• 제목/요약/키워드: Theoretical design process

검색결과 709건 처리시간 0.026초

창조적 사고체계로서의 실내디자인 과정에 관한 연구 (A Study on the Interior Design Process as Creativite Thinking)

  • 이선민
    • 한국실내디자인학회논문집
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    • 제13호
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    • pp.60-71
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    • 1997
  • A study was performed for combination active process between the academical theory and practical design process based on creative thinking process in interior desigv. At first, it was investigated the concepts and characteristics of creativity combined with creativite process of thinking, and also scientific and art characteristics on interior design to be educated together with logical and esthetical concepts required for creative thinking process. In reference with above process, it was systematically established stepwise process of interior design with creative thinking system. As a resualt, creativity in interior design could develop a unique design process combined informations about knowledge and experiences with actual acquirements by individual's experiences. So interior design could be approachable and developed with open-mind and consistently scientific methodology. Also creativity power of interior design could be solved by strategic knowledge acquired by practical experiences and problem solving capability in special branches. Like this, all design activities, including interior design, would be accomplished theoretical background and actual design process under the concepts of practical intension and use. So it would be made creative products by means of detail adapation process based on the theoretical atmosphere, therefore it'll be strongly based on the hardnessing of theoretical value and power. Theory for design process referred to environmental concepts, so including interior design, would not be terminated as for theoretical concepts but be responsible for future of well-developed design by accomplishment of various design adaption method for practical purpose and objectives.

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거실과 주침실을 중심으로 한 주거공간 가구 디자인 프로세스 (A Furniture Design Process in Residential Spaces)

  • 박영순;신인호;박영선;하승아
    • 한국가구학회지
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    • 제11권2호
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    • pp.85-94
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    • 2000
  • furniture reflects historical, cultural, spatial background of human life style. This means that we cannot think of a furniture apart from the living environment. This study is focused on the process of furniture design in residential interiors. Furniture design process devided into the theoretical research the formal design process. Basically theoretical background contains human activities in place, antropometric data, requisite furniture type according to activities and some guidelines for design. And the formal design process is consisted of visual main concept, series of sketches and the development of alternatives of design. Thus, the theoretical background need to be applied to the steps of sketches, and for the harmonious interiors systematically.

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업무공간을 위한 가구디자인 프로세스 사례 연구 - 은행의 가구디자인을 중심으로 - (A Case Study on Furniture Design Process in Work Spaces - Focused on furniture design for bank Interiors -)

  • 박영순;신인호;최지연;박소연
    • 한국실내디자인학회논문집
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    • 제23호
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    • pp.85-91
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    • 2000
  • This study is focused on the process of a furniture design in work spaces, especially for bank interiors. Basically furniture design is consisted of two main parts of process. The first part is series of a theoritical background and the second part is a visual design process. Theoretical background contains human activities in place, antropometric data, requisite furniture type according to activities and some guidelines for design. And for the visual design process, series of sketches(theoretical background must be applied to this process), and alternatives of design was needed. Researching and applying all these factors systematically to furniture design process will lead to harmonious interiors.

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사용자 모션데이터를 활용한 디지털 공간디자인 프로세스 개발에 관한 연구 (A Study on the Development of Digital Space Design Process Using User′s Motion Data)

  • 안신욱;박혜경
    • 한국실내디자인학회논문집
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    • 제13권3호
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    • pp.187-196
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    • 2004
  • The purpose of this study is to develope'a digital space design process using user's motion data' through a theoretical and experimental study. In the progress of developing a developing of design process, this study was concentrated on searching a digital method applying user's interactive reflections. As introducing a concept of space form being generated by user's experiences, we proposed'a digital design process using user's motion data'. In the experimental stage, user's motion data were extracted and transferred as digital information by user behavior analysis, optical motion capture system, immersive VR system, 3D softwares com computer programming. As the result of this study, another useful digital design process was embodied by building up a digital form-transforming method using 3D softwares providing internal algorithm. This study would be meaningful in terms of attempting a creative and interactive digital space design method, avoiding dehumanization of existing ones through the theoretical study and the experimental approach.

패션?을 위한 가구디자인 프로세스 사례연구 (A Case Study of Furniture Design Process for the Fashion Shop)

  • 신인호;박영순
    • 한국가구학회지
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    • 제13권2호
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    • pp.63-74
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    • 2002
  • Furniture reflects historical, cultual spatial background of human life style. This means that we cannot think of a furniture apart from the living environment. This study is focused on the process of furniture design in woman`s fashion shop. Basically furniture design is consisted of two main parts of process. The first part is series of a theoretical background and the second part is a visual design process. Theoretical background contains human activities in place, antropometric data, requisite furniture type according of visual main concept, series of sketches and the development of alternatives of design. Researching and applying all these factors systematically to furniture design process will lead to well designed furniture and harmonious interiors.

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이론적 일반화를 적용한 파스칼 그래프와 삼각형에 내재된 수의 패턴 탐구를 위한 교수단원의 설계 (On the design of a teaching unit for the exploration of number patterns in Pascal graphs and triangles applying theoretical generalization.)

  • 김진환
    • East Asian mathematical journal
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    • 제40권2호
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    • pp.209-229
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    • 2024
  • In this study, we design a teaching unit that constructs Pascal graphs and extended Pascal triangles to explore number patterns inherent in them. This teaching unit is designed to consider the diachronic process of teaching-learning by combining Dörfler's theoretical generalization model with Wittmann's design science ideas, which are applied to the didactical practice of mathematization. In the teaching unit, considering the teaching-learning level of prospective teachers who studied discrete mathematics, we generalize the well-known Pascal triangle and its number patterns to extended Pascal triangles which have directed graphs(called Pascal graphs) as geometric models. In this process, the use of symbols and the introduction of variables are exhibited as important means of generalization. It provides practical experiences of mathematization to prospective teachers by going through various steps of the generalization process targeting symbols. This study reflects Wittmann's intention in that well-understood mathematics and the context of the first type of empirical research as structure-genetic didactical analysis are considered in the design of the learning environment.

