• Title/Summary/Keyword: IT 디자인

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Study on surface processing design of aluminum alloy materials that is applied to IT and electronics (IT 및 전자제품에 적용되는 알루미늄 합금소재의 표면처리디자인에 관한 연구)

  • Han, Jisu;Kim, Pureum;Kim, Hyun-Sung
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.27 no.4
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    • pp.212-219
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    • 2017
  • To become a person that is suitable to the 'High-Touch' generation where emotion takes over, we can focus on 6 skill including design, story, harmony, empathy, play, and meaning. Among these skills, harmony with design was chosen as the most important skill. Design can be seen as the basic element of all business, but it will be difficult to match the flow of the future Sensibility and intuitive generation with just the modern design that has been made based on reasonable and objective information and knowledge. This study suggests system and standardization of Sensibility surface processing design that satisfies great quality, attractive quality and Sensibility quality by applying surface processing design of product and Sensibility cognitive factors felt by the consumer by setting differentiated strategy and CMF (Color, Material, Finishing) understanding along with the importance of design materials in primary aspect. By considering the efficacy/characteristic of new surface processing characteristic/differentiation/possibility of implementation according to setting direction of differentiated CMF strategy per type of parts applied to the product, visual surface processing sample was implemented. Through this, it is expected that practical communication connected tool and Sensibility surface processing design's strategic access framework can be applied by understanding and sharing comprehensive elements such as target product, part type, applied material, applied surface processing, surface color, surface texture, and implementing feeling to environments such as designers, CMF designers, surface processing experts, and engineers in IT, electronics, and other areas. when developing a product.

The Strategy between In-house Design and Business Domain (인하우스 디자인 구조모델과 사업도메인 전략)

  • ;杉山 和雄
    • Archives of design research
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    • v.15 no.1
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    • pp.319-326
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    • 2002
  • This study is clarifying the relationship between domain and in-house design based on the perspective on organization and task of a design organization. Accordingly, the growth and expansion of organization requires a new strategy in respect of design sector and business domain. It is a guideline for developing advanced business domain and design management in the limited strategic system of design department to analyze relatively the structural model of design, and to seek for any feasibility of strategic application. And this study comes to be basic data for defining the relationship between domain and in-house design. Consequently, both of strategic design management to back up the task of design organization and the module to support the design planning should be flexibly systemized.

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Approach to the Selection of Concepts and Images for GUI Design using Emotional Words -Mobile Phone with Boombox- (GUI 디자인에서 감성적 어휘를 이용한 컨셉 및 이미지 선택 -붐박스가 기능을 가진 휴대폰-)

  • Hyun, Hye-Jung;Ko, Il-Ju
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.103-112
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    • 2009
  • With technological development of product designs, products of various concepts have been developed and products by customized design concepts have been actively launched. For successful development, it is necessary to convey the target concept to the product development process exactly in order to create the targeting design. The study found the design concept of mobile phones with a boom box through emotional verbal expression, and defined the concept target by using visual images in accordance with the relative target with a view to looking for the design concept suitable to product development target. Regarding the visual image, the test for coordination among participants was conducted to select the image on which the interest groups participating in the development reach an agreement. As a result of the test, it aimed to propose the method to select concepts and images for rational choice by means of clustering algorithms. This method is considered to contribute to building the design concept and actualizing GUI design.

A Study on Selection of Optimal Basic Dimensions by Utilization of Orthogonal Array Table in Industrial Design (산업 디자인에 있어서 직교배열표 적용에 따른 기초치수 적정치 산출에 관한 연구)

  • 홍성수;이재환
    • Archives of design research
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    • v.16 no.3
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    • pp.183-190
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    • 2003
  • It is a fundamental pre-requisite to thoroughly analyse and understand the things which are being designed in the process of industrial design. However, it is not always easy to acquire appropriate data to meet all the requirements to finally design a functionally superior products. This paper proposes an industrial design model with heightened reliability using the orthogonal array tables, which are fairly handy to apply when there are many design criteria to be considered at the onset stage Especially, in this research, the basic purpose of the orthogonal arrays that they try to compact the range of experiments and to improve the effectiveness of the experiment results is answered under average industrial design processes. At the same time, non-quantitative data of design factors are quantitative by the concurrency in design and their mutual actions are examined. This method can help industrial designers in narrowing their design possiblities by depicting more valid data, thus producing quality product designs by deriving optimal control factors.

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A Case Study of Brand Experience through Credit Card Design (신용카드 디자인을 통한 브랜드 경험 사례 연구)

  • Kim, Gi-Lim;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.11
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    • pp.477-483
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    • 2020
  • Credit cards are becoming an important marketing tool that reveals brand identity beyond payment methods. The purpose of this study is to suggest an effective design strategy plan by analyzing credit card design case that provided a positive brand experience among the cases of implementing the brand identity of a domestic credit card. The design of a representative credit card brand in Korea was analyzed according to Schmidt's experience type. As a result of analysis, when designing a credit card, it maximizes the visual effect with colors suitable for each theme, presents a multi-faceted experience that stimulates the five senses of the consumer, and provides an active brand experience that can reminisce the benefits of a credit card. It was found to be effective in revealing the brand identity. This study is meaningful in that local credit card companies offer design directions that can positively imprint brands on consumers through credit card designs.

