• 제목/요약/키워드: study design

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Evolving a Holistic Design Process of Experiential Design - Focus on the Cognitive Interaction in Design Process -

  • Woo, Heung-Ryong
    • 디자인학연구
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    • 제20권2호
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    • pp.65-76
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    • 2007
  • The primary purpose of this study was to evolve integrated design process for Experiential Design which is based on the former study, 'The Influence of Cognitive Factors on the Creative Abilities in Design'. Experience is a transformation factor to all of the design processes, which has three phase of problem solving; Input, Process, and Output. We regard Experiential Design is a transforming process from concept to experience, and set up a mode) of Holistic Design Process (HDP), which consists of four domains: Four Causes, Thinking Modes, Sensory Modalities, and Creative Abilities. Revolving Sensory Modalities (SM), Creative Abilities (CA), and Thinking Modes (TM) around Product Design Specification (PDS) through a design process, Design Concepts ripen and mature into Externalization. Each component of Experiential Design (TM, SM, and CA) turns around the PDS. Here, experience is first perceived by the five senses. Then, the knowledge is formed, and the CA works for a problem solving. And TM controls all of these procedures. We regard these are a phenomenon of Experiential Design. The HDP can be helpful to develop valuable solutions and create a good experience.

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국내 5성급 호텔 입면디자인의 시지각적 지원성에 관한 연구 (A Study on the Affordance of Façade design in Domestic Five-star Hotels)

  • 김수희;김봉애
    • 한국실내디자인학회논문집
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    • 제25권1호
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    • pp.181-191
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    • 2016
  • The purpose of this study is to analyze affordance of façade design by extracting analysis elements of affordance in façade design domestic five-star hotels. The subjects of this study were 88 domestic five-star hotels; we selected literature review and case study as methodology. The analysis elements included mass forms, exterior colors, window frame patterns, exterior characteristics, and door types based on the visual perception factors of façade design from the concept of affordance. The results of the study were as follows. First, the mass forms were divided into stackable, integral, and connection types, and stackable type was most frequent. Second, exterior colors were divided into achromatic, red, yellow, and opaque color parts, and the achromatic parts were most frequent. Third, the window frame patterns were divided into grid, irregular, full, horizontal, and vertical windows, and grid windows were most frequent. Fourth, the exterior characteristics were divided into formative mass, horizontal partition, design contrast, tiled roof, and facility connection, and the formative mass was most frequent. Fifth, the door types were divided into porch, piloti, and wall type, and porch was most frequent. The results of this study showed that the façade design elements such as mass forms, exterior colors, window frame patterns, exterior characteristics, and door types intentionally contained affordance.

A Taxonomy of Uninterpretable Interactions from Interaction Design Perspective

  • Jin, ZhouXiong;Pan, Younghwan
    • 대한인간공학회지
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    • 제35권1호
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    • pp.53-65
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    • 2016
  • Objective: The aim of this study is to configure a taxonomy of uninterpretable Interactions. Background: Following the spread of the Internet, smart devices have increasingly covered our lives. Human beings are now living in an era of tremendous information explosion. We live with numerous interactive targets nowadays, and there are many ways to interact with these targets. Being an interaction designer in this era, we need to clearly understand the existing methods of the interaction. While Bill Moggridge posed interaction design as a new discipline in 1984, it still has not formed a structured framework. Method: This study categorizes uninterpretable interactions through case studies, and configures the taxonomy of uninterpretable interactions based on Object-Oriented View of interaction. To explore the use value and impact of the taxonomy of uninterpretable interactions, this study conducted an experiment and analyzed related results. Results: The framework gives a positive impact on the design process, and interaction designers can clarify and broaden the scope of their ideas. Conclusion: A study on the Taxonomy of Uninterpretable Interactions was the part that did not gain a lot of attention in the existing interaction process. The study made the part more clear. And the study also helps interaction designers expand their roles in the development process of products or services. Application: The taxonomy framework of uninterpretable interactions might help interaction designers design uninterpretable interactions more clearly, and it can also be applied to design interpretable interactions.

슈퍼모던 패션 디자인의 공간성 구현 연구 (A Study on Space Embodiment of Supermodern Fashion Design)

  • 김완주;이금희
    • 복식문화연구
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    • 제16권6호
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    • pp.1064-1075
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    • 2008
  • The purpose of this study is to grasp the change of modern space concept and analyze how to adopt and embody the change in modern fashion. The study researched wearer's costume space and analyzed space shown in supermodern fashion design by classifying it into response to non-space, allowance of wearer-based space, scientific space of architectural skill and embodiment of space image. As a study method, literature and study material of sociology, anthropology, fashion sociology and design field were referred. For picture data of supermodern fashion work, specialized book, designer, brand collection material and internet site pictures were collected and analyzed. The study result shows the following features of fashion design space embodiment corresponding to the change of supermodern environment. First, supermodern design secures closet space like pocket for portable objects and uses design space in order to provide the space for convenience of movement. Second, supermodern design creates wearer-based independent space in order to secure person's physical and mental stability in city environment. Third, supermodern design uses space scientifically from the aspect of detail and shape by applying space of architectural skill to space. Fourth, supermodern design shows aesthetic feature that embodies interpretation of space by conceptualizing space image and using fashion.

