• Title/Summary/Keyword: 디자이너의 사고방법

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Design Generation Methodology For Creative Design Thinking (창의적 사고를 통한 아이디어 발상 방법론)

  • Hong, Jeong-Pyo;Jeong, Su-Gyeong;Jo, Dong-Min
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2007.05a
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    • pp.81-84
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    • 2007
  • 소비자들이 상품에 대한 미학적인 측면을 점점 더 중요시 하게 됨에 따라 현대 디자인은 기존의 개념을 탈피하여 새롭고 부드러우며 유연한 감성이 요구되고 있다. 디자인의 궁극적인 목표가 '소비자의 꿈을 현실로 만들어 주는 것'이라면 이러한 목표에 이르기 위한 '창의적 아이디어발상' 은 디자이너가 갖추어야 할 가장 중요한 능력 중의 하나이다. 따라서 본 연구는 창의적 아이디어 발상법에 대한 선행연구의 프로세스와 방법론의 문제점을 파악하고, 이를 보완한 새로운 디자인 방법론을 제시하고자 한다. 이와 같은 연구목적을 이루기 위해 사례연구로써 컴퓨터를 이용한 창의적 아이디어 발상법을 제안하여 디자이너에게 실제 디자인현장에서 활용할 수 있도록 하며 창의적 아이디어발상법의 개발에 대한 효과와 새로운 가능성을 제시하고자 한다.

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Design Process by the Empathy (감정이입에 의한 디자인 접근방법)

  • 최명식;박인찬
    • Archives of design research
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    • v.12 no.4
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    • pp.305-315
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    • 1999
  • Most people react emotionally and are impressed for natural seen such as act, paint, sculpture, music, science, discovery, act include movie, opera. For empathy, people should make efforts feeling about sense from watching by themselves. Usually we are looking for meaning from art and intend to relate wth the content of music, drama, paint, and movie. The trend of statical order in modern design is strong in this time. However, we need to research the motive order for progressive design. And also, designer who want to give motive order to something must need to study motive order in design. This thesis explains the way of effective approach so that designer can apply the thinking such like bring in emotion. Also this research introduces the way of thinking to do progressive imagination and try to research through case study.

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Study on Color Coordination Simulator based on Dual Mapping Model (이중매핑모델에 의한 칼라배색 시뮬레이터 구축에 관한 연구)

  • 김돈한;정지원
    • Archives of design research
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    • v.16 no.2
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    • pp.57-66
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    • 2003
  • In order to develop color image, color simulation based on data processing techniques has been developed and applied to data interpretation tools or product design supporting systems. It has been a commonmethod to use image key words to search for data and provide color coordination samples that determine computer combination in computerized support systems until recently. However, this method does not reflect system designers and users taste or preference on making final choices of color coordination samples because the database was designed based on an assumption of standardized group that was established database from large scaled image evaluation research. In this study, we suggest a color coordination simulator that supports designer's final decision-making procedure on sample groups through the simulation of various color combination. The simulator allows communications with the system to explore a designer's color combination taste and preference, and provides a user for an efficient environment to judge the optimum result. The color coordination simulator was designed based upon Dual mapping model derived from a designer's thought process, and four steps of operations longrightarrowdefining color concept longrightarrowmaking color sample groupslongrightarrow simulation-determining ranking among final combination samples - will be assisting color design process.

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The Development of Kitchenware Design through Cognitive Analysis (인지적 사고과정 분석을 통한 주방기구디자인 개발)

  • Kim, Kiesu
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.287-294
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    • 2016
  • The whole design process drawing outputs from design planning is based on designers' intuitive ideas and differences in technical ability. However, every design professional agrees to the fact that such design process is filled with individuals' implicit acts or inherent intuition rather than following directions in a certain defined frame. If the design process based on such intuition and experience can start from the rational and scientific process, it would be possible to move more systematic design process to the next step. This study aims to examine what system of thinking are used by designers to conduct the design information process, by using the protocol analysis which is the representative qualitative study method of cognitive science, on designers' cognitive behaviors like the contents of the design sketch process which is the initial step of the kitchenware development process, in order to understand professionals' and non-professionals' design application direction. Thus, the scope of this paper would be limited to "the initial protocol analysis on kitchenware" and "encoding of the analysis on thinking" in the qualitative study that can be the most basic to understand the design cognitive science. As a procedure to solve this study question, it aimed to seek for the product development flow and the educational effect by considering the preceding researches and also re-interpreting cognitive thinking in systematic methods.

