• 제목/요약/키워드: design ideas

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De Stijl 에 있어서의 실내디자인 특성에 관한 연구 (A Study on the Characteristics of Interior Design in De Stijl)

  • 한영호
    • 한국실내디자인학회논문집
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    • 제8호
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    • pp.16-22
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    • 1996
  • In terms of modern design history, De Stijl movement had continued as one of influential groups by 1931, and it attempted to pursue universial reality that combined painting and architecture, seeking a new style based on Neo-Plasticism and succeeded the nineteen century's Art and Craft movement and Art Nouveau. Especially, the De Stijl movement provided 1920's rationalism with new space pattern and its ideas greatly affected the Bauhaus movement such as Walter Gropius or Mies van der Rohe. De Stijl's utopian idea that claimed on the conformity of art and life contributed modernism movement combined with scientific and rational view, and even now experts its lasting power with the concept of time and space free from simple cube in modern architecture and interior design. The tue meaning of the De Stijl movements is that is sis the basis of general ideas, and the change of modern architecture is based on this modern styled foundation. It may be the unchangeable fact like Russell Hitchocok says, "The architectural style and pattern which everyone admitts its importance has the value of living."

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The Parametric Fashion Design Using Grasshopper -Focused on Skirt Silhouette

  • Jung Min, Kim;Jung Soo, Lee
    • 패션비즈니스
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    • 제26권6호
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    • pp.32-46
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    • 2022
  • The purpose of this study is to explore a three-dimensional (3D) simulation of skirt shape concepts by manipulating circumferences and lengths via parametric design in the fashion design concept stage. This study also intends to propose a modeling method that can judge and transform the shape through immediate parameter adjustment. We looked at cases that utilized parametric design in other fields of fashion design, reviewed and analyzed the variables used in each study, and constructed parameters suitable to implement skirt fashion design. The traditional design elements required for skirt design, namely waist and hip circumferences, were set as variables in this study. The parametric design was developed to generate ideas of two skirt silhouettes (tight and flared) and three lengths (mini, knee-length, and maxi). To apply the skirt design implemented through variables to the actual 3D human shape, the shape data of women in their 20s and 30s were randomly selected from the 5th human data of Size Korea. Skirt design silhouette modeling was performed by adjusting the variable values according to body type. Parametric design has the potential to help develop design ideas in the field of fashion design, considering the method and characteristics of parameters of the variety of variables and rapid modification. Furthermore, if systematic research on variables and options among fashion design elements is conducted, the possibility of converging them into customization or co-design fashion design processes could be confirmed.

Differences between Japanese Characteristics and those of Europeans from the viewpoint of TQM: -Ways of thinking at the stage of design and/or development of new products-

  • Shingyouchi Kouji;Maruyama Yukio;Miyazu Takashi
    • 한국품질경영학회:학술대회논문집
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    • 한국품질경영학회 1998년도 The 12th Asia Quality Management Symposium* Total Quality Management for Restoring Competitiveness
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    • pp.37-42
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    • 1998
  • In the 11th AQCS(1997), the paper entitled 'Statistical Analysis of Baseball Records - Jinx and National Characteristics -' was presented by the same authors. At that time, the differences between Japanese characteristics and those of Europeans, using baseball data were discussed, mainly from the viewpoint of 'ways of thinking about chance cause and assignable cause.' In this paper, the authors described also on the same subject from the different viewpoint, 'ways of thinking at the design and development stage of new products', From this viewpoint, the difference also be found. It seems that the most significant difference between Japan and Germany exists in the field of aeroplanes design. The German ideas in the field were very unique, therefore the authors classified and named their ideas as: A) 'Quantitative analysis' type idea, and B) 'Chemical synthetic' type idea. The former concept is composed of two ways of thinking: a) All parts essential for just flying must be used, but b) All other parts shall be rejected, as far as possible. The latter concept is that, the all additional parts necessary for the development of the above 'purified' original product should be added respectively, depending on the requests of customers. These ideas are outlined using the actual examples of German aeroplane.

