• Title/Summary/Keyword: design preferences

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An Analysis of the Visual Preference on Parallax Space by Blockage Pattern and Ratio (차폐유형과 차폐도를 달리한 패럴랙스(Parallax) 공간의 시각 선호도)

  • Rho, Jae-Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.35 no.2 s.121
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    • pp.55-63
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    • 2007
  • The purpose of this study is to create a planting design for progressive realization. For this, visual preferences as measured via questionnaire were evaluated by the Scenic Beauty Estimation(SBE) and paired comparison methods. The results can be summarized as follows. Through photo observation, the average visual blockage ratio was 38% and the range of degree of the visual blockage ratio was $30{\sim}50%$. The sketch simulation and filtered pattern received the highest preference score and fumed out to be the most practical pattern out of all the patterns evaluated. Also, in the sketch simulation, the high preference values were observed for a distance of 9 to 12m from the view point to the blockage tree with a D/H ratio of 2. The preference score significantly decreased with the increase of the visual blockage ratio having a turning point at $30{\sim}35%$ of the visual blockage ratio, even though the distance parameters were more important than the visual blockage ratio in the scores. An outstanding view must be handled properly to be preserved or accentuated. Framed, open, enclosed, screened or filtered pattern views should be completely revealed only from their best vantage point, not given away at first glimpse. It this sense, parallax spatial beauty with trees could be improved through the visual aspects of plan arrangements and seems to be an effective design technique for landscape planning and planting design.

A Study on Mixing Expression Methods of Finish Materials for Visual Differentiation in Housing Space (주거공간의 시각적 차별화를 위한 마감재 혼합적 표현방법 연구)

  • Seo, Ji-Eun
    • Korean Institute of Interior Design Journal
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    • v.20 no.2
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    • pp.147-155
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    • 2011
  • The purpose of this study is to grope for plan methods through analyzing preferences on expression methods of materials for visual differentiation in hosing space. The results are as follows : First, we could know that finish material is the important element to make differential design in housing space. It is a effective method to use the color and material of finish materials. Second, we could find they preferred woods in materials and Y color, N9.5, bright and light in colors through grasping preference about types in material elements. The preferred texture is soft and the preferred patterns are solid and geometry. Third, it is a good method to mix materials which give us different season feeling, and to mix colors which are different tones to lead the differential design by materials in housing space. In case texture and patterns, what we mix similar things is the effective method. Fourth, preference of the expression method is manifested differently depending on the selected elements. so when we plan the housing, we have to consider that. lastly, I think this study will be a basic data on a study to differentiate the design of the residential space.

Emotional Evaluation of Adolescents for Learning Spaces Design in Apartment Complex Community Facilities (공동주택 커뮤니티시설 내 학습공간 디자인을 위한 청소년 감성평가)

  • Hwang, Yeon-Sook;Jung, Hyun-Won;Son, Yeo-Rym
    • Korean Institute of Interior Design Journal
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    • v.22 no.4
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    • pp.113-120
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    • 2013
  • This study aims to determine adolescents' emotional response and preferences for varying interior designs of learning spaces available at community facilities in apartment across Seoul. In particular, the subjects have been fragmented by gender and age for comparative analysis of emotional responses across different demographics of adolescents. A survey on the preferred designs of learning spaces in community facilities revealed that 'elegant,' 'cheerful,' and 'temperate' are the three main emotional words selected for image tool development. Emotional assessment verified the validity of these terms. Between the two genders, adolescent males preferred 'temperate' images more while adolescent females preferred 'cheerful.' In terms of the design of learning space, adolescent females deemed the interior atmosphere and area space to be the most important factors, while adolescent males pointed to the color of furniture and lighting to be the most important. Such results imply that there is a clear difference of emotional response between adolescent males and females. The results also imply that different atmospheres and design priorities must be considered when designing gender-specific spaces.