A Study on the Color Grouping System to Fashion (섬유컬러 그루핑 체계에 관한 연구)

  • 이재정;정재우
    • Archives of design research
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    • v.17 no.3
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    • pp.27-38
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    • 2004
  • It is important for designers to be supported with their decision-making on colours which is often based on personal distinction rather than logical dialogue that may lead to confusion within communicating with others. To help these problems and to gain productivity, we would like to propose a way to define colour grouping method. In other words, the purpose of this study is to help to improve the communication and productivity within the design and designers. The grouping was based and inspired by from the studies of Kobayashi, Hideaki Chijiawa, Allis Westgate and Martha Gill. The study of grouping is based on the "tones" of each group, as they seem to reflect a designer s sentimentalism of chosen colours the best. Each of these groups will be named Bright , Pastel ,Deep and Neutral The general concept of each groups are: - Bright: high quality of pixels of primary colour - Pastel: primary colour with white - - Deep: Primary colour with gray or black - Neutral: colours that does not include any of above Each of the colour group has been allocated into Si-Hwa Jung's colour charts and colour prism to visualize the relationships between the colour groups. These four groups and the colours included in them will be broken down to smaller groups in order to make colour palette. This would break the barrier and result in using colours in groups as well as crossover coordination. This study would result in new ways of using colurs for designers designers

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Innovation Product Design Development by Four Design Thinking Action (혁신적 제품 디자인 개발 가능성)

  • Kang, Bum-Kyu
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.587-596
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    • 2012
  • This research works has newly proposed ideation method for development of innovative product design by using four design thinking framework in the aesthetic issue, material issue, function & structure issue which are usually called three major design issues. The four design thinking framework is consisted of eliminate, reduce, raise and create. This research also analyzed 232 innovation products in order to verify the proposed ideation method. The main outputs of this research are as follows; first, the ideation method which was newly developed in this research can help to create new ideas for innovation product design. Second, 41% existed innovation product designs were developed based on the ideation in the 'function & structure' issue. Three, 74% existed innovation product designs were developed based on the 'raise & create' issue rather than 'eliminate & reduce' issue. The results of this research can help a designer who wants create new innovation product.

Analysis on designer's cognitive thinking process in 3D animation design (3D 애니메이션 제작을 위한 디자이너의 인지적 사고과정 분석)

  • Kim, Kie-Su
    • Cartoon and Animation Studies
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    • s.20
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    • pp.1-14
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    • 2010
  • The success of a three-dimensional blockbuster movie, AVARTA, brought an public attention on the expansion of three-dimensional computer applications, and it allows experts predict further hardware technology developments to support the such applications. Futhermore, an internet based infra structure and three-dimensional structure, third generation network community, advanced computer networks have influenced advancement in computer technology within the 3D game industry and the spread of 2D computer animation technologies. This advancement of computer technologies allow the industry to overcome a limitation of generating cultural design contexts existed within 2D network community. However, despite of the expansion of 2D and 3D computer technologies, a limitation of analysing designers' intentions on morphology of digital contents and user interface still exists. Therefore, the purpose of this study is to analyze (1) present conditions of the 3D industry and (2) protocols of designers' cognitive design processes based on their design communication, contents, and tools. Analysis was conducted based on literature reviews and case precedent analyses. For the analysis, a 2D Avarta sketch character was designed and then applied into a 3D game system. Observations how designers solve cultural problem within the structure via Avarta were conducted. Outcomes were then coded for further analysis.

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Typography as Discourse (담론으로서의 타이포그래피)

  • 김지현
    • Archives of design research
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    • v.14
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    • pp.33-41
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    • 1996
  • Typography has two aspects, form and meaning. It is a collaboration of elements both to be read and to be seen. Typographer has to consider that typography has a meaning from only visual form as well as various meanings from every receiver. Because meaning could be differently translated through their cultures, experiences and so on. New visual communication style, typography as discourse, is not one-way communication, but dialogue communication.

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A Study on the Meaning Function of Symbol Design based on The Comic Dual Forces and The Five Elements (음양오행(陰陽五行) 사상에 의한 심볼디자인의 의미적용 가능성 연구)

  • 장은석;김재희
    • Archives of design research
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    • v.12 no.2
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    • pp.53-62
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    • 1999
  • The modern is image age, and The visually expressed symbols have much influence on individuals or enterprises and have an effect on the variety of individual and the innovation of management. Espacially, the symbols carry on the axis composing total image. According to the reason of positive & negative five elements, this paper analysised and studied the meaning of symbol design which analysis the thoughtful, abstract and formal meaning. This is the most fundmental elements and principals and means the good symbol composed harmoniously the positive & negative five elements give good image. Namely, the symbols of the Eum & Yan which applied the philosophical reason of the Orient thought became good image. The lively elements of design composed the reason of Eum & Yang have effect on auspicious and upgrade one step to the dimension of symbol design. The purpose of this paper analysises and understands the meaning of symbol was composed the positive & negative five elements. In the point of view of modern design. the overlOOking elements of the symbol(line, form, space etc) reminded and established the new model which the new idea approached by the thought of the positive & negative five elements.

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A study on the process of thinking of development of text model (디자인 학습의 프로세스적 접근을 위한 TEXT 모형 개발에 관한 연구-사고과정을 중심으로-)

  • 이은주;류성현
    • Archives of design research
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    • no.16
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    • pp.113-122
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    • 1996
  • ilesi gn is on process. j)esign is not a result, but a process, It requires organizatiun ui design process to ubtain the most efiectivc design. The urganizatiun of design process means to understand the inner ur outer problems. to cr-eate r-esonable process, and to hale ability of problem soiving, In this paper, we suggest lhal student need to understand the importance oi 'discovering \ulcornerrOCeflB'. not 'd iscovered process'. _\ nd we also SUi(\{est text model of instructor with respeCl to the basic concept of creative ability and den]opmcnt of imagination ahality.

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