• 제목/요약/키워드: Participation in space design

검색결과 211건 처리시간 0.026초

현대 공간디자인에 있어 사용자 참여디자인의 의의와 유형에 관한 연구 (A Study on the Significance and the Types of User's Participation in Space Design)

  • 이정민;홍의택
    • 한국실내디자인학회논문집
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    • 제15권6호
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    • pp.89-100
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    • 2006
  • This paper researched social, cultural background, psychological bases, design method and design types with regard to user's participation in space design. This issue of user's participation became one of major paradigms of 21st century not only for space design but also for every other cultural phenomenon. First chapter is an introduction. Second chapter tried to assert the fact that user's participation will be the important aspect for future space design by proving the correlation between user's participation in space design and the important social changes. It also tried to prove the psychological reasons why the users' participations affect the level of user satisfaction. It can be explained by Behaviorism which insisted that our outer behaviors affect our inner attitudes and preferences. Third chapter explained the affordances in design which works as a means of inducing user's participatory behaviors. Fourth chapter proposed the types of participatory space designs classified by the users' behavioral features and their characteristics, intending that they will verify the realization of the theories which we discussed in the former chapters regarding the users' participation in space design. The fifth chapter is a conclusion which says that outwardly, those participations are simply making external changes in design. but actually, they are reflecting more profound social changes and making important psychological effects on users.

Application of Motion Analysis to User Participation Behavior Model: Focused on Interactive Space

  • Kwon, Jieun;Nah, Ken
    • 대한인간공학회지
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    • 제33권3호
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    • pp.175-189
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    • 2014
  • Objective: The goal of this research is to develop new user behavior model using user motion analysis with microscopic perspective for attracting user's participation in interactive space. Background: The interactive space is 'human's place', which is made up of complex elements of digital virtual space and traditional analog and physical environment based on human-computer interaction system. Human behavior has changed in it at the same time. If the user couldn't make participation in interaction, the purpose of the system is not met, which reduces its effect. Therefore, we need to focus on interactive space that is potential future direction from a new point of view. Method: For this research, we would discuss and study fields of interactive space; (1) finding definition of interactive space and studying background of theory about it. (2) providing base of user behavior model with study of user's context that is to be user information and motion. (3) examining user motion, classify basic motion type and making user participation behavior model in phases. Results: Through this process, user's basic twenty motions which are systematized are taken as a standard for analysis of interaction process and participation in interactive space. Then, 'NK-$I^5$ (I Five)' model is developed for user participation types in interactive space. There are five phases of user participation behavior: Imperception, Interest, Involvement, Immersion, and Influence. In this analysis, three indicators which are time, motion types, and user relationship are found to be related to participation. Conclusion: The capabilities and limitation of this research is discussed to attract user participation. This paper focuses especially on contribution of design to lead user's participation in interactive system and expectation to help adapt to user centered design of various interactive space with new aspect of user behavior research. Application: The results of the 'NK-$I^5$ (I Five)' model might help to realize successful interactive space based on user centered design.

사용자 참여 설계에 의한 학교 공간디자인 개발에 대한 연구 (A study on the Development of School Space Design by User Participation Design)

  • 최진식
    • 융합정보논문지
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    • 제11권10호
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    • pp.27-35
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    • 2021
  • 본 연구의 목적은 최근 다양성이 접목된 융합적이고 창의적인 교육이 가능한 공간의 필요성이 강조됨에 따라, 학교공간혁신사업의 하나로 사용자 참여설계에 의한 공간의 재구조화 수행을 목적으로 한다. 연구 내용은 부산 Y초등학교를 대상으로 사용자가 함께 참여하는 과정을 통해 소통하면서 다양한 요구사항과 구체적인 아이디어, 방안을 도출하고 적용해나가는 과정을 거쳐 최종 디자인에 이르는 과정을 거쳤다. 연구 결과 1~6학년의 획일화된 교육공간에서 벗어나 공간의 다양성을 추구하였으며, 혁신으로 만들어진 공간의 만족도를 위해 그 공간을 사용하는 다양한 사람들의 사용자 참여설계가 필수적임을 알 수 있다. 본 연구는 학년별 특성이 반영된 다양한 공간디자인 개발에 중점을 두고 있으며, 1인 1 캐비닛을 빌트인하여 개인적 공간을 확보했다는 것이 특징이다. 이와 같은 사용자 참여의 과정에서 다양한 의견을 수렴하여 조율하고 함축시킨 후 디자인으로 구체화시켜 공간에 적용함으로서 학교공간의 가장 바람직한 변화를 가져올 수 있을 것이다.