The Research on Lighting Design of Parks

  • Zhang, Rui;Piao, Yong-Ji;Cao, Lin-Sen;Cho, Tae-Dong
    • Journal of Environmental Science International
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    • v.23 no.6
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    • pp.1013-1020
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    • 2014
  • Based on the survey of the parks in Tai'an by questionnaire survey, on-the-spot investigation and in-depth interview, the paper analyzes the tendencies of visitors in modern landscape lighting design forms and methods from two terms: primary attributes and the preferences of artistic lighting design. To increase the safety of the parks is a pressing need for visitors. Visitors have a pressing need for increasing the safety of the parks' lighting and artistic quality. Most visitors think the parks' lighting has blind spots and the brightness is not enough. Visitors' night activities in the park will be insecure. As to artistry aspects, people prefer strong artistic style of lamps and lanterns to the common, such as ethnic style and animal image; Tourists prefer to use white light and yellow light to illuminate trees, because these colors make people feel more warm and amiable. This research provides basic data for lighting design of parks.

A Study on the Characteristics and Design of Korean Kitsch Fashion (국내(國內) 키치패션의 특성(特性)과 디자인 연구(硏究))

  • Seo, Seung-Mi;Yang, Sook-Hi
    • Journal of Fashion Business
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    • v.4 no.2
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    • pp.1-17
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    • 2000
  • Kitsch is one of the various mass-cultural phnomena in the late 20th century, with it's own new aesthetic value, 'self-expression' through 'destruction', denying the existing established way of thinking and escaping from the stereotypes or fixed ideas. This is called 'aesthetic inadequacy'. The purposes of this study are to examine the different preferences between the western and the domestic Kitsch Fashions to investigate the formative and aesthetic characteristics of domestic Kitsch Fashion based on substantial data, and to propose the creative Kitsch design. The results of this study are as follows; 1. The formative characteristics of domestic Kitsch Fashion are marked by amusement, disharmony, epicureanism, satire, and use of imitation. 2. Then, based on theoretic research, this study applies aesthetic characteristics of Kitsch to the creative design. According to the formative characteristics for Kitsch Fashion, the Design Concepts are developed in order of Optimism, Multi Form, Decadence Chic, Neo-Naturalism, and Poor Vintage. And the Fabric direction is given in Design Story with sub theme such as Cheerful, Game, Decadence, Environment, and Grunge.

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An Analysis of the Female Golfers′ Preference of the Recent Sportswear Trend and a Suggestion of a Direction for Golfwear Design (최근 스포츠웨어 트렌드에 대한 소비자 선호도 분석과 이에 기초한 골프웨어 디자인 방향의 제시 -국내 20~30대 여성 골퍼를 대상으로-)

  • 이지은;이주현
    • Journal of the Korean Society of Clothing and Textiles
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    • v.26 no.8
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    • pp.1254-1264
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    • 2002
  • The purpose of this study was to suggest a direction for golfwear design targeting young female golfers, based on the analysis of their preference of recent sportswear trend. Total 197 respondents, female golfers, were sampled for data gathering, who were asked to answer to the self-report questionnaire with the stimuli of five trendy golfwear styles [i.e., representing recent sportswear trend]. In summary, the results of this study were as follows: 1) The female golfers showed significant difference in their preference of recent sportswear-trend sues, according to their age or marital status. 2) Among the five trendy styles, each of which corresponded to five themes in 2002 S/S sportswear trend, the style of "Retro Chic", a type of retrospective trend theme, was most favored. 3) The female golfers in their twenties residing in Kangnam, were found to have ① relatively higher fashion leadership, and ② higher preference of maximal and kitsch trends, when compared with the rest of the respondents. 4) The most influential design elements in each trendy style, dominating the golfers' preference, varied with the feature of trend themes. 5) Based on the analysis of the young female golfers′ preferences of recent sportswear trend, a direction for golfwear design were suggested.

User-Participated Design Method for Perforated Metal Facades using Virtual Reality (가상현실 기반 사용자 참여형 타공패널 파사드 설계 방법론)

  • Jang, Do-Jin;Kim, Seongjun;Kim, Sung-Ah
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.36 no.4
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    • pp.103-111
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    • 2020
  • Perforated metal sheets are used as panels of facades for controlling environmental factors while ensuring user's visibility. Despite their functional potentials, only a specific direction of facades or an orientation of a building was considered in the relevant studies. This study proposed a design methodology for the perforated panel facades that reflects the location on the facades and the user's requirements. The optimization of quantitative and qualitative performance is achieved through communication between designers and users in a VR system. In optimizing quantitative performances, designers use machine learning techniques such as clustering and genetic algorithm to allocate optimal panels on the facades. In optimizing qualitative performances, through the VR system, users intervene in evaluating performances whose preferences are depending on them. The experiment using the office project showed that designers were able to make decisions based on clustering using GMM to optimize multiple quantitative performances. The gap between the target and final performance could be narrowed by limiting the types of perforated panels considering mass customization. In assessing visibility as a qualitative performance, users were able to participate in the design process using the VR system.