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Re-Birth Design Analysis for Developing Sustainable Fashion Products

  • Lee, Yoon Kyung;DeLong, Marilyn
    • 한국의류학회지
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    • 제40권3호
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    • pp.566-573
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    • 2016
  • Sustainability in fashion cannot ignore fashion attributes required for the design of rapidly changing and innovative products. This study examines "Re-Birth Design" development and provides a means to apply academic and industry perspectives to the investigation of Re-Birth fashion product development. This study defines "Re-Birth Design" as stock that has been designed and launched through distribution channels, subsequently returned unused, then improved and reborn into a new product for redistribution. This study analyzed specific cases. We selected 100 designs for Re-Birth from 11 brands of "K" fashion company in Korea, to be successfully sold in 2014. These cases are used in the analysis and are categorized into design types. As a result of the analysis, "Re-Birth Design" had five levels: Level 1. Changes in supplementary materials such as adding or removing decoration, Level 2. Changes in patterns or materials (changes within the product), Level 3. Partial changes in design (leading to a new design), Level 4. Complete deconstruction and rebirth of the design, and Level 5. Complete deconstruction followed by the use of the design source for a new product that is not a garment. This study analyzed products owned by brands, as well as successful cases of Re-Birth designs that reused existing resources, reduced energy consumption, and increased environmental and economic efficiency by recreating new products that could be resold.

소비자 감성에 기반한 텍스타일디자인 예측시스템 개발(I) - 효율적인 텍스타일디자인 방법 제안 - (A Development of a Forecasting System of Textile Design based on Consumer Emotion(I) - Suggestion of an Efficient Textile Design Method -)

  • 조현승;이주현
    • 한국의류산업학회지
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    • 제7권2호
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    • pp.187-195
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    • 2005
  • The purposes of this study were to investigate the effects of the elements of textile design on consumer emotion and to develop the emotion model which is suitable for the textile design. The descriptive system of textile design was developed based on the previous studies. Emotion measurement scale was developed to analyze the consumer emotion for the textile design. 20 representative types of textile design were collected as stimuli set for this study, consumer emotion on each design type was examined and was analyzed through the survey. For the data analysis, principal component analysis was employed. As a result, 8 emotional factors such as 'Modern', 'Fun', 'Natural', 'Elegance', 'Classic', 'Ethnic', 'Wild' and 'Sporty' were derived from the results of the survey. Emotion measurement scale which consisted of 8 factors was developed to analyze the effects of the elements of textile design on consumer emotion and 80 representative types of textile design were collected. In addition, the emotion which consumers feel for the textile design types was investigated and each textile design was described according to the descriptive system of textile design. Statistical methods of pearson correlation and multiple regression were employed to analyze the relationship between the elements of textile design and consumer emotion. The results of this study revealed that 15 design elements which affected consumer emotion were the size of motives, the shape of motives, the degree of tone contrast among motives etc. This study findings can provide specific design methods for the effectiveness of consumer emotion.

한국 대학 실내디자인 관련 교육 현황 분석과 개선 방향 연구 (An Analysis and Directional Study on Current Interior Design Related Education in Korea)

  • 서수경
    • 한국실내디자인학회논문집
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    • 제19권6호
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    • pp.121-128
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    • 2010
  • Interior design education has been developed rapidly since the discipline established in Korea in 1980s but unfortunately the development was without any progressive transition until 1990's. When Korean Institute of Interior Design/KIID inaugurated in 1992, interior design education and related research activities began to be intensified. Despite its effort, there were still confusion about the discipline as there were many similar discipline tracks (architecture, design, fine art, & home economic, etc.) each having an own definition of interior design and introducing different aspects of educating the subject. Education program for interior design still not sufficiently supporting the needs of today's rapidly changing industry nor to prepare the diverse needs of the client. In order for interior design major to be effective in the future and fulfill the needs of current industry development within our society, re-evaluation of our current interior design educational programs in Korea is important. This study will be the beginning of a research series. As the first part of the research series, this particular study has been focused on reviewing of current status of interior design majors in the nation and its current condition. While making suggestion for the changes in curriculum, the following points will have to be considered as basic principle. First, understanding the duality of technology and design to accommodate the contents of design discipline. Second, understanding the need of practice and theory combined for practical education. And lastly, considering ways to adopt the human experience in order to develop creativity in oneself. The focus of this research is only on the interior design discipline, and research method as the following; first, analyze current status by reviewing admission data for 2010. Second, process a survey regarding the interior design education and practice-related issues in admissions and collect opinions from educators and professional designers in the field. Thirdly, with reference to previous studies, suggestions will be made for the discipline to be effective in the field. As mentioned earlier, this study series will continue and develop to suggest improvement in interior design program as well as to provide curriculums for students get ready for the industry with more up-to-date knowledges and creativities.

