• Title/Summary/Keyword: 근거중심디자인

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The Impact of Visual Factors of Outdoor Signboards on Value Judgement - Focused Around the Signboards of Merrymaking Salons in 4 Areas of Busan - (옥외간판의 시각적 요소가 소비자 가치판단에 미치는 영향 -부산 4개 지역의 유흥업소 간판을 중심으로 -)

  • 심미영;안병진;이진호
    • Archives of design research
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    • v.17 no.2
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    • pp.171-180
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    • 2004
  • This study aims at investigating the influences exerted by the visual elements of outdoor signboard on consumers' capacity to make judgment on values. Therefore, it intends at studying the values displayed by signboards. As the phase one of the investigation, on-site study has been performed to photograph signboards of the entertainment and amusement business premises in 4 regions of Busan, thus to investigate and analysis the photographed data. For the second phase, survey was peformed on the basis of the analyzed data to select 15 signboards to be used in making judgement of values based on results of frequency measure per each category of geographical region, business type and three grades of the high, medium and low. In the third phase, survey was peformed on the items of value (A-G) to analyze consumer values. Finally, the fourth phase was carried out to compare and analyze the actual values of business premisses against that of the consumers. The result of study displayed that the effect exerted by visual elements of signboards on consumers is not of simple information provision, but is of essential factor to serve as the foundation of added values for business premises.

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영상기호로서의 눈(眼)의 표정에 관한 연구 - 관상학적 담론에 근거한 얼굴형과 구조를 중심으로 -

  • 오근재
    • Archives of design research
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    • v.12 no.1
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    • pp.121-130
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    • 1999
  • The eyeS of human beings are the very interesting objects of research, which were believed to do deliver any meanings without direct words and also to represent best description of key characteristics of humans than any other parts in the body. With respect to this hypothesis on eyes, the study of various expressions of eyes is the fascinating research topic in the area of optical design which is deeply connected to the figurative images. Traditionally, physiognomy was settled by many Koreans to become one of the branches of discourses. Physiognomy has been developed through the statistical summaries of life patterns of various kinds 'of science based on the results of systematical analysis. This research was focused on elucidating the relationship between the consumers' perception and the image of eyes which were thought to be the most important sign emitted from the body of human beings. Furthermore, study was conducted to derive a practical usage from the research results if above relationship was showed to be true. It was unveiled that the considerable close relationship was established with small errors and that eye's image was compensated and enhanced with the help of lip's image to obtain more perfect image. As a result, it was concluded that the rationales of phtsiognomy could assist to choose figures as a figurative image. (Keyword)

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A Study on the Narratives of Single Person Experience based on Visual Transference: Focusing on the Isolated Factors of COVID-19 (시각적 전이에 기초한 1인 경험 내러티브에 관한 연구: COVID-19의 고립 요인을 중심으로)

  • Lee, You-Jin
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.519-528
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    • 2022
  • The purpose of the study was to further investigate the direction for one-person experience design based on visual shift due to the isolation one has experienced after the COVID-19 and the factors regarding it. The study involves eight female participants who are in their twenties via digital platform. The participants were instructed to choose digital image similar to COVID-19 and to write down facts based upon the image and the researcher will look into the result microscopically. The researchers found that the isolation factors include decreased face-to-face communication, reliance on social media, heavy usage of OTT platform, limited outdoor occasion and activity, limitation of untact technology and education program, fear over the pandemic and so on. The study has shown that the one-person experience design should be heading in a direction where it adopts space design that can crossover online and offline world, digital complex design to embody realness as well as the communication design to regain the relationships with others.

An Analysis of User Experience of Metaverse Fashion Shows Based on Grounded Theory - Focusing on Schmitt's Experiential Marketing - (메타버스 패션쇼 이용자 경험 평가에 관한 근거 이론 연구 - 번 슈미트의 체험 마케팅을 중심으로 -)

  • Min-Ji Lee;Jung-Min Lee;Eunjung Shin
    • Fashion & Textile Research Journal
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    • v.25 no.5
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    • pp.578-592
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    • 2023
  • This study identified and evaluated by deriving and categorizing concepts related to the user experience of metaverse fashion shows using grounded theory, which is a qualitative research method. Based on experiential marketing theory, in-depth interviews were conducted for 14 days with 14 males and females in their 20s and 30s. The research results and contents are as follows: The causal condition was the purpose of using metaverse fashion shows, and the action/interaction strategy caused by such a case was found to be establishing a system for metaverse fashion shows and promoting a positive brand image. The results included content evaluation of satisfaction, normal, or dissatisfaction. The contextual condition was a change in the form of consumption that emphasized experience, while the interventional condition was psychological distance. Based on this, the core category was defined as "consumption patterns that emphasized the purpose of use and experience affects the metaverse fashion shows and psychological distance appeared as a user experience evaluation through the establishment of a system of metaverse fashion shows and the promotion of a positive brand image". User types were classified as active or passive. Active users have the autonomy to select content according to their individual preferences, and accordingly, their experience preference tends to change. In contrast, passive users' preference for the technical quality of content is relatively low, but they have a high concentration of content diversity and audio-visual interest elements.

