• Title/Summary/Keyword: 디자인결정

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주목해야 할 패키징 디자인 ④<마지막 회> - 깐깐한 소비자를 유혹하는 퍼스널 케어 패키지 디자인

  • Kim, Seung-Hwan
    • The monthly packaging world
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    • s.331
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    • pp.85-87
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    • 2020
  • 전 세계인의 삶을 송두리째 바꾸어 놓은 코로나19로 인해 산업 전반에도 큰 변화가 예상된다. 특히 가처분 소득 감소와 소비 심리 수축으로 꼭 필요한 것에만 지갑을 여는 구매자들이 늘어날 것으로 전망된다. 과거보다 더욱 깐깐해진 구매자의 시선을 잡기 위해 가장 중요한 것 중 하나가 패키징 디자인이다. 사람에 대한 첫 인상이 3초 안에 결정되는 것처럼 좋은 패키징 디자인으로 구매자의 시선을 한번에 사로잡을 수 있기 때문이다. 포스트코로나시대를 맞아 국내 최대 디자이너 커뮤니티이자 산업 디자인 콘테스트 플랫폼인 '라우드소싱'과 함께 패키징 제조업체들이 주목해야 할 패키지 디자인에 대한 시리즈를 총 4회에 걸쳐 진행한다.

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A Study on the Application of 3D Virtual Human in the prior stage of Design Works - With the emphasis on the determining design layout of a forklift truck (디자인 초기단계에서의 3차원 가상인간(Virtual Human) 활용에 관한 연구 - 지게차 레이아웃 결정 단계를 중심으로)

  • 김관명
    • Archives of design research
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    • v.12 no.4
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    • pp.294-303
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    • 1999
  • With the breakthrough development of computing environment, the design phases have been changed a lot nowadays. In the case of prior phases of transportation design such as cars and forklift-trucks design, designers have depended on surveys and 2D line drawings for fixing a product layout and extracting ergonomic data. In this method, designers don't meet only the problem of reliability of measuring data but also, the problems of unknown situation of operators' fatigue and comfort in work situation. In these methods, it has much less creditability to have a 2D human model to check the real world motion due to the limitation of the 3 Dimension. Even though with a 2D human model, perfect layout is determined, it is still difficult to measure about comfort and fatigue for a user because it measuring an analysing method is static. The development of computer hardware and software have not only changed the flow in the social-wide range but also immerged design into Virtual Environment. In conventional design method, visualization and data transferring have been the main issues but, in virtual environment, determining of design layout and analysing ergonomic data with sophisticated feeling about comfort and fatigue are possible by using 3D virtual human. In this study, the general characteristics of virtual environment was discussed and the possibility of digital process of design was treated. For these studies, layout design for forklift-trucks was tested. Eventually, the merits of each design phase applied virtual environment are discussed.

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A Study on the Typicality and Preference according to Determinants of Typicality (전형성 결정요인에 따른 전형성과 선호도 연구)

  • 나광진;양종열;홍정표;이유리
    • Archives of design research
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    • v.15 no.4
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    • pp.87-96
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    • 2002
  • This study investigated the influence of ideals(goal-directed design attributes) and physical common features on typicality of product design and the relationship between typicality and preference that suggested different result in prior research. So for these objectives we explored the relationship between typicality and preference with two dimensions composed of goal-directed attribute typicality and physical common features typicality. The result showed that consumers' judgment of typicality on product design was increased as the product design has ideals. This was a same result as the prior research. In addition, Increasing the physical common feature with other members in product category, consumers judged that the product design is typical. Otherwise, in results of the relationship between typicality and preference were showed that the design of ideals(goal-directed design attributes) influenced on preference positively, but the design of physical common features had an inverted U-shaped.

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A Study on the Grasp of Major Attributes of Products through the research of Consumer Decision Procedure (소비자 의사결정과정을 통한 중요제품속성 파악에 관한 연구)

  • 이현이;김명석
    • Archives of design research
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    • v.20
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    • pp.147-158
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    • 1997
  • Industrial design aiming the mutual benefit of both user and manufacturer demands grasping and analyzing the needs and wants of consumer for the establishment of the optimum plan and production by attribute oriented approach. Inspite of its usefulness, however, it might be impossible to help industrial designers to develop a new product effectively without full understanding of industrial design activity in attributes of products and using the appropriate methodology for grasping the major attributes. This thesis is purposed for developing the guideline of research models of consumer for industrial by studying characteristics of industrial design activity in attributes of products through bibliography and defining the clear limit of design research focused on consumer selection through comparison with real purchase decision making procedure at every phase. Through the observation and analysis of the real purchase decision making procedure following the proposed guideline, the possibility of difference between the two cases has been shown in both theoretical and practical aspects.

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A study on the selection methodology of materials by design process in manufacturing process (제조공정에서 디자인 프로세스에 의한 소재선정 방법론 연구)

  • Song, Sung-il;Kang, Seung-min
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.29 no.1
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    • pp.39-44
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    • 2019
  • This study renewed the 'RE_Double Diamond' design process on the importance that material selection should reflect the needs of the consumer as much as possible in product development. In addition, the provider-centered secondary stakeholder map process among existing double-diamond methodologies has been applied, and the selection of materials through communication between designers and engineers, including the construction of information focused on visualization.

