• Title/Summary/Keyword: design preferences

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A Comparative Study on Preference of the Korean Army's Flight Jacket According to Working Environment (근무 환경에 따른 육군 비행재킷의 선호도 비교 연구)

  • Choi, Hee Eun;Choi, Kueng-mi
    • Fashion & Textile Research Journal
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    • v.22 no.6
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    • pp.844-852
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    • 2020
  • This study is to understand the preferences of pilots, flight engineers and crew who work in the same aircraft but are exposed to different working environments and perform different mission operations in order to develop an ergonomic flight jacket. Based on a preliminary investigation, a survey of 107 pilots and 36 flight engineers and crew was conducted. The results are as follows; Pilots can control the temperature inside the cockpit, so they are less exposed to the cold when working, while flight engineers and crew are exposed to the cold more because they have many external tasks. The reason for the problem of the current flight jacket was a difference in ranking between two groups, but the highest ranking was poor dimensional suitability due to the habit of wearing layers of clothing. As a result of preferred design, there were significant differences between groups in the item of overall style. Pilots preferred a bomber jacket style(P:68.2%, E&C:44.4%), on the other hand, flight engineers and crew preferred a field jacket style(P:26.2%, E&C:55.6%)(p<.01). They preferred a stand collar(P:71.0%, E&C:86.1%), a fastener slider for a front fastening(P:62.6%, E&C:61.1%), fastener tape cuffs(P:54.2%, E&C:47.2%), a jacket with a softshell(P:86.9%, E&C:83.3%), fleece as softshell material(P:88.8%, E&C:69.4%), and fastener sliders as a attaching method(P:69.2%, E&C:61.1%). A hem fastening will be selected differently according to the overall style of outshell. Additionally, they preferred more than 5ea pockets(P:51.4%, E&C:44.4%), fastener sliders as pocket's fastenings(P:48.6%, E&C:61.1%), armpit ventilations(P:62.9%, E&C:58.5%). The results of above will be considered to design an ergonomic flight jacket.

Analysis of the wearing condition and consumer preference for skateboarding pants - Focusing on Chinese skateboarders - (스케이트보딩용 팬츠에 대한 착용실태 및 소비자 선호도 분석 - 중국 스케이트보더를 중심으로 -)

  • Ma, Xiaoqing;Jang, Jeongah
    • The Research Journal of the Costume Culture
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    • v.30 no.1
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    • pp.50-65
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    • 2022
  • The aim of this study was to provide data to enable the development of skateboarding pants. From the Chinese skateboard club SNS, 126 skateboarders in their 20s and 30s were chosen to participate in a survey. Data was gathered using a questionnaire from May 14 to May 28, 2021, and then analyzed using SPSS 23. The results concerning production were as follows: clothing sizes are generally divided into six stages: XS, S, M, L, XL, and 2XL. The silhouette is wide, and most pants have e-bands and normal hems. The pants are made from cotton-blend fabric, which is mostly moisture-absorbing and quick-drying. Baggy pants are preferred by skateboarders, with cotton being the most common fabric. The crotch, knees, and buttocks of pants are the least satisfying for skateboarders. When they skateboard, their ankles sustain the most injuries, followed by their knees and wrists. In the survey of consumers' preferences for skateboarding pants, different styles were rated in the following order: straight pant silhouette, ribbed knit and string waistband design; full-rise waist height, string hemline design; and ankle-high pants length (fit), fabric and design. The hygroscopicity and ventilation of the fabric are crucial considerations when purchasing pants. In terms of color, chromatic and pastel colors are most popular. In addition, some people expect new fibers to be used and expect protective equipment and pants to be integrated.

Application of Customizing Manual According to Changes in Consumption Patterns Practical Nail Design Study (소비패턴 변화에 따른 커스터마이징 매뉴얼 적용 실용 네일 디자인 연구)

