The purpose of this study were to design and develop the user centered desk which considered children with cebral palsy in Korea. The developing process of the desk were performed the convergence study of the University Department of the Social Welfare and the Living Furniture Design. First of all, the 2 students and their professor of the Department of Social Welfare analyzed the literature, observed the children with cebral palsy and the needs survey of the service providers of a Welfare Center for children with cebral palsy. All of the information gathered were provided for the Department of the living Furniture Design. Second, the 2 students and their professor of the Department the Living Furniture Design proceeded the design concept, mocked up the desk for the children with cebral palsy. This was the user centered desk which considered of the features of children with cebral palsy body. Based on the results, the convergence study implications were discussed.
This study is focused on the characteristics of organization types of activity diagrams for experimental residential design. Diagrams became one of the crucial design methods to rationally generate a definite spatial form that contains indefinite human activities In contemporary architecture. Particularly in residential design, activity diagrams based on the occupants' behavioral patterns have been critically important. 'Scientific Management in the Home' by mathematical calculation and the Archigram's 'Living 1990' equipped with innovative technologies are the representative examples in modern architecture. The study is focused on the experimental residential projects since 2000 and three main types of activity organization were discovered: 'Weaving through Circulation';'Flexible Space by Equipment' and 'Activity Selection by Open-Close System'. Two projects from each type are analyzed in detail to further develop the comparison study. The study is concluded that, although the architect's preconceived . philosophical background has an important role, activity organization should smoothly derive from the unique conditions of the project such as the characteristic of the occupant itself.
The purposes of this study are to examine the concept of customized fashion product design as a new industrial paradigm reflecting individual customers' needs in modern society, and to grasp its sociocultural meaning. It is thought that this study will be helpful to investigate the cultural thinking of contemporaries represented through the consumption. For this, the documentary study and practical case study have been executed. As modern fashion business becomes more consumer-oriented due to the industrial paradigm shift, there appeared the prosumer as both consumer and producer. The type of customized fashion product design can be classified as 1) the traditional custom-made design in haute couture and classic tailoring 2) the tailor-made design in the prestige line of ready to wear 3) DIY custom design 4) mass customized design of customer involvement. The traditional custom-made design in haute couture and classic tailoring and the tailor-made design in the prestige line of ready to wear is to provide the distinguished product which has the best quality as well as the excellent beauty for VIP consumer. The DIY custom design is for creative consumer searching for the fun of craftsmanship to take part in producing personally. The mass customized design of customer involvement is to personalize product by selecting design module in mass production. Ultimately the sociocultural meaning of the customized fashion product design can be interpreted as (1)endowing special meaning to personal identity (2)distinguishing the privilege by rarefied authenticity (3)returning to analog sensibility 4)pursuing creative fun 5)thinking in a user-centered way.
Journal of the Korean Society of Clothing and Textiles
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v.42
no.1
/
pp.40-57
/
2018
This study investigated the design practice model based on the creative fashion designer's methodology in fashion education. 'The Design Cycle' was the criterion used to analyze the design method of Demna Gvasalia who is one of the outstanding contemporary designers. After that, this study's practice model was then developed and experimented to verify its effectiveness in design practice as based on Gvasalia's method where ready-to-wear products were firstly dissembled then re-constructed with new designs created based on re-constructed results. To test its effectiveness, a student oriented design workshop was held to extract design results through the practice model; in addition, the students also conducted a survey to evaluate the effectiveness of the method. According to the self-evaluation result, the participants generally accept the design efficiency through the distinctive process. An evaluation by three fashion experts was also conducted. Experts assessed that the model is recommendable for seniors having knowledges on 'Construction', it is appropriate to deal with the trickled-down copying trend that could promote student interest and generate separate results according to different visions. Therefore, it could be accepted that the applicability of this study's practice model was confirmed.
The development of communication technology applying the computer has generalized the application of Computer Graphics and enlarged the limit of expression in Design environment. Therefore, the technology and the method of CG application, which can be applied in diverse Design areas appropriately, are closely connected with the results of Design, and these are becoming the important matter of the competitiveness for Designer and Design environment. Especially, in the curriculum of university or college having the responsibility for specialities of students, the contents about CG application are being more needed the educational results having the competitiveness. By this meaning, this study presents the methodological approach for the CG applied education concerned with the subject "Computer Aided Design (for Product Design)" which is opened in the Industrial Design Dept. The contents of this study are about the concepts of the 10 steps of design practice and the methods of them which are based on the contents of expression on Product Design. And it presents the results of practice by students as the examples. The result of this study is that students could understand the product Design and CG, and they could learn the CG programs' functions and the methods for the application.plication.
Generally, Interior design understood as shapes, lines, spaces, tones, quality, and principal. And people research these with a study of formative approach. The six elements of above categories are basis of expansion for the various designs. In this study, the represented design language is extracted by the basic 6 stages and re-divided into classes. This study presented by the Kobayashi-scale image of the current trends in the assignment to examine the cultural, functional, sensory vocabulary, three elements were classified by the assignment about 2008~2009 international fair by trend and design direction for the image. If we look into the categorized format of the design, it reflects mixed culture with emotional approach and shows direction of design constantly. Especially, compared to the year 2008, the design of year 2009 has tendency as an emotional translator regarding the verbal expression. In other words, it becomes more concrete to express the design of emotions for human beings. In addition, design shows detail of its flow with outcomes of past leading trend which was re-created shape. On the other hand, undeveloped cultures such as folk, historical, and unique cultures attract design leaders as it is. This research would make good relationship between designers and customers regarding the newly started international trend of design. Hereby I research with the method to reclassify the image of vocabulary from the image scale extract. It remains as a task to resolve ambiguous, complex and neutral expression for better understanding and definite analysis method to the public.