학교시설의 그린리모델링을 위한 디자인지표 개발 및 사용자참여설계 활용에 관한 연구 (A Study on the Development of Design Indicator and User Participation Design for Green Remodeling of School Facilitiess)

  • 김은희;류수훈
    • 교육시설 논문지
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    • 제24권3호
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    • pp.3-13
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    • 2017
  • This study has developed a design indicator required to promote green remodeling in school facilities. And, implemented the green remodeling pilot test on the school facilities that are planning actual remodeling. This pilot test suggested user participation design methodology such as verification of the developed design indicator, design goal setting, evaluation and adjustment of design proposal. The Green Remodeling Design Indicators were classified into 3 large categories of architectural performance, usability, and design through analysis of cases related to 'green buildings' and 'remodeling'. We have developed nine middle categories such as architectural and structural performance, facility performance, environmentally-friendly, circulation, space, amenity, harmony with surroundings, form and symbolization. In addition, 42 detailed indicators were developed for each category, including general, functional, and special indicators. For the verification of this study, two green remodeling design workshops were conducted for Gwangju J elementary school. The first design workshop presented the importance of the design indicator and set the goal of the design plan of green remodeling for project. And, the second Workshop presented the evaluation of the satisfaction with the design and the direction of future adjustment for project. The design indicator developed in this study can be utilized as a design indicator of design quality management and decision system for the school green remodeling in the future. In addition, by accumulating information on the Green Remodeling Project, it is necessary to spread green remodeling and construct a sustainable building environment.

공동주택 리모델링 활성화를 위한 건축설계 기법에 관한 연구 - 단위세대 다차원모듈 구성을 위한 감성정보 체계화를 중심으로 - (A Study on the Architectural Design Method for ]Remodeling Vitalization of Apartment Rouses - Based on the Systematization of Emotion-Information for Multi-Dimensional Module Composition of the Unit household -)

  • 정무웅;이찬용
    • 한국주거학회논문집
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    • 제16권4호
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    • pp.121-129
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    • 2005
  • The major goal of this study is drawing design plan factors considering residents' life cycle and life style when remodeling design is needed. By drawing such design factors, the study will propose an alternative remodeling design plan. Such design method was defined as Multi-Dimensional module design method. And constructing data-system based on Multi-Dimensional module was secondary goal in this study. The details are as follows: Based on analysis of Residents' demand for remodeling and features of emotion-design applied to remodeling, the system which is suitable for application in remodeling design method was conducted. Based on the type of construction materials, the level value was set up according to emotion-factor application. Also, by conducting coding operation according to the distinction of construction materials, this study seeks the unit drawing method of information for constructing emotion-information system.

아파트 단위세대 공간계획 시 청소년 고려사항에 관한 연구 - 2007년 아파트 현상설계를 중심으로 - (A Study on Youth friendly elements in the Residential Apartments Complex Design - Focused on the Design Competition of Apartment Complex in 2007 -)

  • 김남효;신미옥
    • 한국실내디자인학회논문집
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    • 제18권2호
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    • pp.71-79
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    • 2009
  • It is the youth period that the personality is shaping gradually. The residential environments have influence on the young ego. Especially residential design should include more youth friendly design elements than any other facilities. The purpose of this study was to provide the youth friendly design elements about the space design of apartment through analysis of youth's needs. This study was progressed to the survey method about five districts of apartment design competitions in 2007. The collected cases are analyzed by using statistics software SPSS for windows release 11.0. The result of the study was as below. First, the youth satisfaction of current residential space got more satisfied as floor space got larger. Second, most of youth uses them own room that is satisfied with their floor space for sleeping, inviting friends, studying, playing activities. Third, generally youth preferred to place their own room not far from the restroom, but the result of distance between master room and entrance was classified depend on sex, personal inclination, and residence environment, also generally satisfied with volume of their room. Fourth, for the restroom, although it is too small that satisfied with bath facilities relatively. And cast, youth's preferred room for extra was 'movie/music room', 'game room' and 'dress room' which is higher preference than 'study room'.