  • Kim, Eun-Yeong;Hong, Da-Geom
    • Journal of the Korean Society of Industry Convergence
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    • v.25 no.1
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    • pp.1-10
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    • 2022
  • This study is a marketing tool for securing loyal customers and increasing sales by developing a customizing manual according to the change of segmented nail art consumption pattern due to the development of the nail industry and performing art to meet the needs of various customers and increase satisfaction. This was done to demonstrate the possibility of use. In order to develop a manual for the study, we conducted a survey that combined an online survey and in-person survey for ordinary citizens in their 20s and 50s living in Busan and Gyeongnam. Taste (50.0%) was the highest, and personal preference (62.9%) was also the highest for items related to nail art color selection, suggesting that the consumption pattern is changing to require a variety of personal art preferences rather than recommendations or recommendations from practitioners. Could know. As a result of performing nail art by applying the customizing manual developed based on customer selection, opinions were shown in the order of reliability (39.1%), attachment (39.1%), and rarity (26.1%). Utilization (73.9%) was also high in the question of 'If customizing manual was developed as an app', and overall satisfaction with the art selected by the customer was high, indicating that the customer had a high degree of attachment to the nail art design decided by the customer. As for the improvement points of the manual, it was possible to confirm the necessity of developing the app with the majority opinion that handwriting was inconvenient. Based on the nail art customizing manual of this study, the follow-up research proceeds with the app production and utilization process, and it is hoped that it will be used as a basic data for sales promotion by increasing customer satisfaction according to the rapidly changing consumption patterns of nail customers.

Characteristics of Neo-deconstruction expressed in the Jacquemus fashion collection (자크뮈스 패션 컬렉션에 표현된 신-해체주의 특성)

  • Yoo, Song Joo;Lee, Younhee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.23 no.4
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    • pp.39-56
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    • 2021
  • The purpose of this study was to observe the expressive characteristics of Neo-Deconstruction design, examine the expressive characteristics of Neo-Deconstruction design in the collections of Jacquemus, and analyze their internal meanings. For research, observations were made based on the concepts and expressive characteristics of Deconstruction through prior research and literary review, and analysis was conducted focusing on the expressive characteristics of Neo-Deconstruction. The scope of analysis included a total of 605 photographs collected from a total of 17 season collections of Jacquemus from the 2013 S/S to the 2021 S/S season. The results are as follows. First, the Neo-Deconstruction of Jacquemus expresses the youth culture using bright images such as diverse colors and patterns with 'positive playfulness' and pass on positive messages with deconstructive and playful forms, such as exaggeration and reduction and recombination and reconstitution. Second, with tendencies of 'symbolic receptivity', Jacquemus gained inspiration from his own life, memories, and hometown, and attempted to express the street women of places such as southern France, Paris, and Monaco in a number of collections. Also, he proposed designs that can be worn easily by anyone, regardless of gender, and as plus size models began to become more common respect was given to the tastes and preferences of diverse individuals without distinctions based on body type or sexuality. Third, 'geometric simplicity' was generally expressed by pursuing simple and practical fashion with the addition of details, such as geometric forms including stripes or asymmetrical expressions centering around everyday material that is used in clothing. Fourth, with "open communication," Jacquemus constructed his identity by addressing the various needs of consumers based on social network services and continuously sharing his creative ideas with the public. He is gaining popularity in a unique way by responding quickly to the changing atmosphere of society.

A Study on Fashion Item Purchase Decision-Making Process of ZEPETO and Roblox of MZ Generation - Focused on Self-expression - (MZ세대의 제페토와 로블록스 패션 아이템 구매의사결정과정에 관한 연구 - 자아 표현을 중심으로 -)

  • Lee, Seowon;Kim, Nayoon;Jeon, Dabeen;Han, Yealim;Shin, Eunjung
    • Fashion & Textile Research Journal
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    • v.24 no.4
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    • pp.418-430
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    • 2022
  • This study aims to analyze consumers' purchase decision-making process of buying avatar fashion items on the Metaverse platform. Drawing on the connection between the self-expression tendency of the MZ generation and that of avatars in the Metaverse, this study uses a qualitative research method to analyze how consumers express their self-image through the appearance of their avatars. Unlike previous studies on the clothing purchase decision-making process, this study shows that purchasing and consumption behavior involve the following six stages: recognizing desire, collecting information, evaluating alternatives, making purchases, evaluating the consumption, and post-purchase action-taking. In the first stage of the purchase decision-making process, consumers' desire arises with self-image expression and confirmation. In the second stage, consumers have a high tendency to shop in the best item category. In the alternative evaluation stage, consumers tend to seek items that match their highest standard while considering their personal preferences. In the fourth stage, when making actual purchases, unplanned purchase behavior often occurs along with an active practice of alternative evaluation. In the fifth stage, the evaluation of the consumption shows that consumers achieve satisfaction by applying a style to their avatars that they are unable to try in the real world. In the last stage, consumers often use their purchases to communicate their various styles with other online consumers. Therefore, we conclude that the online purchase decision-making process differs from the offline process as it is divided into six stages.