Design philosophy and Principle of Hangeul (한글의 디자인 철학과 원리)

  • 한재준
    • Archives of design research
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    • v.14 no.2
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    • pp.235-244
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    • 2001
  • Hangout is already recognized as a world famous writing system. However, the typefaces that may show the excellence of Hangeul lack the systemic development, and their frequent change without independence rather causes an obstruction to the development of visual culture and informational systematization of the country. In this paper, I presume that the core of this obstruction is caused by a lack of successful inheritance of the creation philosophy and principle of Hangeul. In order to prove this premise definitively, I saw Hangul from the viewpoint of design, and suggested the base and objectivity to solve the problem by systematically define the excellence of Hangeul. In this paper, 1 confirmed that the creation philosophy and principle of Hangeul had the design philosophy that was appropriate for social and cultural background of that time, and went through rational design process. Therefore, as I mentioned earlier, the due for the problem with Hangeul typefaces can be found when it is handled based on the creation philosophy and principle. Furthermore, the creation of Hangeul can be explained as a creation of rational and scientific letter as a method of easier communication between different people and nations. Therefore, the study of the design method and principle used in the process of Hangul creation may provide the new base for the methodology of visual communication design, and it may be a core research subject to find the root of Korean design philosophy.

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Case Analysis and Applicability Review of Parametric Design in Landscape Architectural Design (조경 설계 분야에서 파라메트릭 디자인의 사례 분석과 활용 가능성)

  • Na, Sungjin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.49 no.2
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    • pp.1-16
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    • 2021
  • The act of design in landscape architecture consists of a concept within a designer's mind, technical representations, and finally, a process of construction. In the 4th Industrial Revolution, the design process is facing many changes due to the rapid development of computer technology and the IT ecosystem. Computer technology was initially developed for simple functions, such as mathematical calculation and graphic representation. However, after the spread of Personal Computers, starting with IBM and Macintosh, programming languages and hardware rapidly developed, algorithms and applications became specialized, and the purpose of using computers became very diverse. This study diagnoses issues concerning the functions and roles that new design methods, such as computational design, parametric design, and algorithmic design, can play in landscape architecture based on changes in the digital society. The study focused on the design methodology using parametric technology, which has recently received the most attention. First, the basis for discussion was developed by examining the main concepts and characteristics of parametric design in modern landscape architecture. Prior research on the use of parametric design in landscape architecture was analyzed, as were the case studies conducted by landscape design firms. As a result, it was confirmed that parametric design has not been sufficiently discussed in terms of the number and diversity of studies compared to other techniques investigated by landscape design firms. Finally, based on the discussion, the study examined specific cases and future possibilities of the parametric design in landscape architecture.

A study on the renewal design development of marketing strategy (마케팅 전략에 따른 리뉴얼 디자인 전개에 관한 연구)

  • 신홍재;함재룡
    • Archives of design research
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    • no.16
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    • pp.1-14
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    • 1996
  • As the marketing strategy of corporations has been changing in various ways, the type of new product development has also bC'en changing in dim~rent ways. The types of changes include, among oiller things, product development. wit.h a new concept., revolut.ionary product development., new brand product. development., improvement. of existing product. and development. in model changes. The design development has similarly advanced with the growth in scient.ific approach in t11e design process of new product. development. in relat.ion t.o each t.ype of product development.. Ilowever, in view of the design approach or st.rat.egy for each t.ype, different. kinds of method of development is necessary. In order to increase t.he life cycle of an existing product. which has reached its mature stage and to respond t.o the changes 111 time t.hrough product improvement., it is becoming more imtxJrl.ant for Ule corporation to confonn wiU1 the changes in time by being able to sat.isfy the consumer! s needs, way of thinking and luxury inclination by utilizing the changes in design. However, it is very difficult to decide on a design using different development. methods which would clearly meet such neL'

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Design Thinking Methodology for Social Innovation using Big Data and Qualitative Research (사회혁신분야에서 근거이론 기반 질적연구와 빅데이터 분석을 활용한 디자인 씽킹 방법론)

  • Park, Sang Hyeok;Oh, Seung Hee;Park, Soon Hwa
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.13 no.4
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    • pp.169-181
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    • 2018
  • Under the constantly intensifying global competition environment, many companies are exploring new business opportunities in the field of social innovation using creating shared value. In seeking social innovation, it is a key starting point of social innovation to clarify the problem to be solved and to grasp the cause of the problem. Among the many problem solving methodologies, design thinking is getting the most attention recently in various fields. Design Thinking is a creative problem solving method which is used as a business innovation tool to empathize with human needs and find out the potential desires that the public does not know, and is actively used as a tool for social innovation to solve social problems. However, one of the difficulties experienced by many of the design thinking project participants is that it is difficult to analyze the observed data efficiently. When analyzing data only offline, it takes a long time to analyze a large amount of data, and it has a limit in processing unstructured data. This makes it difficult to find fundamental problems from the data collected through observation while performing design thinking. The purpose of this study is to integrate qualitative data analysis and quantitative data analysis methods in order to make the data analysis collected at the observation stage of the design thinking project for social innovation more scientific to complement the limit of the design thinking process. The integrated methodology presented in this study is expected to contribute to innovation performance through design thinking by providing practical guidelines and implications for design thinking implementers as a valuable tool for social innovation.

A Study on Product Identity of Nokia design (노키아의 프로덕트 아이덴티티에 관한 연구)

  • Lee, Sang-Hwa
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.65-74
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    • 2006
  • As the world approaches to a keen competition for design, corporations began to be interested in CI (Corporate Identity), PI (Product Identity) as a way of enhancing the valve of corporation that has competitive power. PI (Product Identity) leads communication to an affirmative direction that is formed when the consumer uses products and feels the image of corporation. It is said to be important that it is part of synthetic and systematic strategy of corporation to gain an advantage over competitor in the market place with an unified corporate image. Even though mobile phones are sensitively changed according to a trend and public fancy, PI (Product Identity) of mobile phones is also important. The study purports to ascertain the propensity of Nokia's PI (Product Identity) and to analyze their unique PI.

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