• Title/Summary/Keyword: Human-centered design

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Development of virtual upcycling fashion design based on 3-dimensional digital clothing technology (디지털 클로딩 기술 기반 가상착의 업사이클링 패션디자인)

  • Chen, Tianyi;Yang, Eun Kyoung;Lee, Younhee
    • The Research Journal of the Costume Culture
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    • v.29 no.3
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    • pp.374-387
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    • 2021
  • The purpose of this study is to develop up-cycling fashion design methods centered on discarded denim material for the study of original up-cycling design methods. Up-cycling fashion design work was developed using digital clothing technology. This is a recent hot topic among sustainable fashion design methods. Up-cycling fashion design expression methods (categorized as dismantlement, collages, dépaysement, grafting, weaving, and tearing) were centered on design methods. These methods create various three-dimensional modeling effects in planar forms, whereby five pieces can be applied to the fabric and digitally produced. The results are as follows: First, the use of discarded denim fabric for the development of up-cycling fashion design pieces enabled the recycling of existing resources, provided solutions to environmental pollution problems, and provided expansion opportunities for design processes for sustainable fashion products that expand the design value of denim products and their utility. Second, new eco-friendly fashion designs that attempt to achieve diversity in modern fashion trends could be presented through formative contemporary fashion produced by up-cycling work products. Third, up-cycling fashion design work is expected to provide opportunities for eco-friendly fashion design methods. This will expand the value of sustainable fashion design by recycling simple waste materials through the use of three-dimensional digital clothing technology and further through the presentation of expanded life cycles that extend product planning, production, and life cycles.

A Study on Scenario-Centered Design Process for Multimedia Contents Planning & Design - through a Case Study of Contents design of Internet Shopping Mall "Shop 'n' Chat" (멀티미디어 컨텐츠 디자인 프로세스에서의 시나리오 활용에 관한 연구 - 인터넷 쇼핑몰 “Shop 'n' Chat“의 컨텐츠 디자인 사례연구를 중심으로)

  • 김현정
    • Archives of design research
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    • v.15 no.3
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    • pp.137-148
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    • 2002
  • As human-centered design has become new paradigm in the field of design, it is also needed to apply scenario-centered design methodology in planning and design new multi-media contents. In this paper, scenario-centered design process for multimedia contnets planning & design was identified through a case study of contents design of internet shopping mall "Shop 'n' Chat". The study was preceded with three kinds of scenarios during design process, which are present situation scenario to find needed contents, behavior prototype scenario to make contents concrete, and future usage scenario to design visual interface. These three stages of scenario are exampled by of finally shopping scenario between 20's girls, internet shopping scenario with using messenger, and finally navigation/interaction scenario in future internet shopping mall.

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감성공학 기반기술 연구기획

  • 김철중;박세진
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1996.04a
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    • pp.450-453
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    • 1996
  • Human sensibility ergonomics is the technology of measuring human sensibility, applying informaiton to the design of products, systems, and environments for convenient, comfort, and safe human use, and pleasuring human life. This study introduce the research contents and strategy on the human sensibility ergonomics project, which started as one of the national research projects of Korea. The objective of the project is to construct the basis of application technology for human-centered products and environments design in order to enhance the competitive power of the products and the quality of human life. The project consists of three main parts, that is, development of fundamental technology for human sensibility, development of simulator for measurement and evaluation of human sensibility, and development of application technology for products and environments. Total research funds is 70million dollars for 7 years.