Development of LED wedding hairpin design using wearable technology (웨어러블 테크놀로지를 적용한 LED 웨딩 헤어핀 디자인 개발)

  • Yeonsoo Kim;Eunyoung Lee;Dong-Eun Kim
    • The Research Journal of the Costume Culture
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    • v.32 no.4
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    • pp.502-516
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    • 2024
  • Wearable technology is expected to maintain continuous marketability and prospects, with its scope gradually expanding beyond the fashion sector to encompass fashion accessories. Meanwhile, the wedding industry is currently reflecting consumer preferences that emphasize individuality and emotional connection. As wedding trends evolve, there is a growing interest in unique and differentiated wedding styles. Therefore, the purpose of this study is to create high-value designs by integrating wearable LED technology into wedding accessories and dresses to meet the emotional needs of modern consumers. To achieve this, we analyzed the LED wedding accessories currently available in the market. Based on the findings, we designed and developed new such accessories and dresses through planning, development, and production processes. First, the study found out that LED wedding accessories are gaining attention as high-value products. Second, a survey of the domestic market for LED wedding accessories highlighted the needs for wedding dress designs that can be paired with LED hairpins. Third, we used Lilypad Arduino's Lily Tiny to design and develop LED wedding hairpins and dresses through a production process. Finally, by styling LED wedding hairpins and dresses together, we demonstrated the potential in creating products that blend emotion and technology, in line with the current wearable technology trends. Overall, this study offers a fresh perspective on design development in wedding accessories.

Multi-day Trip Planning System with Collaborative Recommendation (협업적 추천 기반의 여행 계획 시스템)

  • Aprilia, Priska;Oh, Kyeong-Jin;Hong, Myung-Duk;Ga, Myeong-Hyeon;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.22 no.1
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    • pp.159-185
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    • 2016
  • Planning a multi-day trip is a complex, yet time-consuming task. It usually starts with selecting a list of points of interest (POIs) worth visiting and then arranging them into an itinerary, taking into consideration various constraints and preferences. When choosing POIs to visit, one might ask friends to suggest them, search for information on the Web, or seek advice from travel agents; however, those options have their limitations. First, the knowledge of friends is limited to the places they have visited. Second, the tourism information on the internet may be vast, but at the same time, might cause one to invest a lot of time reading and filtering the information. Lastly, travel agents might be biased towards providers of certain travel products when suggesting itineraries. In recent years, many researchers have tried to deal with the huge amount of tourism information available on the internet. They explored the wisdom of the crowd through overwhelming images shared by people on social media sites. Furthermore, trip planning problems are usually formulated as 'Tourist Trip Design Problems', and are solved using various search algorithms with heuristics. Various recommendation systems with various techniques have been set up to cope with the overwhelming tourism information available on the internet. Prediction models of recommendation systems are typically built using a large dataset. However, sometimes such a dataset is not always available. For other models, especially those that require input from people, human computation has emerged as a powerful and inexpensive approach. This study proposes CYTRIP (Crowdsource Your TRIP), a multi-day trip itinerary planning system that draws on the collective intelligence of contributors in recommending POIs. In order to enable the crowd to collaboratively recommend POIs to users, CYTRIP provides a shared workspace. In the shared workspace, the crowd can recommend as many POIs to as many requesters as they can, and they can also vote on the POIs recommended by other people when they find them interesting. In CYTRIP, anyone can make a contribution by recommending POIs to requesters based on requesters' specified preferences. CYTRIP takes input on the recommended POIs to build a multi-day trip itinerary taking into account the user's preferences, the various time constraints, and the locations. The input then becomes a multi-day trip planning problem that is formulated in Planning Domain Definition Language 3 (PDDL3). A sequence of actions formulated in a domain file is used to achieve the goals in the planning problem, which are the recommended POIs to be visited. The multi-day trip planning problem is a highly constrained problem. Sometimes, it is not feasible to visit all the recommended POIs with the limited resources available, such as the time the user can spend. In order to cope with an unachievable goal that can result in no solution for the other goals, CYTRIP selects a set of feasible POIs prior to the planning process. The planning problem is created for the selected POIs and fed into the planner. The solution returned by the planner is then parsed into a multi-day trip itinerary and displayed to the user on a map. The proposed system is implemented as a web-based application built using PHP on a CodeIgniter Web Framework. In order to evaluate the proposed system, an online experiment was conducted. From the online experiment, results show that with the help of the contributors, CYTRIP can plan and generate a multi-day trip itinerary that is tailored to the users' preferences and bound by their constraints, such as location or time constraints. The contributors also find that CYTRIP is a useful tool for collecting POIs from the crowd and planning a multi-day trip.