Development of Design Methodology for Cultural user-Interface Design: with the Emphasis on the Application of web-browser (문화적 사용자 인터페이스 디자인을 위한 방법론 개발에 관한 연구-웹 브라우저의 활용을 중심으로-)

  • 이건표
    • Archives of design research
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    • v.11 no.1
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    • pp.73-80
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    • 1998
  • Recently, the importance of cultural design has been increasing due to the globalization. However the cultural design is mainly focusing on the shape or color stereotype of different cultures, ignoring another important aspects of cultural design: the way of peoples' interacting with product. The study aims to develop usability test program for cultural user-interface design that operates in the world wide web. The study begins with discussing the nature of culture through defining culture and reviewing the depth and variables of culture. Based on the findings the structure of the usability testing program on the WWW design methods is identified. The usability testing program on the WWW comprises of five different modules: module for identifying users' demographic characteristics, module for cultural variables, module for population stereotype, module for usability testing, and module for data storage and analysis. Finally findings are summarized and further research prospects are outlined.

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Korean Pediatric Patients' Preferences for Patient Room Design (한국 소아환자들의 병실색채 선호도에 관한 연구)

  • Park, Jin Gyu Phillip;Park, Changbae
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.17 no.2
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    • pp.45-52
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    • 2011
  • The visual sensory information in physical environments can induce or reduce occupants' stress. In healthcare settings, positive environmental stimulations can promote patient well-being by reducing their stress: poor health environments work against a patient's health. Changing the color in a patient room is an inexpensive process and thus finding better colors for healthcare settings is a cost effective method of improving healing environments. Color may have important implications for pediatric patients, but the investigation of Korean populations has been non-existent. The purpose of this study was to investigate Korean pediatric patients' color preferences for patient room design. The color preferences from 50 Korean pediatric patients were recorded and investigated for gender effects. A simulation method was used because of its reliability and feasibility, allowing for investigating the value of color in real contexts and controlling confounding variables. The overall color preferences from Korean pediatric patients showed that they preferred blue the most and white the least. Gender differences were found in red and purple. Girls preferred red and purple more than boys. The results from this study can help healthcare providers and designers better understand appropriate colors for Korean pediatric patient populations.

A study of Exhibition Planning based on the Installation Art - Focused on an Environmental Poster Exhibition - (설치미술의 배경과 전시디자인에 관한연구 - 국제교류 환경포스터 디자인전을 중심으로 -)

  • Shin, Seong-Hoon
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.173-180
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    • 2009
  • Increased appetite for art and design due to improving the economic standard of living and industrial community recognized the value of art in the profitable aspect currently demands various exhibitions in various environments. These social needs and changes in corporate culture to meet the rapidly expanding opportunities for artistic exhibitions, and this modern exhibition outside of the conventional gallery requires more for designers to work with various exhibition spaces, and the opportunities are increasing further. Various types of exhibition space in the exhibition planning an unspecified environment best suited to each exhibit space has been designed to require. This comprehensive study of an environmental poster exhibition held in the Seoul Institute of the Arts, MA-block lobby during 2009.06.10-06.19 was a part of the international exchange projects between Seoul Institute of the Arts and California State University, Northridge. Planning and designing throughout the exhibition in an unspecified space for exhibition requires more creativity and flexible approaches than in the general exhibition gallery.

An Analysis of the Healing Effects by Types of Forest Space - Focused on Psychological Restorativeness and Satisfaction - (숲 공간유형별 특성에 따른 치유효과 분석 - 심리적 회복감과 만족도를 중심으로 -)

  • Park, Sun-A;Lee, Myungwoo
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.4
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    • pp.75-85
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    • 2016
  • In recent years, natural healing space studies have been done in health care and forestry. However, previous studies have focused on healing effects of natural elements in interior space or natural landscape view. And there is a limit to using the evidence for healing space design. The aim of this study is to discover the relationship between types and effects of healing space for evidence-based design. This study compares and analyzes the mayor images, psychological restorativeness, and satisfaction to identify the effects and differences of natural trail, designed trail, natural shelter, and designed shelter by types of forest space. Collected data is analyzed with a factorial analysis, valiance analysis and multiple regression analysis in SPSS 18.0. The results of this study are as follows: 1) Among five factors consisting psychological restorativeness, natural trail can be achieved with 'being away' and 'compatibility' and designed shelter can be achieved with 'fascination' and 'coherence'., 2) Psychological restorativeness values higher in images with higher excitement, brightness, vitality, and beautifulness as well as in images with lower level of disorder., 3) Among five factors consisting psychological restorativeness, higher forest satisfaction can be achieved with a higher level of 'being away' and 'coherence'. In conclusion, this study contributes to providing fundamental information for design guidelines of healing spaces through identifying the characteristics of healing environment by types of forest space.

