• Title/Summary/Keyword: 기능성디자인

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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.

Guidelines for Serious Game Museum Exhibits (박물관 전시용 기능성 게임을 위한 가이드라인 연구)

  • Kwon, Jungmin
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.119-138
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    • 2019
  • Digital interactives in museums are expanding and user experience is becoming the focus of exhibition design. The purpose of this study was to suggest guidelines for serious games as a part of museum exhibits. To achieve this, studies on museum education, public space HCI, serious games, and universal design were analyzed by using content analysis methods. Results included 16 quality standards from cognitive, physical, and personal/social models. The findings from this study could benefit the design of future museum gaming interactives.

A Study on Wearable Computer Interface for Multi-Functional Detachment/ Combination/ Operation - Based on Making Concept Design to use the Cloth Fastener (웨어러블 컴퓨터 기능 분리/결합/조작을 위한 인터페이스 디자인 - 의복 패스너를 이용한 컨셉 디자인 제작을 중심으로)

  • Choi, Yong-Soon;Jung, Ji-Hong
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.256-263
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    • 2007
  • 웨어러블 컴퓨터가 점차 기술 중심의 패러다임에서 착용자 및 의복 중심 패러다임으로 변화 되어가는 현재, 착용자들의 다양한 욕구와 심리만족을 지원해주며, 또 자신의 스타일과 개성에 맞게끔 재구성이 가능하며, 편리하게 사용 할 수 있는 사용자 중심 인터페이스 디자인이 필요해졌다. 이를 위해 기존 의복에서 여밈을 위해 사용되거나, 외형의 형태를 만들거나, 의복의 탈/부착을 통해 다양한 기능을 변경하기 위해 사용되었던 의복 패스닝 시스템(Fastening System)을 이용해서 착용자가 마치 옷을 입는 것처럼 자연스럽고, 익숙하고, 친근한 웨어러블 컴퓨터 인터페이스 디자인을 하기 위한 연구를 진행한다. 이를 위해 의복 패스너의 다양한 특징과 그 활용 정도를 살펴보고, 웨어러블 컴퓨터에 적용 가능한 기술 요소를 추출하고, 의복 패스너 및 의복 구성 요소를 추출한다. 사용자 멘탈 모델 조사를 통해 의복 패스너의 분리/결합/조작을 하는 행위에서 어휘들을 추출하고 각 기능 모듈의 적절한 신체 부착 부위에 대한 사용자 조사를 시행한다. 이를 바탕으로 추출한 어휘와 의복 패스너의 특징, 그리고 인터페이스 요소 사이의 관계성을 연결하여 의복 패스너를 이용하여 기능의 분리/결합/조작을 지원하는 웨어러블 컴퓨터 인터페이스 디자인 요소를 도출한다. 도출된 의복 패스너를 통한 인터페이스 디자인 요소를 활용하여 착용자 각 개인의 다양한 개성과 심리적 만족을 위한 다양한 웨어러블 컴퓨터 기능들의 분리/결합/조작을 위한 인터페이스 컨셉 디자인을 제작하여 그 활용과 응용 가능성에 대해 연구한다.

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Bottle Designing Development Using Analysis of Maps According to Change in Trends of The Makgeolli Market (막걸리시장 트랜드변화에 따른 Map분석을 이용한 용기디자인개발)

  • Lee, Seung-Yong
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.145-154
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    • 2013
  • Today's liquor culture in Korea is basically divided into a general liquor culture and a functional liquor culture. In particular, the market of the latter has been going through a rapid change. In the previous days, it was a crop for a special purpose or a fruit which was mostly used to make liquor but now, many other regular crops are being used in the liquor market. At present, while the demand for Makgeolli has risen sharply, the designs of Makgeolli bottles have never satisfied needs from consumers nor the trends in the consumer market. As a result, Makgeolli industry should come up with new designs for the bottles immediately if it dose not want to lose in a competition with other liquor products. The study has looked into existing designs of Makgeolli bottles, investigating how the designs have changed over the past years and how competitive they are in the market. Based on results from the investigation, the study focuses on finding out designs which would fit the trends in the consumer market to develop Makgolli bottles which would be equipped with both functionality and practicality. In other words, to make Makgeolli survive in these rapid changes in the liquor market, the study works on offering a Makgeolli bottle design which is appropriate for certain characteristics of Makeolli and also competitive over other liquor bottles.