더블 다이아몬드를 적용한 3세대 CPTED 프로세스에 관한 연구 (A Study on the 3rd Generation CPTED Process through Double Diamond)

  • 류허;홍관선
    • 한국콘텐츠학회논문지
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    • 제22권4호
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    • pp.207-221
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    • 2022
  • 기존의 '환경설계를 통한 범죄예방(Crime Prevention Through Environmental Design; CPTED)' 이론은 실천 과정에서 미흡함이 있었고, 이 때문에 통상적인 범죄예방 디자인 프로세스에는 한계점이 존재했었다. 본 연구의 목적은 디자인학의 관점에서 제3세대 CPTED 이론적 프레임워크와 더블 다이아몬드(Double Diamond Model) 디자인 프로세스 이 두 가지의 접목을 분석하는 것이다. 본 연구는 이를 통해, 더블 다이아몬드 디자인 프로세스가 접목된 가시적인 제3세대 CPTED 디자인 프로세스를 제시하고자 했다. 또한, 각 학자별로 제3세대 이론적 프레임워크에 대해 연구한 관련 논문을 각자의 주장, 목표, 전략 방법, 거주적합성 원칙(Liveability)에 따라 명확히 정리했다. 이를 바탕으로, 영국 디자인 위원회의 혁신을 위한 프레임워크를 결합하여, 제3세대 이론적 프레임워크와 더블 다이아몬드 디자인 프로세스의 접목에 명확한 기준과 기초를 마련했다. 또한, 단계적인 아웃풋과 활동 방식으로 양자 간의 접목에 대한 구체적 내용을 분석하고 설명했다. 연구의 의의는 더블 다이아몬드 디자인 프로세스와 가시적인 제3세대 CPTED 디자인 프로세스의 접목을 통해 거주민들의 자아 가치 실현 행동을 유도하고 이로 인한 참여(Engagement)를 돕는 것이다. 또한, CPTED 프로젝트에 참여한 디자인 관련 종사자 및 기타 분야 종사자의 협업에 참고가 될 수 있는 연구 결과를 도출하는 것이다.

설계프로세스의 표현과 분석을 위한 프로세스 뷰어 개발과 적용 (Development and Application of a Process Visualizer to Represent and Analyze Design Process)

  • 김성아
    • 한국실내디자인학회논문집
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    • 제15권3호
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    • pp.193-200
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    • 2006
  • Any design process is interwoven with numerous intermediate design representations and information. On the other hand, designers proceed the design through various activities. It has always been a difficult task to model the design process, yet there are many significant research outputs that explain the design process through the cognitive approaches. This research started from the necessity of an interactive system which externalize the elements of design process in a visual or tangible manner. In order to do so, a design model, specifically a design process representation model was necessary to capture and represent design process. Several concepts such as design issue, design concept, and design form were defined through the empirical studies of design practices. The assumption is that the design process can be effectively captured by the presented system and it can help both designers and tutors review and analyze the design process. It should also help novice designers learn from expert designer's design process patterns. The system represents design process pattern in a interactive graphic environment. It also provides various useful features to enhance the analysis of design process. This paper presents theoretical groundwork and development process of the design process visualizer. The representation model is presented, and the application of the system is reviewed. Discussions on the further development directions include critical evaluation of the system.

전력 절감을 위한 PSA방식의 산소 발생기 공정 최적화 (Process optimization of PSA way Oxygen Concentrator for Electric Power Saving)

  • 지석환;이문규;이태수
    • 대한기계학회:학술대회논문집
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    • 대한기계학회 2007년도 춘계학술대회A
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    • pp.1350-1354
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    • 2007
  • As the importance of low power design is emphasized, power consumption became one of the standards that represent the performance of the system. The purpose of this study is to decide design variable that minimize power consumption for the oxygen concentrator in two bed-one compressor 8 step PSA process that has above 90% purity at 3lpm by using given constants and selected parameters. Setting selected parameters as cycle time and equalization time, optimization for PSA process in the oxygen concentrator is progressed. For this, we need to know the features and basic principals of PSA process and to deduce objective function of performance analysis. Validations for objective function and lots of experiments are needed too. By using the characteristic curve of the compressor and the pressure curve of the process for 1 cycle, objective function was set. After theoretical 2 dimensional optimized paths was obtained. And then, by experiment, theoretical optimized path was verified.

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Designer-User Interaction without Actual Users: A Lesson from a Field Study

  • Jaehyun Park
    • Asia pacific journal of information systems
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    • 제28권3호
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    • pp.220-239
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    • 2018
  • The purpose of the paper is empirically to explore 'design manner', focusing on the designer's knowledge boundary on the designer-user interactions in the design process. This study conducts a field study and observed designer's interactions with actual users in a leading user-centered design firm over three months. The observations revealed how designers bring ideas about users into design without physically interacting with users during the design process. Based on Bourdieu's theory of practice and the concept of boundary objects, this study introduces the concept of 'design manner', by which designers incorporate user's ideas into the design process without actual involvement of users in the process. This paper contributes to the body of knowledge by introducing the design manner in-between designer's and user's knowledge boundaries and argue bridge between theoretical and actual designer-user interactions in the IS design process.