• Title/Summary/Keyword: Designer Preference

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An Experimental Research on the Design Characteristics and Performance of the Entity-Relationship Model (개체관계 모형의 설계 특성과 성과에 관한 실험적 연구)

  • 정일주
    • The Journal of Information Technology and Database
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    • v.6 no.2
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    • pp.45-57
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    • 1999
  • This paper makes an attempt to find a systematic portion of the database design process, especially using the Entity-Relationship(E-R) model. Basically, we consider three aspects as a systematic portion of the database design process. They are, the strategy that a designer selects to design an E-R diagram, designer's cognitive style, and the knowledge and preference of the database designer. An experiment has been carried out in order to verify the systematic relationship between above-mentioned three aspects and the E-R modeling performance. The target system is a professional baseball system. A normative E-R diagram was constructed based upon 48 E-R diagrams produced during the experiment. The ANOVA process has been used to analyze the results. It has been found that there exist significant differences in query-answering capacity and the completeness of the E-R model among design methods. Individual differences in cognitive styles has not been found to be significantly related to the modeling performance.

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Study on Color Coordination Simulator based on Dual Mapping Model (이중매핑모델에 의한 칼라배색 시뮬레이터 구축에 관한 연구)

  • 김돈한;정지원
    • Archives of design research
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    • v.16 no.2
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    • pp.57-66
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    • 2003
  • In order to develop color image, color simulation based on data processing techniques has been developed and applied to data interpretation tools or product design supporting systems. It has been a commonmethod to use image key words to search for data and provide color coordination samples that determine computer combination in computerized support systems until recently. However, this method does not reflect system designers and users taste or preference on making final choices of color coordination samples because the database was designed based on an assumption of standardized group that was established database from large scaled image evaluation research. In this study, we suggest a color coordination simulator that supports designer's final decision-making procedure on sample groups through the simulation of various color combination. The simulator allows communications with the system to explore a designer's color combination taste and preference, and provides a user for an efficient environment to judge the optimum result. The color coordination simulator was designed based upon Dual mapping model derived from a designer's thought process, and four steps of operations longrightarrowdefining color concept longrightarrowmaking color sample groupslongrightarrow simulation-determining ranking among final combination samples - will be assisting color design process.

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Experimental Validation of Butler's MBTI-based Gamification Framework (버틀러의 MBTI기반 게이미피케이션 프레임워크에 대한 실험적 검증)

  • Park, Sungjin;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.17-26
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    • 2016
  • Various tools and studies improving quality of gamification systems have been suggested. Among those tools and studies, Butler suggested the gamification framework, which shows the preference of different game mechanics, applying particular motivational and behavioral tendencies in the Myers-Briggs Type Indicator(MBTI). The purpose of this paper is to validate if the preference of different game mechanics by MBTI personality types proposed by Butler would be existing. This study pointed out the problem of suggested gamification framework from butler through literature survey. Also, this study conducted statistical analyzation and survey to prove correlation between MBTI personality types and game mechanics. Through an experiment and analysis, this study proved that there is no correlation between MBTI personality types and preference of different game mechanics. The designer of gamification systems should consider that it is not effective to apply differential game mechanics by MBTI personality types. If need to design a gamification system, designer must consider game mechanics's characteristics in applied environmental condition.

A study of the elementary students' preference of exterior color of elementary school buildings (초등학교 건축물 외부색채에 대한 초등학생들의 선호도에 관한 연구)

  • Yoon, Hee-Cheol
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.5 no.1
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    • pp.11-21
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    • 2006
  • This study tried to search the defferences between color designer's intentions of the exterior color design in elementary school design and the students' recognitions. I made a questionare for the elementary school students who are in the 3 schools which are located in the north Kyung-Gi Do. I got the some conclusions as follows. First, the elementary students have different recognitions of the exterior color of the school from coloer designers' intentions. Second, with fixing the Hue, changing the Value and Chroma, the students have more preferances than before. And they have more preferances in high value higher than N8, and they have more preferance lower than 4 in chroma. But in chroma, they have highest preferance in existing status which are low chromas. Therefore, when exterior color designing in elrmentary school design, designer must consider high value higher than N8, and low chroma lower than 4.

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Design Optimization Based on Designer's Preferences for the Mean and Variance (평균과 분산에 관한 설계자 선호에 기초한 설계 최적화)

  • Park, Jong-Cheon;Kim, Kyung-Mo;Kim, Kwang-Ho
    • Journal of the Korean Society of Industry Convergence
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    • v.12 no.1
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    • pp.35-42
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    • 2009
  • In Taguchi's quadratic expected loss function used as robustness metric of performance characteristics, the mean and variance contributions are confounded. The consolidation of the mean and variance in the expected loss function may not always be the ideal approach. This paper presents a procedure for multi-attributes design optimization, where the mean and variance of performance characteristics are considered as separate attributes having designer's relative preferences for them and Technique for Order Preference by Similarity to Ideal Solution(TOPSIS) is introduced to attain robust optimal design. The effectiveness of proposed approach is shown with an example of a weld line minimization problem in the injection molding process.