Regarding a Sensitivity Design Application Method from Product Feature Extraction (Focused on MP3 Player) (제품특성 추출을 통한 감성디자인 적용 방법 (MP3 제품을 중심으로))

  • Kwon, Jong-Dae
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.126-133
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    • 2009
  • This study examined the relationship of what kind of creative thinking has as factors for emotion design products for consumers focusing on the successful cases of emotion products. For the design creativity attribute used in this experiment, the design evaluation creativity tools revealed in Kim Eun-Ju's 2007 design creativity evaluation tool development were used mostly MP3s, which have various forms, functions and sizes were selected as the target for experiment. Results of the experiment showed that for design creativeness items for MP3 as single products, uniqueness, favorableness and convenience were relevant. Accordingly, the common features of design creativeness items for emotional products were identified. According to the result, for emotional designs, the interest level of uniqueness for the design creativity evaluation items and the functional items for practicality had a high relativity. Therefore, there is a need to examine the common features between the design creativity items for products other than MP3s in the future.

A Study on the Development of On Screen Display Interface Design for Digital Convergence TV User (디지털 복합TV환경에서의 사용자 인터페이스 디자인을 위한 OSD 디자인 개발에 관한 연구)

  • shim, Jae-Hee;Lee, Kun-Sik;Yoo, Kyung-Hee;Kim, Uni-Young;Kim, Jeong-Ju
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.9-13
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    • 2006
  • 본 연구는 HD 복합TV 사용자의 시청행태 및 사용자 니즈 분석을 통해 사용자 시나리오를 도출하여 실제 제품에 적용할 수 있는 DTV 인터페이스 디자인의 일반적인 원리를 발견하고 대형 DTV 화면에 적합한 OSD디자인을 개발하여 디지털 복합 TV에 적합한 새로운 디자인 가이드라인을 제안하는 것을 그 목적으로 하고 있다. 이를 위해 DTV 시청환경을 기반으로 PVR, EPF, 녹화, 1394 등 다양한 기능에 대한 사용 시나리오를 정의하고 유저 내비게이션 특성을 반영한 OSD디자인 방향을 검토하였고 개발환경인 50인치 PDP 화면에 적합한 레이아웃을 제작하여 사용자조사를 통해 검증하였다. 사례연구로 최근 이슈가 되고 있는 타임머신 기능 X Canvas PDP의 OSD 디자인을 개발하여 양산용 제품에 적용할 수 있었다. 대표적인 특징으로 복합 TV 의 Gateway 인 홈메뉴, PVR 기능의 핵심인 프로그래스바, 모든 컨텐츠에 일관되게 적용할 수 있는 목록화면, 녹화관련화면에 공통적으로 적용할 수 있도록 폰트,칼라,레이아웃,위젯 정의를 수행하여 각 기능별 화면들이 Package개념으로 Identity를 갖추면서 사용하기 편리하도록 구성하였다. 그리고 이를 통하여 DTV Application Design에 일반적으로 적용할 수 있는 메뉴구조 및 화면디자인 가이드라인을 도출하였고 세계최초로 자사에서 개발한 하드디스크 내장 HD TV Application GUI 의 사용성 및 심미성 측면을 모두 만족시키는 등 DTV GUI 분야에서 주목할 만한 성과를 거두었다.

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A Study on the Color of Medical Robot Bed from the Universal Design Perspective -A Case Study on the Universal Color Design of Ninebell Corporation's Medical Robot Bed- (유니버셜 디자인 관점에서 본 의료 로봇 침대 색채에 관한 연구 -(주)나인벨의 의료용 로봇 침대의 유니버셜 디자인 색채 사례를 중심으로-)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.203-208
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    • 2019
  • Medical color graphic research will serve as the basis for globally expanding and disseminating the design quality of the company's products through the era of production of medical robots. This study was based on technologies and contents suitable for the era of medical robot bed expansion, universal medical color application, ergonomic color, etc. In addition, the medical bed robot's color research direction was presented from the perspective of universal design. Accordingly, a universal color design was proposed, taking the functions of a medical robot under development by a domestic company as an example. The characteristics of this robot bed can be divided into three types of functions: first, treatment characteristics for prevention of pressure ulcers with curative, second, automatic seat exchange with cleanliness for medical environment, and third, Convenient, which can implement patient transport. The main idea is to present a combination of functional colors appropriate for this. The resulting color analysis and universal color design techniques could be a useful methodology for illustrating the appearance and function of a modern medical robot bed.