참여디자인 기법을 활용한 다목적 공간의 계획방향에 관한 연구 (A Study on the Design Guideline of Multi-purpose Space in Elementary and Middle Schools through Utilization of User Participation Method)

  • 이경훈;안은희
    • 교육시설
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    • 제17권2호
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    • pp.3-12
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    • 2010
  • The purpose of this study was to provide the planning guideline for the multi-purposed classroom in the elementary school and middle school using questionnaire and user participation method. As the user participation method, the design workshop in the study contains participation techniques, community action planning, and participation game. The design workshop used the design kit as a communication tool. Four user groups, selected from teachers and child in the elementary school and middle school, to be reconstructed, participated in a design workshop with design kit, and each group produced their own plans. The result of this study is as follows; (1) Teachers wanted multi-purposed classroom to be used by two classes. (2) The size of the multi-purposed classroom was preferred 1.5 times(30 py.) of the regular classroom. (3) By considering the characteristics of students it was required the open space in elementary, but required it to be separated from the regular classroom in middle school. (4) Through the analysis, we could grasp the processes that the users' needs were practically applied to design. Our design workshop method should be hereafter modified and advanced, but showed the usefulness in many aspects.

백화마을 커뮤니티시설의 주민참여 디자인 워크숍 (Residents' Participation Workshop for the Design of Community Facility on Beakhwa Village)

  • 조정현;최정신;이종혁
    • 한국주거학회:학술대회논문집
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    • 한국주거학회 2011년도 춘계학술발표대회 논문집
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    • pp.81-86
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    • 2011
  • In order to establish the effective community village as planned, it is the most important factor in residents' participation at the stage of design process. Especially, community space, which is commonly used by all members, must be designed through consultation process of community members themselves to accommodate the needs of various daily activities. So, in this study, the participation process to design the common community facility is developed and the actual residents' participation workshop was conducted in Baek-Hwa village, which is being built on South Korea. Also, the space of community facilities was designed based on the direct opinions and needs of actual residents obtained by workshop process. The workshop was conducted two times: the first workshop was conducted for the design of common residents' facilities and the second was for trying to utilize the virtual designed space. During the workshop process, it is found that the positive participation of members of village is naturally occurred to design residents' space in the workshop process. As a result, most people want to make the space of gym, library, and dining room in spatial configuration. Among them, the hobby room was highly demanded. There is lots of demand for the joint activities and training program in common activity fields. Also, the prediction of the various occurrence so fun expected situations was requested in the game of creating rules and role-playing. In the conclusion, it was acknowledged the necessity of residents' participation design and the importance of communication between architects and residents for decision-making.

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A Study on Citizen Participation System based on Design Thinking, Design Science - Smart City case

  • SUH, Eung-Kyo
    • 융합경영연구
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    • 제9권2호
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    • pp.11-20
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    • 2021
  • Purpose: The importance of creativity has been emphasized in the transition from industrial society to knowledge-based society. Recently, design thinking has attracted great attention as one of the ways to increase the creativity of the organization. From the perspective of solving urban problems through collaboration between technology and citizens, the active participation of citizens is indispensable for realizing smart cities. Research design, data and methodology: From the perspective of solving urban problems through collaboration between technology and citizens, the active participation of citizens is indispensable for realizing smart cities. Results: Therefore, the purpose of this research was to design a citizen-participation type system and contents using a specific space to realize a smart city. This system utilizes the concept of space as a tool to promote innovation activities with the participation of citizens and makes it easy for users of space to participate based on urban problems derived from living labs and the internal structure and user flow line have been designed. Conclusions: It was been also used voice recognition, artificial intelligence, the Internet of Things, and big data as important technologies for experiencing smart cities. The system and content were designed with an emphasis on allowing citizens to directly recognize and experience smart city technology, especially through space-based information visualization and multi-faceted stimulus elements.