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패션 상품 아이템 개발을 위한 창의적 발상법의 활용 -벨벳 상품의 사례- (Item Development for Fashion Products Using Creative Thinking Methods -A Case of Velvet Products-)

  • 정인희
    • 한국의류학회지
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    • 제37권2호
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    • pp.213-223
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    • 2013
  • This study presents the process of fashion item development with velvet through creative thinking methods. Creativity is one of the most important requirements for a successful job career and education enhancing creative thinking is needed in the area of fabrication, product design, and marketing strategy development. Velvet was selected as a research stimulus because it is a luxurious fabric with various differential properties such as a soft touch, unique luster, excellent drapability, and fine physical properties. The research methodology included creative thinking methods review, the selection of the tools, idea sourcing and listing, sequential idea evaluation and sample product making. After review of the various creative thinking methods, a combination method and forced connection method were employed as research tools to confirm the usefulness of creative thinking training because of their independence of use and application simplicity. A total of 12 university students participated as subjects in this research. After some training, each student derived ten ideas for velvet products that utilized a combination method and forced connection method. A total of 120 ideas were evaluated for novelty, technical possibility, practicality, and marketability; subsequently, 24 ideas were adopted and developed as sample products. The effectiveness of creativity education in fabrication and product design classes was verified through the whole process of product planning.

The Forties Effect: An Appraisal of the Definitive 1940's Look and its Influence on Fashion

  • Almond, Kevin
    • International Journal of Costume and Fashion
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    • 제13권2호
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    • pp.79-92
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    • 2013
  • This article explores 1940's fashion. Much has been documented about the huge influence Dior's 1947 New Look had on fashionable clothing, as the industry conspired to reinvent itself as an economic and cultural power after World War II. The introduction of highly feminised and luxurious styles reinstated fashion as a viable concern globally and has arguably been recognised as the defining style of the 1940's. During World War II the fashion system of design, manufacture and export within the western world, virtually ceased. Many dress historians (Arnold, 2008; Breward, 1997; Guenther, 2004; McDowell, 1997; Robinson, 1976; Taylor, 1992; Steele, 1998; Veillon, 2002; Walford, 2008; Wilson & Taylor; 1989) have suggested that fashion ideas froze from 1939 to 1947. Deeper research identifies that during this period of style and trend starvation, many diverse and interesting design ideas arose from the restrictions imposed and Veillon (2002, p.145), has suggested that this period instigated what we now identify as Street Style (Polhemus, 2010). This research investigates the diversity of design ideas produced between 1939-1947 in order to establish whether pre or post 1947 can be upheld as the definitive 1940's look, one that influences contemporary fashion designers and one that we identify with as a conclusive style today.

E3(환경, 사용자, 경제) 친화형 제품 개발을 위한 디자인 아이디어 개발 및 평가 절차 (Design Ideation and Evaluation Process for E3(Ecology, Ergonomics, Economy)-Friendly Product Development)

  • 이원섭;이백희;김은하;유희천
    • 대한산업공학회지
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    • 제40권3호
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    • pp.299-304
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    • 2014
  • Objective : The present study was intended to develop a design ideation and evaluation process for the development of ecology-, ergonomics-, and economy-friendly ($E^3$-friendly) products. Background : Due to increasing social and legal requirements on global sustainability, manufacturing companies have made more efforts ever than before for the development of eco-friendly products. However, most eco-friendly products are often criticized due to lacking ergonomic and/or economic considerations. Method : An $E^3$-friendly product development process consisting of (1) survey of eco-friendly products, (2) characterization of eco-friendly products, (3) design ideation for $E^3$-friendly product, and (4) design idea evaluation for $E^3$-friendliness was established and applied to the development of a novel product which supports drinking of daily recommended amount of water. Results : Fifty-five design characteristics were identified by a survey of forty eco-friendly products and incorporated into the proposed ideation and evaluation process. New ideas and design changes were developed effectively using the proposed development process for a novel $E^3$-friendly bottle for support of water drinking. Conclusion : The proposed process was found effective for the development of eco-friendly design ideas and improvements. Application : The proposed system would be of use to develop better design ideas having market competitiveness.

Self-observation of the design process

  • Lee, Jung Soo
    • 복식문화연구
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    • 제24권6호
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    • pp.743-755
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    • 2016
  • This study aimed to reveal the designer's creative process in the development of clothing designs. The researcher has taken roles both as a design practitioner and an observer. The full process of design development was concurrently documented while working to solve a specific problem. This included noting down the concept, keywords, and detailed scratch ideas, as well as refining the design by collecting sketches and taking photos. Integrated data from the captured design process were analyzed based on Lamb and Kallal's apparel design framework, which included problem identification, construction of preliminary ideas, design refinement, prototype development, and evaluation. The functional, expressive, and aesthetic (FEA) criteria of the entire process were thus assessed. Additionally, five professional apparel reviewers evaluated the design project based on FEA criteria. The results showed the processes for identifying targets and intentions, extracting the main elements from sources, developing the major visual concepts, and making final adjustments. Ultimately, this study revealed how a designer manages each stage of the creative design process. Sharing such detailed observations of the design process can help refine the knowledge involved in each stage of the creative process, and provide guidance for instructors in design education.

