• Title/Summary/Keyword: 기초 디자인

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A Study on the evaluation method of the design (인지패닉 상황에서의 디자인 사용성 평가 방법에 관한 연구)

  • 최인환
    • Archives of design research
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    • v.15 no.1
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    • pp.225-233
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    • 2002
  • People's thinking and aging ways, which are spread in the abnormal situation called the reoognition panic, are different from those in the normal situation. So the design which is applied to this situation have the different points to be considered. The design in the abnormal situation is as important as that in the normal situation. This study is to evaluate the basic usability of the icons which are applied to this situation. The basic data about the recognition course, icon and metaphor have been collected and analyzed, and then the experiments based on this have been planned. The proprieties and conclusions about the ways have been generalized through accomplishing and analyzing the planned experiments. The most important meaning of this study is to suggest the examples of the usability estimating ways of the design works in the abnormal situation where the recognition panic may happen with high frequency. I hope that this study will be used for checking and improving in advance the difficulties of using the design which may happen in the real situation, by using actively the similar ways to this experiment.

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An Aesthetic Review on the Traditional Active Sports Wear Design - Focusing on Korean Wrestling Uniform- (전통 국기복 디자인에 관한 미학적 고찰 -씨름복을 중심으로-)

  • Yun, Eul-Yo;Park, Sun-Kyung
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.105-116
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    • 2005
  • Focusing on costume research to set image of Korean wrestling that has potential power as a traditional and cultural item, the purpose of this research is to systemize Korean wrestling uniform and offer suggestions regarding visualization, and to carry out basic ground research to develop Korean wrestling uniform design. For the basic part, I compared world wrestling and Korean wrestling in an effort to learn more about the history of wrestling uniform along with its transitional changes. And for the practical part, I studied the criterion of the current wresting and its uniform, and classified the aesthetic points of Korean wresting uniform into four categories in the view point of design ground research: tradition and uniqueness, usability and compatibility, symbolism and ornamentation, variety and unification. It is concluded that the most important part in designing Korean wrestling uniform lie in how to consistently visualize it based on the above mentioned aesthetic points. As the theoretical research on aesthetic parts of Korean wrestling uniform, this research finds its meaning in suggesting guideline for design concept and development while planning traditional and cultural costume design which will be materialized in the follow-up research.

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A Consideration of the Shape Similarity between Hangeul Typeface Design and Latin Alphabet Typeface Design - focused on YoonDesign Fonts (한글디자인과 라틴 알파벳디자인의 형태유사성 고찰 1 - 윤디자인 폰트를 중심으로 -)

  • Park, Jae-Hong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.123-124
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    • 2021
  • 본 논문은 기존 폰트 디자인을 고찰하여 한글과 라틴 알파벳 디자인의 형태 유사성을 향상시키기 위한 기초 자료를 제공한다. 고찰을 위해 윤디자인 대표 폰트 20종을 선정하였다. 형태적 관점에서 글자 디자인적 유사성을 찾기 위해 낱자, 낱글자, 낱말, 문장을 기준으로 고찰하였다. 윤디자인 대표 폰트 20종의 한글과 라틴 알파벳 글자 디자인의 결과는 다음과 같다. 첫째, 낱자(자소) 디자인은 동일한 형태이지만, 크기와 비례가 변화할 수 있다. 둘째, 낱글자(음절) 디자인은 낱글자 전체의 디자인을 위해 부분적으로 다른 형태를 디자인할 수 있다. 셋째, 낱말(단어) 디자인은 낱말의 우월효과를 고려하여야 한다. 넷째, 문장의 디자인은 글줄의 흐름을 고려하여 글자의 크기, 비례와 기준선을 디자인하여야 한다.

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A Basic Study on Ubiquitous Service Development in Apartments based on Spatial Information (공간정보를 기반으로 한 공동주택 유비쿼터스 서비스 개발에 관한 기초 연구)

  • Do, Sang-Rae;Lertlakkhanakul, Jumphon;Choi, Jin-Won
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.171-178
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    • 2007
  • 유비쿼터스 컴퓨팅 환경은 오늘날 인간생활 행태의 변화뿐만 아니라 미래건축 공간에도 큰 변화를 가져오고 있다. 그 중에서도 인간의 가장 기본적인 생활환경인 주거 공간의 변화는 빠르게 이루어지고 있다. 지능형 홈, 사이버 아파트 등의 새로운 미래주거 공간이 나타나고 홈네트워크 시스템을 이용한 다양한 유비쿼터스 서비스가 적용되고 있다. 그러나 거주자를 위한 유비쿼터스 서비스가 공간에 적절히 적용되지 않는 사례가 발생하고 있고 수요자 요구와 관련 없이 서비스가 설계되어 있어 효율성이 떨어지는 문제점도 나타나고 있다. 이는 현재의 홈네트워크가 IT 업계가 제공한 솔루션과 기기 중심으로 서비스가 개발되고, 공급자 위주의 기능의 편리성을 위주로 제공되고 있기 때문이며, 주택을 잘 알고 있는 건설인과의 협업이나 최종 사용자의 기호가 고려되고 있지 않기 때문이다. 더욱 중요한 것은 초기 디자인 단계에서 이러한 문제점들이 수용되고 있지 못하고 공간 디자인과 서비스 개발이 유리화되어 선 시공 후, 서비스를 끼워 맞추기식으로 계획하고 있기 때문이다. 본 연구는 서비스 개발의 관점에서 접근하여 공동 주택의 초기 디자인 단계에서 수요자가 원하는 서비스를 공간에 적용하여 부합되는지를 살펴보고, 이에 따라 적절한 미래공간을 디자인 할 수 있도록 하기 위하여 공간정보 데이터베이스를 기반으로 한 공동주택 유비쿼터스 서비스 개발을 위한 기초 연구에 그 목적을 둔다.