학교시설의 사용자참여설계프로세스 비교분석에 관한 연구 - 연구 및 사업백서를 중심으로 - (A Comparative Analysis of the User Participation Design Process in School Facilities - Focused on the Research Reports and White Papers -)

  • 이광수;류수훈
    • 교육시설 논문지
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    • 제26권6호
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    • pp.39-49
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    • 2019
  • School is where students spend a lot of time. However, it is made up spaces which have got no consideration for students. Public buildings, such as schools, were designed by experts, not by users, while the opinions of users were reflected in a small part. As a result, school has become an uncomfortable place for students. User participation design has been proposed as a way to improve it. Recently, in designing schools, user participation design called "School Space Innovation Project" has been carried out actively and many kinds of guidelines have been suggested in project. But because it is unsystematic, In fact, it is hard to apply on site. Comparing and analyzing various User Participation Processes to figure out the similarities and differences is the purpose of this research and we want to suggest the result as a data that can be used as guidelines for project related to User Participation Design.

거주자참여 코하우징의 평면조정에서 나타난 계획과정의 특성 - 코디네이터회사에 의한 성미산마을 코하우징 사례연구 - (The Characteristics in the Planning Process of Co-housing: Modification of Plans by Residents' Participation - Case of Co-housing Built by a Coordination Company in Seongmisan Village -)

  • 박경옥;이상운;류현수
    • 한국주거학회논문집
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    • 제24권4호
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    • pp.61-73
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    • 2013
  • The purpose of this study is to provide information needed to the construction of the co-housing in the urban area. This study focused on the characteristics of co-housing in its planning process of private house & common space; 'economy', 'creativity' & 'sociality'. The object of this study is co-housing in 'Seongmi-san Village' in Seoul, which was built by a coordination company with residents' participation. The methods are investigating interview materials, floor plans of 9 households, & common space plans produced in the coordination process from the basic plan of private house & common space to the final plan. The results are as follows. 1) The size and plan of private house differed from each other. The water pipe location differed from each floor, so that there were difficulties in construction. In conclusion, these made no 'economy', but brought high 'creativity'. 2) The 'sociality' would be estimated as high because there were various types of resident participation; resident interviews on the planning, workshops for private housing plan, and workshops for common space.

사용자참여 디자인을 통한 열린 놀이터 만들기 - 서울 삼양초등학교 옥외공간을 중심으로 - (A Study on the Planning of Outdoor Playground Space Open to the Community through the Participatory Design Method)

  • 이영범
    • 교육시설
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    • 제12권3호
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    • pp.22-32
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    • 2005
  • This paper is to propose a design possibility that incorporates participatory process and also to emphasize the participatory process applied to the planning of outdoor playground space open to the neighboring community. Community design based on the participation method can be understood as an attitude about a force for change in the creation and management of environments for people who are the major users of them. Planning for outdoor space is an integral part of school education and a vital component of child development. For the design of outdoor space of Samyang Elementary School it first needs to examine the current and emerging needs of students, teachers and parents as community residents through the participatory design method. A series of workshops and interviews are taken to identify dreams and ideal spaces of each group. An assessment of existing school spaces and design possibility of reprogrammed outdoor spaces are proposed to match the major demands of participants. Selected outdoor places are chosen and designed to accommodate options for various play settings and to make the school pleasant places where members of the neighborhood can gather for relaxation in restful surroundings.

마을만들기 관련 가상공간 게임의 특성에 관한 연구 - 도시디자인요소의 사례 분석 및 관련 법.제도 검토를 중심으로 - (A Study on Characteristics of Virtual Space Game for Community Making - Based on the Content Analysis of Case Study and Related Legal System for Urban Design -)

  • 허윤선
    • 한국실내디자인학회논문집
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    • 제23권3호
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    • pp.231-238
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    • 2014
  • Recently, many people can experience the virtual space by smartphone, and they use many games. In particular, this change has great implications in the collaborative and communicative planning paradigm, which is residents' participation and agreement becoming important in community making and urban design. This study analyze the case of the five virtual space games about community making and urban design, and examine the related regal system. Game users can construct roads, houses, buildings and facilities in the virtual city. Then, they create profit, and promote the growth of virtual city. In these games, construction elements are classified residential, commercial, industrial, parks, green spaces, public building, and roads. But these elements does not identified clearly, and they mixed. By analyzing of related regal system, these games focus on the individual buildings, spaces, and facilities rather than considering the terms of urban planning. To complement the virtual space game with the aspects of urban planning, these games can encourage the participation capability and enhance the communication skills of citizens.