Comparative Study on Shopping Behavior of Korean Overseas Tourist Groups Based on Travel Motivation (여행동기에 따른 해외여행자 집단별 쇼핑행동 비교)

  • Jeon, Yangjin
    • Journal of the Korea Fashion and Costume Design Association
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    • v.17 no.1
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    • pp.25-37
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    • 2015
  • 본 연구의 목적은 해외여행 동기에 따라 여행자들의 집단을 나누고 각 집단별로 해외여행시 구매하는 상품이나 이용 매장의 특성을 비교하는데 있다. 문헌연구를 통해 여행동기와 구매상품의 종류와 속성, 쇼핑장소의 유형과 속성에 대한 주요 문항들을 추출하였다. 20-50대 해외여행 경험자 431명을 대상으로 설문조사를 실시하였고 K-평균 군집분석을 통해, 적극적 집단, 소극적 집단, 자연 쾌락추구 집단, 가족 발견추구 집단의 4개의 군집이 확인되었다. 적극적인 여행자들은 해외에서 구매하는 모든 상품종류에 대해 가장 높은 관심을 보였으며 다른 세 집단보다 유의하게 차이가 있었다. 특히 소극적인 여행자나 자연 쾌락추구 여행자들보다 패션 사치품이나 기념품 구매를 중요하게 생각하는 것으로 나타났다. 또한 상품 속성에서 디자인과 명성, 실용성, 가격과 품질 등의 요인들을 중요하게 고려하였다. 구매 장소 측면에서는 적극적 집단은 지역 시장, 패션매장, 선물매장 순으로 선호하였으며 소극적인 여행자들은 패션매장을 더 선호하는 것으로 나타났다. 구매장소 속성의 중요도는 편의성, 디스플레이, 매장위치 및 판촉활동 순으로 중요시되었으며 적극적인 여행자들은 다른 세 집단 여행자들보다 매장 편의성에 대한 관심이 유의하게 높았다. 가족 발견중심 여행자와 자연 쾌락추구 여행자 집단은 쇼핑행동이 비슷하거나 일부 요인에서만 차이가 있었다. 소극적 여행자들은 나머지 세 집단과 구별되게 모든 쇼핑행동에 대한 관심이 낮았다. 여행동기에 근거한 시장세분화는 서로 다른 쇼핑행동을 예측할 수 있는 변별력이 있음을 보여주었다.

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A Study on the Development of the Traditional Design Content in health and longevity based on the Lucky Signs (길상(吉祥)을 상징하는 수복(壽福) 중심의 전통적인 디자인 콘텐츠 개발에 대한 방향성 연구 - 문화상품디자인 중심으로 -)

  • Jung, Su-yeon;Hong, Dong-sik
    • Journal of Communication Design
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    • v.66
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    • pp.90-101
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    • 2019
  • South Korea had a hard time creating its own image of a nation that formed its identity due to 6.25, Japanese-style rule, division of South and North Korea, and military dictatorship. Recently, Korea has been searching and spreading its identity by creating a Korean wave such as various events and K-POPs. However, since there are still no images and cultural products representing Korea's identity, it is necessary to develop design contents related to native culture and professional cultural product design. Design powers such as France and Japan focus on design projects that can add value to their national design policy projects. Traditional Korean contents also need to be specialized and continuous in image design and research. In this study, five lucky-SubokGangnYeon(long life, happiness and peace), a representative of Korean culture, studied with the most interest in the old and the modern, namely, "Living healthy long." Through the development of cultural product design and the use of design content, I would look forward to presenting the diversity and direction in producing Korea's own design products and images that fit the trend of modern 'age of 100.' Based on images based on special exhibitions related to longevity of the National Folk Museum of Korea, the museum discovers key used features and meanings, studies patterns and patterns, and analyzes design cases applied to modern cultural product design. We also want to look at the direction available through design content, which is a symbol of llong life happiness and peace. First, cultural products have limitations that lack the development of design products, lack of public relations and sales outlets, and lack of awareness of traditional culture, which should precede policy support and awareness reform at the national level. Second, we need to streamline prices that meet the needs of the market. Third, cultural product design and contents related to tradition can be settled and disseminated more easily when traditional design is utilized and distributed mainly on practical stationery and household goods. Fourth, it is necessary to develop contents of various Korean images based on research on Korean cultural history and aesthetic consciousness. Research on the Korean culture of designers should be conducted, not just in the form of figurative images. Fifth, traditional manufacturing methods and materials should be respected by modern times, but modern production products should be developed with economy and durability.