기초디자인 교육에 있어서 매핑기법의 활용 방법에 관한 기초연구 (A Basic Research on the Method for Applying Mapping Technique to Basic Design Education)

  • 박응범;홍정표
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2007년도 춘계학술대회 및 국제감성 심포지엄
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    • pp.67-69
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    • 2007
  • Customary way of thinking may be the most major stumbling block to creative thinking in basic design education in the information and network era. The basic design education was used to be based on personal experience or subjective ideas, but these days, the role of divergent thinking and convergent thinking which provide the basis of creative techniques has been closely examined. Going beyond a divergent thinking and directly starting a convergent thinking means bypassing the design process of the existing basic design education. Though preceding studies considered various creative techniques apart from divergent thinking and convergent thinking, this study presumed that complementing the most typical methods of divergent thinking and convergent thinking may result in the same basic design education effect. So, what approach must be used to the design? The way of thinking needs to change. For that, we try to apply the mapping to basic design education. It must encompass interactive thinking which includes immaterial elements and communication. Divergent thinking can begin with the accurate understanding of current state, and the created current state resolves the design process that needs to be a certain thing. The purpose of this study was to present the method for applying the mapping techniques to basic design education based on divergent and convergent thinking which provides the basis of creative ideas.

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현대 패션 산업에 나타난 크라우드소싱 디자인에 관한 연구 (Crowdsourcing design in contemporary fashion industry)

  • 박혜원
    • 복식문화연구
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    • 제25권6호
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    • pp.893-912
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    • 2017
  • Crowdsourcing models in which organizaions obtain needed product ideas and services from a crowd in a network-based society are rising as a global industry trend. The purpose of this study was to figure out the types and characteristics of crowdsourcing design shown in the domestic fashion brands, and to provide implications for design strategies using crowdsourcing. This study was based on qualitative research which was brand case studies on crowdsourcing design in the fashion industry from January 2006 to July 2017. Also, quantitative analysis using frequency and percentage was applied. The results were as follows: First, crowdsourcing design was used in almost all types of fashion brands, such as sports and outdoor wear, men's wear, women's wear, men's and women's casual wear, shoes, bags, school uniforms, jeans, accessories, etc. Crowdsourcing design in the fashion industry was classified into three types: crowdsourcing graphics and artwork; crowdsourcing customized designs; and crowdsourcing product designs. Of the three types, crowdsourcing graphics and artwork was used most. There were four methods to choose the best crowsourced design: review only by experts, voting by crowd and review by experts, crowdvoting, and crowdfunding. Second, the characteristics of crowdsourcing design were openness, participation, reward and acknowledgement, sharing and interaction, and individualized collective intelligence. Crowdsourcing design could be used as an open innovation strategy in the fashion industry, which could collect new and creative design ideas for product development, resulting in the satisfaction of consumers and benefitting the company.

패션디자인 발상을 위한 꼴라쥬 활용 연구 (A Study on Collage as a Means of Generating Creativity in Fashion Design)

  • 이민선
    • 복식문화연구
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    • 제11권5호
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    • pp.683-696
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    • 2003
  • In the post-modern society, creativity is redefined as a capability which collects a wide range of information and recombines them in diverse manners. With a such trend, the characteristics of collage - a method of making a creative image by combining pieces which have no relevance - is becoming prevalent in the post-modern culture. The purpose of this research is to develop a model which generates ideas in fashion design by use of collage techniques. With regard to research methodology, a literature survey was undertaken to find out and understand characteristics of collage. Analytic and positive studies were also done on the styles of fashion design of the 2003 SS collections to which collage techniques applied. In order to generate ideas in fashion design, the following mechanism using collage techniques can be used. Above all, pluralism is realized by collecting incoherent elements. Secondly, deconstruction is made by changing scales and configuration. Lastly, relativity is attained by using parts of ready-made goods and respecting their independency.

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