Background and objective: Land vacancy is a persistent issue in most urban areas in the United States, yet few case studies have examined how vacant lots are used and the functions they serve in local communities. The purposes of this study were to provide a new revitalization planning and design proposal for the Durant-Tuuri-Mott (DTM) target area in the shrinking city of Flint, MI, USA, and to assess the final planning and design guideline through an analysis of vacant land redevelopment alternatives. Methods: For developing a revitalization planning and design guideline, this study developed several design modules with three main design themes. Then, landscape performance of the final design proposals was analyzed by three development scenarios, based on implementation level: 100%, 75%, and 50%. These development scenarios were based on the local context and different implementation budgets needed to adopt the proposed design modules. To generate a comprehensive development plan by optimizing design module allocation in the study area, this research employed a system-oriented approach, analyzing the existing cultural, natural, and built environments. A community participant process was adopted to collect stakeholders' opinions on future development. Results: By utilizing landscape performance metrics to quantify the environmental, social, and economic benefits, this study developed optimized development scenarios and a master plan for the reuse and redevelopment of existing vacant lots across DTM neighborhoods and analyzed the benefits of each. Conclusion: This research offers a flexible design method for balancing objectives in vacant land redevelopment that can be applied in other shrinking cities.
The purpose of this study is to explore the interior therapy that introduced the concept of therapy into interior space. This study examines interior therapy based on the concepts of stress and therapy. As the study methods, a qualitative analysis to review the concept of interior therapy was conducted together with a quantitative analysis on the current state of domestic therapy-related researches. The scope of the study is limited to domestic journals published from 1988, when the first domestic research was embarked on to analyze the current status of therapy-related researches, until November 2016. According to the study results, the domestic therapy-related studies were mainly focused on aromatherapies and food therapies. By year, the first domestic study of its kind was conducted on logotherpay in 1988. And until 2000, studies were carried out mainly on aromatherapies. Since then, new psychotherapy research fields have emerged; color therapy in 2003 and food therapy in 2008. However, in the space design field except for color therapy-related researches, there have been not sufficient studies on the indoor space therapy field that investigates the possibility of indoor space as a therapy from an integrated viewpoint. Therefore, this study reviewed domestic researches on interior therapy which applied the concept of therapy to interior design and suggested three cognitive-emotional-behavioral measures as healing factors. Finally, this study is expected to be used as basic data for design planning and curriculum development which apply the concept of therapy to interior design-related fields.
This research is to analyze ethics in fashion design for more valuable and sustainable human life against the increasing alienation of the human being, the global ecological crisis resulted from contemporary consumption society. I expect that it can be helpful to plan ethical fashion design practice more effectively. For this, the documentary study and practical case study have been executed. The results are as follows. The ethics in design can be defined as the responsibility to reform the social, environmental problem of consumptive design, to sustain together without human alienation, environment disruption and to do social good for total human being ultimately. The ethical design practice means to suggest solutions to problems of human rights and environment and to act willingly. Based on this, ethical fashion design appeared as responsible design solution which has two directions. One is the fashion design for coexistence and sharing, including the design for all which considers even underprivileged minority, the design to promote public issues as well as to donate some profits. The other is the eco fashion design for sustainable environment, including eco-friendly design which is reductive and slow in whole design process, the design to inform the seriousness of environmental crisis as well as to donate some profits. The last one of the most important ethical responsibility as fashion designer is to abide by vocational ethics, that is, the prohibition of design piracy.
Journal of The Korean Digital Architecture Interior Association
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v.2
no.1
/
pp.1-8
/
2002
Purpose of this study is studying direction that change of design by development of new digital technology. And with new technology, find direction of architectural design. Digital technology for architectural design demonstrates hightechnology or is not limit. Must recognize change for our idea and necessity. We can know change in relation of photography and impressionism. Idea and hitting on a thought which is arts by new technology changed. Finally, we must develop techniques of design on the basis of technology and look for possibility of new expression. Digital medium expands communication with designer and customer because there is special quality of nonlinearity, interactivity and audiovisuality unlike old medium. Digital medium can take advantage of techniques of new design. Can construct R&D and database of design and improve quality of design. Designer must master use skill to take advantage of digital technology in design. Because quality of design becomes different according to degree that use. Also, developer of digital technology must supply design tool such as previous design method. Creativity that architectural design that allow fetters in digital technology can understand design in new viewpoint is required. Architectural design may be magnified by architectural design that allow fetters in multimedia. We may see experience between new time and space of architectural design and reappearance space reappeared in cyberspace. Architect is going to run role as developer of culture. Value and technology of digital design may offer more more possibility and an opportunity since Intustrial-Revolution.
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