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A Study on Lifestyle as a Basic Curriculum for Design Education (디자인교육을 위한 기초교과목으로서 라이프스타일 연구)

  • Mun, Keum-Hi
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.171-180
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    • 2006
  • Modern design has to be satisfied to user in various social class. Therefore a study of lifestyle is vary important as a basic of design. The logical starting point to grasp the user's needs is begun by consumer analysis. There are many methods of consumer analysis, In them, the study of lifestyle is extremely much used for understanding consumer who is classified with groups. Basic education of design have to teach knowledge and ability which is to be a groundwork for designer. The study of lifestyle is not a purpose itself but one of theoretical knowledge which is requested for design. By induding practical techniques and theory, theory can be achieved through practical techniques and the meaning of theory itself could be recalled. The value of this study is in the suggestion which is the way of approach to research and to study for oneself, by introduce the study through conceptual approach for lifestyle into basic design educational program. For the study of lifestyle, let students have the theoretical knowledge which is concept of lifestyle, modern social form, consumer culture, the way of using lifestyle and theorizing lifestyle, etc, And after, let students make teams for the study of lifestyle for oneself. Every team creates the subject and studies lifestyle of each social dass by the practical way such as Inquiry, observation and interview etc. As a result they have to make a report after the form of paper and let them have a presentation in each team. Students can understand lifestyle through this process not only theoretical but also practical and can be earned an ability for apply to business.

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A Basic Study on the Implementation of Knowledge Management for Design (디자인에 있어서 지식경영의 도입에 관한 기초연구)

  • 서홍석
    • Science of Emotion and Sensibility
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    • v.5 no.4
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    • pp.33-43
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    • 2002
  • The world is in the great change by the digital revolution and is changing fast to knowledge-based society beyond information society. That is to say, Knowledge is the most powerful source of competitiveness. This change of environment needs new paradigm in design. As of today, There is need to study systematically and approach practically about knowledge management. So that, we are intend to reconstruct theoretical system from design-oriented viewpoint and propose knowledge-creation paradigm through the importing technique of knowledge management into design. This study is to develop theoretical frame work of knowledge management in design as a basic study on the implementation of knowledge management for design. By the method of study for this, It was studied literature and precedent. Further more, proposed the appropriate direction of knowledge management implementation in design. Also, It was composed knowledge management system of the infra system, information system, decision-making support system and knowledge competency. Finally, The technical feature of knowledge management system was analyzed from a information technology point of view.

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The Design Museum as a Promoter (디자인 진흥 기관으로서의 디자인 박물관)

  • Choi, Jeong-Ah;Kim, Hyun-Joong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.269-278
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    • 2007
  • After the establishment of the world's first design museum in London, design museums have - despite the criticism regarding commercialization and centralization - contributed to improving both the quality of life and the national competitiveness in establishing a design identity and promoting the excellence of design by preserving and cultivating the design industry. With the increase in the value of design in the cultural economy of the 21$^{st}$ century, the need for Korean design museums has been growing. Given this, the purpose of this study is to serve as a fundamental basis in introducing a new role and direction for future Korean design museums. In order to provide a foundation for such innovation, the evolved role and the promotional strategies of design museums are examined through the diachronic and synchronic approaches.

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A Study on Safe Design Principle (안전디자인 원칙에 관한 연구)

  • Yoon, Jongyoung;Ahn, Hyeshin
    • Proceedings of the Korean Society of Disaster Information Conference
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    • 2015.11a
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    • pp.120-123
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    • 2015
  • 국민 생활안전과 관련된 안전디자인에서 기본적으로는 안전성이 가장 중요한 요소가 되지만, 디자인의 고유 요소들도 아울러 고려하지 않으면 안 된다. 안전디자인은 산업디자인의 고유 특성과 인간공학과 안전 공학적 측면을 포함해야한다는 특성을 가지고 있다. 즉 안전디자인이란 제품 시설 공간 등에 설계 제조 건축 운영 등의 형태로 적용되어 주기능의 '안전' 달성도를 높이고, 타 기능과의 상승적 융합을 통해 사회 안전 수준을 향상시키는 것이다. 본 연구에서는 지금까지의 국내외 관련 논문, 보고서, 통계자료 등의 문헌연구에 대한 이론적 고찰을 통해 안전디자인 개념과 구성요소, 안전디자인의 범위에 대해 살펴보았다. 또한 작업공간에서의 안전디자인의 개념을 체계적으로 정립하고 있는 호주의 안전디자인 원칙 가이드라인에 대해 살펴봄으로써 안전디자인에서 지켜져야 할 다섯 가지의 원칙에 대해 논의하여 안전디자인의 확립에 도움이 되는 기초 연구로서 활용이 되고자 했다.

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Nail Art Convergence Designs Using Kidult Characteristics (키덜트 유형별 특징을 활용한 네일아트 융합 디자인)

  • Jeong, Hee-Lim;Bae, Se-Ji;Kang, Eun-Ju
    • Journal of the Korea Convergence Society
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    • v.9 no.2
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    • pp.313-322
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    • 2018
  • This study categorized the kidult culture into three: cutiesm kidult, fantasm kidult and memorism kidult and analysed each type of kidult culture for the design. To obtain data on characteristics of kidult and gel nail art techniques, the study searched for theses, technical books and Internet data and developed unique and creative convergence nail art designs based on the results. As a result, it was discovered that cutiesm kidult is characterized by cuteness, brightness and use of characters, fantasm kidult is characterized by value of imagination and fantasy, and memorism kidult is characterized by memories of the past and use of characters. Then using the characteristics of kidult according to types, this study made 6 nail art designs through which creative and unique characteristics of the kidult culture were expressed in nail art design.