• Title/Summary/Keyword: design work

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A Study on the Collaboration of User Interface Design for Software Developments (소프트웨어개발을 위한 사용자 인터페이스 디자인 협동작업에 관한 연구)

  • 김소영
    • Archives of design research
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    • v.12 no.1
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    • pp.15-24
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    • 1999
  • The deVelopment of technologies changes the thinking of people and the ways of IMngs. The software developers as well as users are now aware of the importance of graphic user interface design, and the usage of graphic elements is getting rrore and more easier due to the technological improvements based on the windows system(Microsoft). For these reasons, people who engaged in software developments do much more efforts to get user-oentered design solutions, in other words, the usability improvements. And the interdisciplinary projects teams which consist of experts of various fields are increasing in number. But, the lack of understanding on software developments and the proceeding of design work without the consideration of entire process of a project make interface design work difficult. For exampIe, some engineers often think designers as persons who decorate their products in the final stage. In this thesis, through the investigation of user interface design and software development process, the frarnework of effective team projects is proposed. The main purposes of this thesis are to define the work area and position of designers and to propose the interface design process for the cooperative software development projects within the interdiociplinary teams.

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The Influence of Creative Fashion Design Process on Core Competencies in the Fourth Industrial Revolution Era - Focusing on Creative Self-Efficacy, Self-efficacy for Group Work, Problem Solving Ability, and Communicative Ability - (창의적 패션디자인 프로세스가 제4차 산업혁명시대 핵심역량에 미치는 영향 - 창의적 자기효능감, 협력적 자기효능감, 문제해결능력, 의사소통능력을 중심으로 -)

  • Choi, Hyoseung;Shon, Youngmi
    • Fashion & Textile Research Journal
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    • v.23 no.1
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    • pp.1-12
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    • 2021
  • The field of design requires creative thinking in the era of the Fourth Industrial Revolution. Advanced educational process are needed to develop creative human resources. The ability to creatively develop or cope with new things is also seen as an important core competency. Therefore, this study develops a creative fashion design process and verifies its effect on core competencies in the era of the Fourth Industrial Revolution. For this, 29 college students majoring in fashion design were selected to form an experimental group, a comparative group, and a control group. A creative fashion design program was applied in the experimental group. However, the existing fashion design program was applied to the comparative group. The corresponding sample t-test was applied as an analysis method. The analysis results are as follows. In the experimental group, creative self-efficacy, self-efficacy for group work problem solving ability, and communicative ability improved. However, only communicative ability improved in the comparative group. There was no change in the control group. We proved the value of the study based on collected results. In addition, the results of this study can be used as a basic strategy for subsequent research.

Design & Construction of Korean Type Smart Work Center on the basis of User-Oriented Smart Work System (사용자를 지향한 스마트워크 시스템 기반의 한국형 스마트워크 센터 설계 및 구축)

  • Koo, Gun-Seo
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.1
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    • pp.73-81
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    • 2013
  • This research proposes design and construction of Korean type SWC based on user oriented smart work system. To achieve this proposal, the research suggested improvements of related law, changes to working environment, and strengthening information security for users, stronger Korean ICT based; the study investigated for an efficient and suitable Korean type SWC by analyzing Korean government plans and foreign developed countries' cases. The user-oriented smart work service platform suggested in this study aims to offer a solution to national crisis and establish infrastructure to knowledge-industry and creative-industry by collaborative smart work environment of 'Context Awareness' and 'Tangible User Interface'. As a result, smart work suggests methods to produce creative work by IT workers and efficient work environment for better standing in world competition. In conclusion, Korean SWC system is proved to be superior in satisfaction rate at 75.41%, 20.18% higher than average score shown in 5 categories in 5 countries from USA, Japan, and EU's which was 55.23%.

Practical Use of Vacuum Press for Curvature Formation in Wooden Furniture Design (목 가구 디자인에서 곡면 성형을 위한 베큠프레스의 활용)

  • Wee, Han-Lim
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.155-164
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    • 2005
  • In contrast with product design field, some designers who work in furniture field tend to do their own studio works as well as typical designing part. Especially in the small furniture studios for the limited quantity batch production, custom made or handmade craft furniture which is finished with high quality, the propensity for their own production is more obvious than in the big furniture companies in this case. In this kind of small-scale furniture studios, they have more chance to create the various formative works and 'curved shape' is one of the most important elements to form creative pieces. Except by caning, it is very difficult to make curved wooden shape because of own characteristic of wood. Therefore, the special techniques of bending wood are essential to formative furniture production and vacuum press system is introduced as a main subject for the bending wood method in this study. Especially for the designers who work as makers as well at the small furniture studios, the value of vacuum press system on efficiency and productivity of work was sought by testing and improving the method of wood bending techniques. According to this practical searching, ideally sufficient condition on vacuum pressing work was founded as a result on this study.

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The process for adjustive media as design method with feedback (Adjustive Media의 feedback을 수반한 작품 제작 방법)

  • Cho, Hyun-Seung
    • Journal of Digital Convergence
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    • v.11 no.6
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    • pp.311-317
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    • 2013
  • Most of the existing interactive arts or entertainment systems consist of the following three steps: 1. the system's prompting the action of the participant, 2. action of the participant, and 3. response of the system. They do not presuppose these successive processes are performed continuously and repeatedly, and they are designed to express the concept of the work in each interaction. The opposite approach is to transmit the concept of the work in a continuous and repeated experience. The authors propose "Adjustive Media" as a type of work based on this approach. Adjustive Media has a spiral model with feedback. When participants experience the work repeatedly, they can recognize the difference of results between each interaction, and they can under- stand more closely the intent of the designer. This paper will propose 3 design processes for Adjustive Media as design method, and will introduce the prototypes of Adjustive Media.