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The Application and Development Method of Construction Lines for Conceptions of Clothes Design (의상디자인 발상을 위한 구성선의 응용과 전개방법)

  • Kong, Mi-Ran
    • Fashion & Textile Research Journal
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    • v.10 no.6
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    • pp.848-856
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    • 2008
  • In today's world where a preference for prestigious brands prevails, it's essential to have creative design conceptions rather than try simple mimicking or following in order to be recognized for creative and objective design works. In that sense, the development of clothes design using construction lines offers a great approach towards the ideas of reinterpreting and creating new designs since it creates new forms by understanding lines as signs of conception and transforming them. That approach allows a designer to improve his or her imagination, creativity and expression in a freer and richer manner, think of many original ideas through diverse changing processes, and develop the skill to visualize the ideas by incorporating geometric forms of abstract lines into clothes. When approaching the conception of clothes design from the standpoint of construction lines, you need to adopt more specific and systematic design methods instead of vague imagination to introduce simple facts or theories to a new design process. That's one of the ways you can approach clothes design easily and enhance your conception skills. The process of clothes design according to the conception of construction lines is composed of the following stages; the preparation stage involves an understanding of the principles and the entire process of clothes design conception based on construction lines; the idea stage requires a designer to make free alterations of the given basic construction lines by moving and replacing the lines and sides in diverse ways; in the creation and expression stage, the designer uses the newly reconstructed construction lines to create clothes design; and in the evaluation stage, the designer makes a presentation of his or her subjective design works and has his or her works assessed and tested in an objective fashion. In today's modern society that demands new and original globalized design, the results of the study will help to invigorate the development of new fashion design in a more systematic and practical manner by suggesting a feasible and gradual educational program for the development of design based on the technique of construction lines.

A Study on the Rhythm Affecting Aesthetic Elements (심미적 영향 요소인 율동에 관한 연구)

  • 조경숙;홍정표
    • Science of Emotion and Sensibility
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    • v.5 no.2
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    • pp.51-61
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    • 2002
  • This study deals with Rhythm which is one of aesthetic variables. Aesthetics among the factors of consumer preference has been importantly considered in competitive market environment. Therefore , consumers' purchasing standard has been also changed as their consciousness has been changed according to the variation of their lire style. Besides, the technique and method of design faces up to the change because of consumers' diverse wishes. Hence, to satisfy consumers' needs and the market front now on characterized as the short durability cycle of products, a distinctive design should be developed in the form of products that can be an important factor to attract consumers preference. So, in this study, 1 will try to understand typology based on a categorization theory and the conceptual structure of aesthetics, which are importantly considered at the same time. In addition, I will establish a new design process by extracting Rhythm affecting aesthetic. Ultimately, this study aims develop more consumer preferring design beyond the limit of a designer's idea and design generation by the result of this study.

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Set-Based Multi-objective Design Optimization at the Early Phase of Design (The Third Report) : Application to Environment-Conscious Automotive Side-Door Assembly (초기 설계단계에서의 셋 베이스 다목적 설계 최적화(제3보) : 환경문제를 고려한 자동차 사이드 도어 어셈블리에의 적용)

  • Nahm, Yoon-Eui
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.34 no.4
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    • pp.138-144
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    • 2011
  • The design flexibility and robustness have become key factors to handle various sources of uncertainties at the early phase of design. Even though designers are uncertain about which single values to specify, they usually have a preference for certain values over others. In the first and second reports of a four-part paper, a set-based design approach has been proposed for achieving design flexibility and robustness while capturing designer's preference, and its effectiveness has been illustrated with a simple vehicle side-door impact beam design problem. This report presents the applicability of the proposed design approach to the large-scale multi-objective design optimization with a successful implementation of real vehicle side-door structure design.

Ergonomic Design of Warning Sounds Used in Cars (차량 내 경고음의 인간공학적 설계에 관한 연구)

  • Choi, Kwang-I;Lee, Han-Na;Choe, Jae-Ho;Jung, Eui-S.
    • Journal of Korean Institute of Industrial Engineers
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    • v.35 no.1
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    • pp.101-108
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    • 2009
  • This study aims to design ergonomic warning sound that is not confusing and enhancing preference. Four factors of the warning sound represented as interval, chord, reverberation and pitch were selected as independent variables. And, perceived urgency, perceived criticality, degree of confusion and user preference are measured as dependent variables. An experiment was conducted in silent lab environment. Warning sounds were given in 90dB constantly to subjects through stereo speakers. A statistical analysis revealed that interval was significant for perceived urgency; also interval and chord were both effective for perceived criticality. Pitch, interval, chord and the interaction between pitch and chord were effective in degree of confusion, so were reverberation, the interaction between reverberation and pitch and the interaction between reverberation and chord for preference. This study characterized the situation under which warning sounds are required into three types in terms of urgency and criticality; and found the right warning sound that the subjects perceived to best represent the situation through the validation study. These findings are expected to help the designer choose the right warning sound according to the situational contexts in which such warning sounds are implemented.

Using Colours to alter Consumer Behaviour and Product Success

  • Page, Tom;Thorsteinsson, Gisli;Ha, Joong-Gyu
    • International Journal of Contents
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    • v.8 no.1
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    • pp.69-73
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    • 2012
  • This paper aims to present colour theories and show how they can be used to explain consumer's preferences of some products over others. It will, furthermore, attempt to link these theories to the design industry and look at how colour associations determine product success. Due to associative learning and personal preference, the colours of objects can cause consumers to either favour or dislike products over those with identical functions and efficiency. Age and gender affect the preferred colour choices of the individual, making some products more popular to particular groups of potential consumers. Designers can utilise colour theories to ensure that they use the most appropriate colour schemes to maximise and appeal to their targeted market successfully. A survey was conducted with 100 participants. It demonstrates the associative links between colours, emotions and product categories. It can be shown that the colour of an object can contribute to its success or failure in the market based on a number of different criteria. The design must use colour confidently to evoke certain emotions or connotations and must be carried out appropriately. The designer also has to consider whom it is that be viewing it and making the decision of preference.