• 제목/요약/키워드: 공학적 디자인

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Design and Evaluation of Corporate Identity Symbol Marks by Hybrid Kansei Engineering (혼합형 감성공학에 의한 CI 심벌마크의 설계 및 평가)

  • 장인성;박용주
    • Journal of Intelligence and Information Systems
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    • v.7 no.2
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    • pp.129-141
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    • 2001
  • Kansei engineering or image technology is a tool to analyze relation between product design components and the impression or feeling of human for physical products. This paper attempts to construct the designer\`s aid tool for developing corporate identity(CI) symbol mark based on the hybrid Kansei engineering. It combines the forward Kansei engineering for translating consumer\`s feeling into design components of CI symbol mark and the backward Kansei engineering for evaluating consumer\`s feeling for CI symbol mark. The semantic differential(SD) evaluation experiment is carried out to find the relations between image and design. The backward Kansei engineering system is modelled by fuzzy neural network. This research is expected to contribute to the development of CI symbol mark that correspond to comsumer\`s image.

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A Case Study of "Engineering Design" Education with Emphasize on Hands-on Experience (기계공학과에서 제시하는 Hands-on Experience 중심의 "엔지니어링 디자인" 교과목의 강의사례)

  • Kim, Hong-Chan;Kim, Ji-Hoon;Kim, Kwan-Ju;Kim, Jung-Soo
    • Journal of Engineering Education Research
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    • v.10 no.2
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    • pp.44-61
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    • 2007
  • The present investigation is concerned chiefly with new curriculum development at the Department of Mechanical System & Design Engineering at Hongik University with the aim of enhancing creativity, team working and communication capability which modern engineering education is emphasizing on. 'Mechanical System & Design Engineering' department equipped with new curriculum emphasizing engineering design is new name for mechanical engineering department in Hongik University. To meet radically changing environment and demands of industries toward engineering education, the department has shifted its focus from analog-based and machine-centered hard approach to digital-based and human-centered soft approach. Three new programs of Introduction to Mechanical System & Design Engineering, Creative Engineering Design and Product Design emphasize hands-on experiences through project-based team working. Sketch model and prototype making process is strongly emphasized and cardboard, poly styrene foam and foam core plate are provided as working material instead of traditional hard engineering material such as metals material because these three programs focus more on creative idea generation and dynamic communication among team members rather than the end results. With generative, visual and concrete experiences that can compensate existing engineering classes with traditional focus on analytic, mathematical and reasoning, hands-on experiences can play a significant role for engineering students to develop creative thinking and engineering sense needed to face ill-defined real-world design problems they are expected to encounter upon graduation.

Case Study on Capstone Design Model for Computer Engineering (컴퓨터공학 분야의 캡스톤디자인 모델 사례 연구)

  • Kang, Hwan-Soo;Cho, Jin-Hyung;Kim, Hee-Chern
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.57-66
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    • 2016
  • In this paper, we describe capstone-related courses in the Computer information department of Dongyang-Mirae University and propose a capstone design model for computer engineering discipline based on operating experiences during the last year. Class schedules and contents, etc are presented from the case studies of two courses on system analysis and design and graduation work(capstone design) opened in 2015. Towards the successful operation of capstone design targeted to training practical and talented professionals with creative problem-solving skills, we propose six execution steps along with principal activities and outputs: Course plan, Project plan, Development, Reporting, Evaluation of students and coursework, and Course feedback. The capstone design model of this study is characterized by presenting the necessity and importance of pre and post steps such as 'Course Plan' and 'Course reflux' from a macroscopic view and by applying software engineering techniques such as prototyping, configuration managements, etc to it.

Application of the Web Design Elements using the Aesthetic Evaluation (감성평가를 이용한 웹 디자인 요소의 활용방안)

  • 김미영;정홍인
    • Archives of design research
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    • v.17 no.3
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    • pp.413-420
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    • 2004
  • New design method has been required for web designers to grasp the proper emotion, impression, and feeling of a web site and reflect these elements in web design. It is certain that such a new methodology can be a useful design tool, although web designers have only relied on their intuition and experience to induce users to perceive specific emotion of web sites. In this study, Kansei Engineering Type Ⅰ (Nagamachi, 2002 and Park, 2000) method was applied to develop the methodology. One hundred thirty six web sites believed to convey emotions effectively were first selected by recommendation of professional web designers and twenty two web sites were finally chosen and evaluated using questionnaire. The web sites were then objectively and quantitatively assessed by measuring the degree of utilization of the design elements, balance, overall density, and homogeneity. We examined the cause-and-effect between the results of emotional and quantitative analysis by multiple regression and introduced the design methodology based on the examination. The research method and procedures applied to this study would be applicable to design studies related to the emotional inducement.

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Development of Studio Lectures to Develop Systematic Model Making Skills in Industrial Design Engineering Major (디자인공학전공에서의 체계적 모형 제작 스킬 함양을 위한 스튜디오 강의 개발)

  • Sungjoon Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.153-160
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    • 2023
  • The process of verifying design concepts and ideas by producing real or equivalent model is essential in the product development process. Against this background, the purpose of this study is to consider the case of developing subjects that can systematically cultivate the ability to produce model from the basic stage to a certain level or higher, focusing on design engineering majors. As a theoretical consideration for this, prior studies related to making such as modeling or prototyping in related areas and majors such as industrial design are considered, followed by Bloom's revised taxonomy model and Hioshi Ishikawa's industrial design program as a methodological consideration for curriculum development. Finally, by applying this, we propose a new course that includes a lecture plan corresponding to the 16th week of learning, which is a general semester of university education. As a result of the study, it was confirmed that producing a physical model was still essential for the development of a new design, and accordingly, it was also necessary to establish a systematic curriculum suitable for the major area. Since the scope of this study extends to the development of subjects, in subsequent studies, it is necessary to consider the contents such as verification and reflection of the utility as competency education through actual application and suggestion of improved subject design.