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A Study on the User-centered Patients' Room Planning Criteria - Focused on the Analysis of the Planning Criteria in Korea, Japan, Germany, U.S., and Australia - (사용자 중심 일반병실계획 기준에 관한 연구 - 국내외 관련 기준의 비교 분석 -)

  • Shin, Eun-Gyeong;Park, Soo-Been
    • Korean Institute of Interior Design Journal
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    • v.24 no.4
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    • pp.135-142
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    • 2015
  • The goals of healthcare design based on the human rights to manage physically, psychologically, and emotionally healthy life. The healthcare designs, however, have been criticized not to reflect their primary users, patients' and families' needs, under the management strategy centered by the functional efficiency. The study focused on the patients' room design on the users' perspective. The design criteria for the patients' room in Japan, Germany, Australia, U.S. and Korea were examined and compared. The subjects of analysis are the floor plans of general hospital recently planned and built in Korea and Japan and the standard floor plan models proposed by prior studies in Korea and AusHFG in Australia. Results and conclusions are as follows: (1) the patients' room has developed as a place where the users manage their living during inpatient period and has become a private room. (2) The guidelines for patients' room size in Korea and Japan are not enough considering the users' diverse activities compare to those in U.S. and Australia. (3) The guidelines of Korea should be reconsidered for the users' comfortable lives. It must include the specific criteria of the enough space between beds, the storages, and other assistant tools and facilities. (4) The desirable types of patients' rooms by the numbers of users in Korea are proposed as a one-bed room type and a four-bed room type.

Development of Human Factors Evaluation System for Car Navigation System (자동차 항법장치의 인간공학 평가시스템 개발)

  • Cha, Doo-Won;Park, Peom
    • IE interfaces
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    • v.12 no.2
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    • pp.294-304
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    • 1999
  • This paper describes the theoretical background and detailed structure of Navi-HEGS (Navigation system Human factors Evaluation and Guideline System) which has been developed for the human factors and HMI(Human-Machine Interface) researches for a CNS (Car Navigation System) and a digital map. Navi-HEGS is and integrated system that consists of a digital map UIMS(User Interface Management System), a CNS simulator, various evaluation tools, and a design guideline system. If Navi-HEGS is properly applied and utilized, it is possible to extract the substantial users requirements and preferences of a CNS and a digital map and then, these requirements can be simulated and evaluated with various human factors evaluation techniques. Applications of Navi-HEGS can improve the CNS usability, drivers safety and performance that directly affect the success of ITS(Intelligent Transport System). Also, results can be used as the basic data to establish the standards and design guidelines for the driver-centered CNS design.

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A Study of the Sense Space Type About Which Applied to Ecological Elements (생태요소를 적용한 감성 공간 유형에 관한 연구)

  • Back Seong-Kyung;Kim Joo-Yun;Lee Seong-Hoon
    • Korean Institute of Interior Design Journal
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    • v.14 no.2 s.49
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    • pp.104-111
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    • 2005
  • Environment problem has proposed in the world at large, the desire for environment conservation and one's value change which lay emphasis on lasting human sensibility are increasing. Constant human mind and ecology centered in space is presenting as future space design substitute plan which is based on fundamental material quality in the space such as environment and human ,naturalist or Green Design, pro-environment construction, sense design and etc. So, we intend to anthropocentric value and get out of satisfaction of function as the past physical environment equipment which is applied the elements of ecology based on the organized body and interaction with human. A form of sensitive space is divided into sentient space, expressing method and material, change of space according to the flow of time, and is expressed in a more segmented form of sensuality by being replaced into a new sensitive space through transaction with human, who occupy within the space. The space embodiment which is satisfied human sense regards as alternative plan intention for the future, through two subjects relativity between the elements of ecology and sense, we will find the influence of sense as each space trait of the elements of ecology, examine sense form in the space with the synthetic summary. It is significant presentation for the lasting space based on anthropocentric delightfulness as the design which moves human mind while designing the space for this pattern of sense space.

Product Safety Activities for Preventing Human Errors Related with Consumer Products (소비자 제품과 관련된 휴먼에러의 예방을 위한 제품안전활동)