Wearable Designs for Hair Designers with 3D Virtual Images and 3D Printed Models

  • Byeon, Na Rae;Koo, Sumin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.5
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    • pp.923-949
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    • 2020
  • Improving work efficiency and satisfying customers through personalized services is becoming more important in an increasingly competitive hair industry. Wearables may help to improve hair designers' work efficiency and customer satisfaction by analyzing customer and hair designers' conditions and provide hair stylingrelated data. However, there is limited research on developing wearables for hair designers (WHDs), and many existing wearables were developed without understanding user needs and perceptions. This research investigated preferences, perceptions, and intentions on WHDs based on hair designers in the U.S., which is the largest hair market. Specific design options that hair designers preferred and possible options to meet requirements that hair designers expect for wearables were identified and suggested in WHD design guidelines. Second, most people preferred a WHD design of a black-colored bracelet/watch that can be a necklace designed with preferred functions; in addition, 3D virtual images and 3D printed models were prototyped. Third, developed designs were evaluated. More than 70% of users were satisfied and considered it as useful and easy to use, with an intention to purchase. The results are expected to provide insights to designers when developing WHDs.

Exploring How Gamification Design Drives Customers' Co-Creation Behavior in Taiwan

  • CHEN, Tser-Yieth;HUANG, Yu-Chen;LI, Pei-Fang
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.4
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    • pp.109-120
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    • 2022
  • This study has incorporated the mechanics-dynamics-emotions (MDE) and two behavioral learning paths to investigate the customers' co-creation behavior in Taiwan. The intuitive path begins with a gamification design that reflects the customers' proactive and innovative behavior; the cognitive path begins with persuasion knowledge remarks based on rational and reactive reasoning. These two paths conclude what forms user co-creation. The study collects data of 505 active social media users in Taiwan and employs structural equation modeling. The empirical findings demonstrate persuasive knowledge and gamification design are significantly associated with self-reference, and in turn, positively associated with co-creation. It indicates that cognitive behavior plays the main role in forming co-creation. Participants are more drawn to co-creation behaviors by the marketing contents that prompt reactive behaviors than proactive ones. Therefore, marketing managers can use appropriate stimuli to enhance co-creation behavior. Companies can design activities related to users, and more accessible for reactive, instead of proactive behavior, i.e., asking for their initiatives. It also suggests that companies' marketing campaigns should involve key opinion leaders matching the product image and the target audience's preferences. The novelty of this study is to introduce a novel augmented MDE framework to extend the "dynamics" into the incubation and implementation stage.

Research on blind box packaging design based on consumer psychology

  • Ruiyu Li;Alber Young Choi
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.163-171
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    • 2023
  • A blind box is a kind of sales method in that you can only get the product information by opening the package. In 2019, blind box products began to grow rapidly in the Chinese market, and gradually formed a special "blind box economy". The particularity of blind box products is that driven by consumers' curiosity, consumers' purchasing behavior can be directly induced by the visual and tactile perception of commodity packaging. Therefore, it is necessary to explore the psychological needs of consumers and master the blind box packaging design elements under the influence of consumer psychology. This paper takes figurine blind box packaging elements as the research scope and Chinese blind box consumers as the research object. Through market research and literature study, We are designed to conduct a questionnaire survey and SPSS empirical study to find out the differences in the preferences of different consumer temperament types for blind box packaging, taking the characteristics of blind box products and consumer psychology as the relevant theoretical background. The research results show that among the blind box consumers, choleric type consumers predominate, the color of the blind box packaging presents red, orange, and yellow preference, and the material presents metal, and plastic preference. The shape of the blind box shows a preference for special shape.