A Study on the Design of Computer Game as a Communication Design (커뮤니케이션 디자인으로서의 컴퓨터게임 디자인)

  • 서승택
    • Archives of design research
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    • v.12 no.2
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    • pp.147-154
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    • 1999
  • This is a suggestional thesis for fu. ;her study on computer game design. We can understand the computer game design as a new form of communication design.The particular qualities of computer game as communication is: 1. computer game is not a mere recording of past events but a creative reproduction by the player.; 2. its production procedure is a multiple structure of program engineering and multimedia design. Computer game design should be more than just production of visual image or technical results. It could be the design of "fields for training of identity".ity".uot;.

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Research and Application of Ergonomics in the Portable Flashlight Design (인간공학을 적용한 손전등 디자인 연구)

  • Hao, Qian;Kang, Bum-Kyu;Kim, Sung-Hyun
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.256-265
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    • 2013
  • With economic development and ever-changing technology, human has entered the era of "Product-as-a-Service". At the same time, the update of the product gradually accelerated. The demand of consumers for products are slowly changed, they pay more attention to convenience, comfort and reliable quality and safety of the product. That is the humanized design problem that often mentioned in the product design. This also put forward new requirements for the design and development of product modeling. So how to reflect the humanized ideas in the product design has also become common focus of attention of product designers, users and producers of a new era. The paper is based on the principles of ergonomics to investigate and improve the daily life utensil - flashlight. Firstly, make a sample survey of the flashlight in Beijing market and analyze the characteristics and problems of flashlight products. Secondly, explore the use of the flashlight and proposed Flashlight curved grip design to reduce the occurrence of wrist discomfort and damage to the body caused by poor posture of the operation of users. Finally, determine the range of the length and width of the body of the flashlight according to the length and width measurement data of the Chinese palm. Wishing that the improvements of flashlight products in ergonomics can improve use of feelings of these products and give a theoretical guidance for solving similar problems.

A study on Methods of Collaboration with Engineers For Leisure Boat Design (레저보트디자인에서 엔지니어와 협력을 위한 디자인방법에 관한 연구)

  • Lee, Han-Seok;Ryu, Kwan-Hyun;Jeon, Seul-Ah;Kang, Young-Hun
    • Journal of Navigation and Port Research
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    • v.42 no.4
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    • pp.267-276
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    • 2018
  • Leisure boat design requires a comprehensive approach combining emotion with engineering technology, and requires designers to constantly exchange information and cooperate with engineers during the design process. This study suggests a design process and design methods suitable for leisure boat design. The design process consists of five steps: understanding, exploring, analyzing, developing, and validating based on the designer's thinking process. Design methods were suggested to foster collaboration and communication between designers and engineers at each phase. This process and methods were applied to the hydrofoil-boat design and evaluated. The results suggest that the design methods promote cooperation and communication between the designer and the engineer and facilitate mutual understanding and trust.

Effect of Product Design Innovation on Favorability and Purchase Intention -Centered on bluetooth speaker- (제품디자인 혁신성이 호감도와 구매 의도에 미치는 영향 -블루투스 스피커를 중심으로-)

  • Lee, Junsang;Park, Jun-Hong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.2
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    • pp.228-233
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    • 2021
  • As the number of successful design innovation product cases in business increases, interest in design innovation is increasing. This study aims to examine how the design innovation (functionality, ergonomics, aesthetics) of Bluetooth speaker products affects the customer's preference and purchase intention. It proposes a research model through rational behavior theory (TRA) and technology acceptance model (TAM) for empirical research. The questionnaire was composed of questions to understand the influence of design innovation, favorability, and purchase intention. As a result of the study, functionality, ergonomics, and aesthetics influenced product preference and purchase intention. In order for the innovative product of Bluetooth speaker design to be accepted in the early market, it is most important to form a positive attitude toward favorability centering on function and aesthetics. Favorability is a factor that has the most decisive influence on the purchase intention of design innovation products, and companies must discover and reinforce various factors that positively affect the preference.

The study of effects of Vandalism as a design variance on Users (사용자 측면에서의 디자인 변수로 작용하는 반달리즘 -Vandalism에 관한 연구)

  • 최성운;김경배
    • Archives of design research
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    • v.15 no.4
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    • pp.33-46
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    • 2002
  • The present times is rapidly growing and changing. As both an industry and a social legislation are running after a generality, relatively the number of people who are out of it is gradually increasing. Those people are getting skeptical about their positions as well as their existences, so that a social deviant phenomenon has been continuously arising by themselves in public and private area. It is the Vandalism . People are often exposed to this Vandalism which is occurring around their life. Accordingly this study analyzed cause-and-effect Vandalism. As a means of impediment against the progressing Vandalism in design process, the study as been developed by approaching to an ergonomics design, a simple shape design (minimalism), a semantic design, a re-useful design. As a result, it comes to the fact that the Vandalism from the view of design is caused by a lack of ergonomics and user-interface, a failure of simple structure, a complication of excessive functions. Furthermore, it comes to the conclusion that industrial design is playing an important role in the contribution of social development, to create a design obstructing the vandalism will bring development of sound society.

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