  • Lim, Hyeon-Kyo;In, Byung
    • Journal of the Ergonomics Society of Korea
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    • v.30 no.1
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    • pp.9-17
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    • 2011
  • Consumer products are produced on the premise that consumers can use their products safely and effectively no matter how serious human errors they may make. However, different careers and educational experiences of them may induce diverse human errors when they want to use them. In that sense, not a few policies to reduce human errors may show some implications for human error prevention and industrial design of consumer products. In this paper, producers' safety efforts required by Product Liability(PL) Act were reviewed in view of human error prevention, and legal aspects of manufacturers' responsibility for consumer products were discussed in relation to Product Liability Act. Then, principal approaches for them were introduced under the title of System Safety Precedence. After that, major key points for preventing human errors related with consumer products - such as ergonomic design and effective labeling - were discussed with reference to ISO standards. Therefore, it was shown that all the efforts required by PL Act would be correspondent to human error prevention in the whole manufacturing processes if understood by ergonomists. To make a conclusion, it could be said that, for human error prevention, the principle of System Safety Precedence would be indispensable, and that all the efforts for preventing human errors should be systematically organized in Product Safety Management Systems.

A Design Methodology of Task Safety Scenario for the Application of Collaborative Robots (협동로봇 활용을 위한 작업안전 시나리오 설계 방법론 연구)

  • Kim, Yull-Hui;Kim, Jin-Oh
    • The Journal of Korea Robotics Society
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    • v.15 no.3
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    • pp.256-268
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    • 2020
  • This study is about a design method for deriving task safety scenarios for the application of collaborative robots. A five-step process for deriving task safety scenarios for collaborative robots has been proposed, which focuses on the type of collaboration between human and collaborative robot. The three types of collaboration were classified according to the collaboration workspace and the worktime of human and collaborative robot. Based on these three types of collaboration, task safety scenarios include scenarios that predict risk from unintended use during work. Collaboration with collaborative robot is a human-centered process because human actions can create dangerous situations. Besides, we improved the understanding of this design methodology by presenting examples of the application of task safety scenarios according to the process for each type of collaboration.

A Study on the Meaning and the Design Trend of the Body in Contemporary Architecture (현대 건축에 있어서 신체의 의미와 디자인 적용에 관한 연구)

  • Jang, Jung-Jae
    • Korean Institute of Interior Design Journal
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    • v.22 no.4
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    • pp.3-14
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    • 2013
  • This study is aimed to specify the meaning of the body and the design trends in contemporary architecture. Architecture is based on the human life of various meaning, events, experiences, images, senses and interactions through the body. Thoughts, behaviors, and senses of human are interrelated in architectural experiences. Individuals experience the built environments and space, not through the ideas but through the senses and movements of the body. So, bodies make the real space of architecture. Contemporary architecture accepts the theory of phenomenology and places on the thoughts of Maurice Merleau-Ponty, Heidegger, Nroberg Schulz and so on. Such researches effect on the architectural trends to make design processes works on the programs in views of the expansion and the structuralization of human body. In detail, the aim of this study is to analyse the architecture as the fields of the subject with body as the center, design processes and principles changed form metaphysical thought to phenomenological discourse, and the design trends in contemporary architecture at last. In process of movements, vision centered architecture moves into the bodily experienced architecture and changed the trends from absolute form design to design of relative processes. In conclusion, architectural formation-dissolution-reconstitution of body creates the architectural thoughts such as human proportions, perspective space, ergonomics, modular, organic architecture, experience space, synesthesia, event architecture, fashion-invoked architecture, interactive surfaces, metamorphosis, and others.

Ergonomic approach of the Mini-componnt for a mew gereration (신세대를 위한 미니컴포넌트의 인공학적 접근)

  • 권영국;김재형;김동욱
    • Proceedings of the ESK Conference
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    • 1995.10a
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    • pp.240-248
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    • 1995
  • In Korea, it is not satisfactory in the product design since Kansei engineering or Ergnomics is not very active and well considered. When designing a mini-component, the user's emotion was not considered well. It is typical to have a rectangular shape, dark- colored outside in a mini-component design. Therefore, the users have to select with available choice from the manufacture's traditional designs. In this study, a new smin- component was designed to be suitable for a new generation's (10 to mid-20) sensation. First of all, an ergonomic problems were investigated. And then, the survey was per- formed to consider the emotion of the new generation. After that, the new design was made to reflect the new generation's trend and preference. In addition, the high-touch (human-centered design) and human touch (the product to give a sensible satisfaction for human) concepts were added.

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