Method and Case Study of Decision Tree for Content Design Education (콘텐츠 디자인교육을 위한 의사 결정 트리 활용 방법과 사례연구)

  • Kim, Sungkon
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.283-288
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    • 2019
  • In order to overcome the students' lack of information and experience, we developed a content planning tree that utilizes a decision tree. The content planning tree consists of a tree trunk creation step in which students select a theme and a story to develop, a parent branch generation step for selecting a category that can be developed based on the story, a child branch generation step for selecting the interesting "effect" method of producing the content effectively, a leaf generation step for selecting a multimedia expression 'element' to be visualized. The educational model was applied to game planning design and information visualization lectures, and provides examples of the categories, effects, and elements used in each lecture. The model was used for 145 team projects and the efficiency was confirmed by a step-by-step learning process.

A Study on the Anterior Decision Design Factor in Product Development - An Approach to the Multi-Sequential Design Process (제품개발에서 디자인의 선행적 결정인자(先行的 決定因子)에 대한 연구 - 다원적(多元的) 디자인 프로세스로의 접근 -)

  • Kim, Hyeon
    • Archives of design research
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    • v.13
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    • pp.45-53
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    • 1996
  • After the callapse of the 80's bubble economy. consumers tend to consider the fundamental values of a product such as price, usage, and quality more significantly than ever before. Due to this change in attitude. the most important factor in a consumer's decision for choosing a product becomes the quality of a product that safisfies consumer's practical values whith convincing features and logical differentiations devoted to fundamental values. Under the circumstances. Factor Oriented Process and Multi-Sequential Process are proposede not just as merely defining concept through study of consumers' needs. but as methods of gaining competitive edge and eatablishing corporate identity in market, competition by bringing out consumers' various wants and needs to lead them to a specific product. Factor Oriented Process emphasizes the analysis of factors within the process itself, especially the synthesis of factors which would bring about new solutions as its special feature and acts as a logical element for further design development. Thus, the synthesis process consists of re-organizing analyzed factors, andduring this process, analyzing correlation between the restrictions of factors would lead to discovery of 'dominant factors'. Afterward, design basis may be formed with design concepts proposed by several concept codes made up of one dominant factor and other associate factors. Multi-Sequential Process is an extensive approach to discover differentiated design proposals through careful examination of dominant factors within the product, and furthermor, to discount 'anterior factor' (directional factors that decide design directions based on multi-value criteria) for self-determined decision of design directions.

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A New N-ary Entities Relation Approach for User Query Mean Desicion (사용자 질의 의미 결정을 위한 새로운 N-ary 개체 관계 디자인 패턴)

  • Su-Kyoung Kim;Kee-Hong Ahn
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.11a
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    • pp.635-638
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    • 2008
  • 본 연구는 웹이나 정보 검색 환경에서 사용자로부터 입력되는 단순한 키워드 형태의 질의가 아닌 문장형태의 질의에 있어 문장이 내포하는 질의의 의미를 결정하여 더 정확한 검색 결과를 제공하기 위해 온톨로지 내 개념들 간의 속성간 연결을 위해 A-Box 기반의 관계 선언과 새로운 N-ary 개체 관계 방법을 제안한다. 특히 개념 개체들 간의 의미를 더 정확히 결정하기 위해 기존의 N-ary 개체 관계 방법이 갖고 있는 속성에 가중치를 포함하는 것이 아니라 가중치에 관련된 새로운 개체를 생성 패턴을 제시하여 특정 개념에 연관된 개념들의 관련성 결정의 성능을 높이도록 하였다. 본 연구의 실험에 있어 사용자가 입력한 병증의 문장을 결정하기 위해, A-Box 기반의 관계 선언과 N-ary 디자인 패턴에 결합하는 지식 도메인 온톨로지 등을 구축하였으며, 이를 통한 실험 결과 문장의 의미에 따른 더 정확한 결과를 보여주었다.

A Study on the Factory of Design Influencing Purchase Decision-making Factors at Social Commerce Sites (소셜커머스 사이트의 구매결정 요인에 영향을 미치는 디자인 요인)

  • Park, Kiho
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.101-110
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    • 2012
  • In recent days, lots of social commerce newly emerged business types of e-commerces are on the basis of social network. Therefore social commerce with social network might be powerful communication channel among customers and has suggested new paradigm in transaction model on the internet. In general, major roles of social commerce sites are to promote transaction with high discount rate and/or lots of event and to activate markets of local area. As characteristics of social commerce such as dynamic, rapid, and open, this research was assumed that design factors of sites that are different from existing e-commerce sites might be influential elements in decision making of purchase. This research is to empirically investigate which factors affect purchase decision making behaviors for 20s respondents who are major users of social commerce services. As a result major factor, easy-to-use, affecting decision making factors was identified and this result can give implication to researchers and persons in charge of fields who have interests in commerce site design and upgrade.