구)

  • Hong, Jong-Iin
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.228-233
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    • 2004
  • Radically changing multimedia and thereby paradigm shift on communication require designers to change their traditional role. Therefore, the study aims to find what interface design has to intend by understanding the notion of interface and the user's characteristics on recognition.

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Velocity Measurement System Design Based on Quantization Error Constraint

  • Katsunori, Shida;Toyonori, Matsuda
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.86.1-86
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    • 2001
  • Combined with a counter, wheel or strip encoders which have equally divided markers are one of frequent measuring choices towards various applications in terms of cost, simplicity, and diversity of measurements, e.g., measuring displacement, velocity, acceleration, and so on. Often, velocity is measured by counting the series of reference clocks for a period of time which sensor-carrying device took for traveling two adjacent encoding markers. Quantizaion error of such that the disturbance caused by quantization error is under control. This paper identifies design issues, developes theory, and proposes a paradigm to design a velocity measurement system such ...

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