Consumer Categorization Based on Perception of Functional Jacket and their Utilization of Functional Information and Hang-tag (기능성의류 인식에 따른 소비자 분류와 이에 따른 제품정보 및 행택 활용도 연구)

  • Bang, Giseong;Yoo, Shinjung
    • Science of Emotion and Sensibility
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    • v.18 no.4
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    • pp.75-86
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    • 2015
  • As a part of integrated study for technical communication between consumer and manufacturer of functional clothing, functional clothing consumers were categorized based on their perception of the functional outdoor jacket and the differences in the source of information and use of hang-tag were examined according to the groups. Questionnaire survey was conducted on 472 males and females in their 20s to 60s, who have experience of purchasing functional outdoor jackets. Perception of functional outdoor jackets was classified into four factors ('functionality', 'price', 'experience/knowledge' and 'brand/design') and the respondents were categorized into three groups according to the factors: 'unconversant/brand & design pursuing group', 'conversant/function pursuing group' and 'high-priced products preferring group'. 'Unconversant/brand & design pursuing group' was composed of high rate of office workers and students in their 20s and 30s who use internet most frequently as source of information while 'conversant/function pursuing group' was composed of high rate of professionals in their 40s and 50s who make the most frequent use of information on hang-tag. 'High-priced products preferring group', which has high rate of the elderly in their 60s and housewives, obtain their information mainly from salespersons. 'Unconversant/brand & design pursuing group' was satisfied with functional information more than other two groups and 'conversant/function pursuing group' concerned for the hang-tag and required more explanation of terminology used in hang-tag. The results effectively explained the features of consumer groups and their different responses toward the information of functional outdoor jacket.

A Comparative Study of Web Information Resources on Science & Technology (과학기술분야 웹 정보원 평가 및 비교 연구)

  • 김석영
    • Journal of Korean Library and Information Science Society
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    • v.33 no.3
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    • pp.133-152
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    • 2002
  • The purpose of this study is to propose the criteria for evaluating web information resources. This study also attempts to get a sense of the overall quality of web information resources and to identify the relationship among the criteria, Particularly those on the science and technology. Three evaluation categories are Proposed; information content functionality or workability, and design. Core features of information content includes authority, relevancy, currency; functionality includes navigation, user support technical requirements; layout and design includes visual appearance. Based on the proposed criteria, the 50 sample web resources selected from 5 different field were evaluated. The results showed that the web information resources on the Electrical and Electronic Engineering field was excellent. The Pearson's correlation coefficient between evaluation criteria showed that information content and functionality had a negative relationship, on the other hand functionality and design had a moderate correlation.

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Development of User Experience Model in Product Design - focused on the Information Appliance - (제품디자인에서의 사용자 경험 모델 개발에 관한 연구 -정보기기 (Information Appliance)를 중심으로-)

  • Maeng, Seung-Woo;Lee, Eun-Jong
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.24-29
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    • 2008
  • 기술의 발달로 인하여 제품의 특징과 편익이 제품을 선택하는데 있어서의 중요성이 약화되었다. 이로 인하여 제품의 기능성을 바탕으로 하여, 사용성 더 나아가 제품을 사용하는데 있어서의 즐거움을 제공하는 것이 기업의 성공에 큰 영향을 끼치게 되었다. 이러한 제품의 기능성, 사용성, 사용하는데 있어서의 즐거움 같은 요소들이 통합되어 제품을 사용하는데 있어서의 사용자의 경험을 이루게 된다. 이러한 경험을 실제 디자인과 연관 짓는데 있어서 경험이라는 것 자체가 정성적이고 복잡한 구조를 가지고 있고, 추상적이어서 진정한 의미의 경험디자인의 단계에 이르지 못하고 있다. 본 연구에서는 무수한 요소와 여러 환경 적인 영향을 받는 복잡한 사용자 경험에 대하여, 여러 방면에서 연구되고 있는 사용자 경험의 요소들을 종합하여 그 구조 규명하였다. 또한 사용자 경험의 요소와 그 경험을 가능하게 해주는 제품의 디자인 팩터들을 정의하여, 이러한 요소들이 어떤 관계성을 갖고 어떠한 요소에 의해 영향을 받는지에 대하여 모델링 하였다.

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