A Study on the Color Preferences of Genders of Color Image Types - From the Perspectives of Color Application of the Fashion Shop Facade - (색채 이미지 유형에 따른 성별 색채 선호도에 관한 연구 - 패션샵 파사드의 색채 적용 관점에서 -)

  • Yeo, Mi;Lee, Chang-No
    • Korean Institute of Interior Design Journal
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    • v.21 no.1
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    • pp.136-147
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    • 2012
  • This study researched about gender color preference as basic data for color application of fashion shop Facade. A HUE TONE system from V(vivid) to DK(dark) was used based on 10 colors of the IRI-120 color chart, color preference according to gender was investigated through a survey on males and females of over teenage years, and it was analyzed and presented as a color matching chart. And it was suggested as a color guideline through comprehensive analysis. Few definitions can be given through the results of this study. First, the preference degree according to gender was similar but different senses were shown visually even though the same adjective expressive vocabulary of a color image was suggested. This means there is an unchanging basic conservative disposition that males and females do not have and therefore they infer different ideas according to various environments and factors. Second, females showed more sensitive response to colors than males in the gender color preference result, which confirmed the deviation of each color group that is characteristically preferred according to a category. Third, high preferred color matches according to gender were shown for each vocabulary in various senses such as similar color matching, complementary color matching, separation color matching, and accent color matching. A universal empirical theory by general sensibility was obtained as the purpose of this study. This study suggested securement of a color design planning as basic data and the extent of usability by quantitatively showing the order of priority through the survey and analysis. Thus, the results of this study will be a great help as basic data for invigoration and commercialization of a color planning for designers and users.

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Comparison of Clothing Behavior and Preference of Elderly Women Aged over 70 Years in Korea and the U.S.A (한국과 미국의 70세 이상 노인여성의 의복행동과 선호도 비교)

  • Lee, Young-Ju
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.3
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    • pp.51-65
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    • 2012
  • This research was conducted to provide basic data for the formulation of marketing strategies suitable to the increasingly globalizing clothing market for the elderly in the fashion industry, by comparing the clothing behavior and preferences of elderly women aged over 70 years in Korea with those of women in the U.S. The 106 questionnaire responses that were collected in the U.S. and the 235 responses that were collected in Korea were used for the analysis, The major objectives of this study were as follow; 1. It was found that the elderly women of Korea utilize mostly human information as information source when purchasing clothing, whereas women of U.S. utilize mostly media information. Comfort was found to be most important factor both countries, but the Korean women considered the aesthetic aspect of clothing more important than did American women. 2. The clothing preference of Korean elderly women aged over 70 years was concentrated in young and feminine images regardless of items, so it could be seen that they had strong desire for looking young. But American elderly women showed different preference depending on items, so it could be seen that they pursue diverse images depending on clothing items and personality without concentrating in one image. The comparison of the preference style by item of elderly women over 70 years of age between Korea and the U,S. showed significant difference. Accordingly, the designs of the clothes of the Korean and American women should be differentiated and developed according to the clothes item and country.

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A Study on Estimate Based on Human Sensibility Analysis and Preference about Hangul characters as Design Factor (디자인 요소로서 한글 글꼴의 감성적 평가와 선호에 관한 연구)

  • 장현정;윤형건
    • Science of Emotion and Sensibility
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    • v.6 no.2
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    • pp.49-58
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    • 2003
  • In this study, there is main purpose to provide useful data in order to use the Hangul as a design factor. Also, there are two subordinate goals. First, to analyze standards as people estimate Hangul characters. Second, to understand people's preferences about Hangul characters and then, to catch formal features about that characters. In first result, It is known that people estimate Hangul characters based on four standards. They are neat, soft, cyber and plain standards. As second consequence, preferential Hangul characters have pretty, intimate, refined, soil, elaborate, forthright, tidy image. And they are square shape as a whole, less decorative, round edge style.

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