Object & Parameter based Schematic Estimation Model for Predicting Cost of Building Interior finishings (오브젝트-파라미터기반 건축마감공사비 개산견적 모델)

  • Koo, Kyo-Jin;Park, Sung-Ho;Park, Sung-Chul;Song, Jong-Kwan
    • Korean Journal of Construction Engineering and Management
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    • v.9 no.6
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    • pp.175-184
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    • 2008
  • For deciding the profitability and feasibility of the construction project, the schematic estimation has to not only link the design decision-making but also estimate the cost with reliability. The prototype-based schematic estimation system was developed for easily linking with design-making and supports to evaluate the design alternatives in the design development stage but didn't consider the cost estimated by parameter and additional work items by users. This research presents the object-parameter based schematic estimation model in the design development stage that can lead to accurately estimate the cost by using historical data from the high-storied office buildings. For the development of the proposed model for schematic estimation, after analyzing and classifying the work items from the Bills of Quantities(BOQs) and drawings of historical data, this research proposed the methods of estimating cost in accordance with attributes of each work item. In addition, a case study is performed for the effectiveness as comparing the previous estimating method with the proposed model.

A Study on Development of BIM-based Engineering Management System for Temporary Work (BIM기반 가설공사 업무지원시스템 개발에 관한 연구)

  • Choi, Changhoon;Han, Choonghee;Lee, Junbok
    • Korean Journal of Construction Engineering and Management
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    • v.21 no.1
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    • pp.61-69
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    • 2020
  • As the amount of information generated in the construction project increases exponentially, design and construction review have a serious impact on the success of the site. For this reason, academic and business circles have been expanding the use of BIM at the whole life, and BIM is now accepted as one of the standards used in the construction industry. However, the BIM-based design for the temporary work is used as an aid to the 2D design because there is no specialized software and there is absolutely lack of a professional engineer. The objective of this research is to develop BIM-based temporary work support system. This system minimizes human errors in BIM-based design, quantity takeoff and inspection and shortens working hours.

Collaboration Among Design Fields With a Focus on the Fashion Industry (패션산업을 중심으로 한 디자인 영역간의 콜레보레이션)

  • Jeong, Hoon-Sil;Kim, Young-In
    • Journal of the Korean Society of Costume
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    • v.58 no.6
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    • pp.110-123
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    • 2008
  • The objectives of this study are to define the fundamental notions of collaboration in design field. The results of this study are summarized as follows: Firstly, collaboration means a cooperative work which are cooperatively done by collabarator and collaboratee on the equal status within a certain period of time, based on core ability of each of them. This cooperative work is presented with a visual image based on the identity of participants, and it creates an added value. Collaboration is different from convergence and hybrid in the methodological aspects and from brand alliance and strategic alliance in the aspects of the subject of project. Secondly, collaboration has been developing through step of using the specific ability, step of sharing each core abilities, and step of fusing their identities, in a view of the sphere of cooperative work and the intimate relations in reciprocity. Thirdly, according to strategic purpose, collaboration can be classified into value ascending collaboration, image changing collaboration, business-field extension collaboration, and event collaboration. Fourthly, production methods of collaboration consist of limited edition method, premium line method, common line method, producing a collaborative product, and so on. Fifthly, differentiation effect, image upgrade effect, production of higher value-added products, sale increase, diversification of business, sharing the targets, and promotion effect are achievable through collaboration. Sixthly, to make progress in collaboration successfully, the compatibility of combination between collaborator and collaboratee, the superiority of collaboratee, definitude of collaboration, the fit method of collaboration, the novelty of collatoration, possibility of issuing of collaboration, and perfection of collabo-product must be the points which deserve our attention.

A Study of April Greiman's Work (에이프릴 그레이만의 작품에 관한 연구)

  • 홍석일
    • Archives of design research
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    • v.9
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    • pp.1201-1208
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    • 1994
  • During the 1970s, as Los Angeles-based designer April Greiman made her professional way, her work was popularly labeled "New Wave: The term no longer seems to fit. Today, Greiman refers to her brand of design as "hybrid imagery." For combining photography, drawing, video, computer-generated images and typography in her designs, she creates a crossbreed that blends but is unlike any of its parts. To her credit, Greiman was one of the first designers who saw potential in the "textures" of video and computer-based imagery, and was brave enough to integrate this new visual language into the mainstream design work she was creating. She was also one of the designers to use the Macintosh computer as her primary design tool. Despite her pioneering work, she refuses the label of "experimental" designer. She prefers to say she, is interested in process, in layering images to evoke both a thoughtful and emotional response. thoughtful and emotional response.

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Determination of Mode I Fracture Toughness of Fiber Reinforced Composites by the Elastic Work Factor (섬유강화 복합재의 $G_ {IC}$ 결정을 위한 일인자방법)

  • Lee, Gyeong-Yeop;Go, Seung-Gi
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.20 no.11
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    • pp.3491-3497
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    • 1996
  • The work factor approach was applied to determine $G_ {IC}$ of fiber reinforced composites (AS4/3501) from a single unidirectional (0-deg) DCB specimen. Elastic work factors of DCB specimen for three different symmetrical staking sequences were derived from a simple bending theory and a finite element method. The results showed that elastic work factors calculated from both methods were comparable each other. In particular, the elastic work factor of DCB specimen with symmetrical stacking sequence is independent of stacking sequence. The $G_ {IC}$ determined from the work factor approach was compared with that determined by the compliance method. The results showed that the work factor approach and the compliance method produce comparable results of $G_ {IC}$. Thus, $G_ {IC}$ can be determined from a single DCB specimen using the work factor approach.