• Title/Summary/Keyword: 디자인방법론

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Context-based Design Methodology For Augmented Reality Contents (증강현실 콘텐츠의 맥락 기반 디자인 방법론 연구)

  • Lee, Jihye
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.249-257
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    • 2017
  • This research discusses user's context based design methodology for location-based AR contents design. A media contents regarding mobile service should be designed considering user's context in dynamic environment. In this regard, I would like to suggest user's context centered design method for augmented reality contents. There are two different research methods in conventional context-based design method. This research tries to totalize two methods. In this sense, this research investigated previous researches which make a new design method. And then, context-based design methods are compared and the pros of them are integrated so as to create a new context-based design method. This new methodology aims to be an effective design method of creating AR contents in the future.

Data-Driven Design Methodology based on Data Science Paradigm Focused on Design Research Case Study of Fine Dust Information App Service (데이터 과학의 방법론을 적용한 데이터 기반 디자인 방법론에 대한 연구 - 미세먼지 정보 서비스 앱의 디자인 리서치 사례를 중심으로)

  • Lee, Hyun Jhin
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.103-114
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    • 2021
  • This study explores research methodologies of design and data science, and applies data science paradigm on design process. Design research methodologies would have benefits of productivity and efficiency by using data driven design methodology. From insights of former studies, a new methodology of data driven design is suggested that design problem is transformed to data set attributes, such as variables, values and data patterns. The fine dust information app design is conducted as a case study to prove this methodology.

An analytical methodology of guman sensibility ergonomics for textile design (직물디자인의 감성공학적 분석 방법론 연구)

  • 최자영;이현주;오대욱;임춘성;이병도;정경연
    • Science of Emotion and Sensibility
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    • v.1 no.2
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    • pp.43-53
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    • 1998
  • 본 연구에서는 감성공학적 분석 방법론을 고안하여 직물 디자인 분야에 적용하고 그 효용성을 규명하였다. 방법론을 개발하기 위한 기초자료로서 직물 디자인요소와 이와 관련된 감성어휘를 수집하고 직물디자인요소계층도를 구축하였다. 수립된 직물디자인요소계층도상의 디자인요소에 관한 상대적인 중요도를 조사하여 디자인 요소별 가중치를 산출하고, 특정 디자인에 대하여 총체적인 감성수준과 디자인 요소별 감성수준을 측정한다. 측정된 요소별 감성수준을 Analytic Hierarchy Process 기법으로 종합한 감성수준을 비교한 결과 높은 상관관계를 보였다. 이 분석 방법론은 사전정보와 기술요소정보를 유기적으로 결합한 기반이 될 수 있는 합리적, 과학적인 개발 방법론을 제시하였다는데 큰 의의를 갖는다.

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The Application of 1% User Research Methods for Mobile UX Design (모바일폰 경험디자인을 위한 1% 사용자 분석의 방법론 개발과 활용)

  • Choe, Min-Yeong
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.39-42
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    • 2009
  • 4 세대 모바일폰은 카메라, MP3, 블루투스, DMB, 전자수첩, PC, 웹브라우징의 복합 기능을 가진 제품으로 진화하고 있으며, 이를 위한 사용자의 요구와 경험디자인의 요소를 탐색하고 분석하는 것이 요구된다. 하지만 기존의 사용자 요구의 조사와 경험디자인은 많은 비용과 시간을 투입하고도 기존 요구의 재확인에 머물거나, 제한적이고 예측 가능한 결과만을 도출하는 문제점을 가지고 있어 창의적 디자인 아이디어 도출에는 한계를 가지고 있다. 이는 사용자의 선정과 분석의 방법이 마케팅 중심의 통계적 방법에 기초하고 있으며, 사용자의 선정에 분석의 결과가 좌우되기 때문이다. 본 연구는 창의적 경험디자인의 방법으로서 1% 이미지 추출의 작업과 국내외 커뮤니티 사이트를 중심으로 한 디지털 포켓리서치의 방법을 활용하였나 2차 사용자 조사는 '1% UX 리서치'로 명명한 극단적 사용자 분석의 방법을 개발하고 적용하였으며, 주요 디자인 요구와 암시점은 K-J 매트릭스를 통하여 체계화하였다. 디지털포켓리서치와 1% 사용자의 리서치의 방법론은 근 미래의 사용자 예측과 풍부한 경험디자인의 아이디어를 발상할 수 있다는 측면에서 기존의 방법론 보다 비용과 시간 측면에서 효율적으로 활용할 수 있었다.

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A Study on User Centered Design Process of Virtual Reality Contents (가상현실 컨텐츠의 사용자 중심 디자인 방법론에 관한 연구)

  • 이현진
    • Archives of design research
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    • v.16 no.3
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    • pp.191-200
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    • 2003
  • This paper summarizes the characters of virtual reality contents and its design problems, and suggests user centered approach in design methodology of VR contents. Based on case study of former VR contents design project, I developed a new VR contents design process in experience design perspective. This design process was applied on Tangible Space Initiative project of KIST, which showed positive roles of this design process as a dear communication media between project players, and an active generator of user-centered interaction design.

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A Study on a Historical Context of the Design Methodology Movement With an Emphasis on Its relations to Cyborg Sciences (디자인 방법론의 역사적 맥락에 대한 연구 - 사이보그 과학과의 관계를 중심으로 -)

  • Park, Hae-Cheon
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.105-118
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    • 2006
  • From a general perspective of design history, the design methodology movement is interpreted in relations to the rationalistic and universal characteristics of modernism. This essay explores a historical context of the movement, focusing on its discursive and practical relations to cyborg sciences that has been shaped by the research and development of military technology in Cold War America. The formation of such relations could be largely devided into two processes: One is the process in which methods and techniques of system science that included operation research, system analysis, and system engineering, were appropriated by the first generation methodologists who had tried to establish "the science of design", and the other is the one in which Herbert Simon's studies on problem solving and artificial intelligence became profoundly embedded in theoretical frameworks of design methodology after the first generation. Examining such processes critically, this essay argues that a design process became finally redefined by the third generation methodology, as a 'feedback loop' of circulation of production and consumption, that is, an apparatus of information-processing which gives a concrete form to the "invisible hand" of markets.

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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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A Study on the Optimization of UX Design Process and Methodology for small and medium sized manufacturing companies (국내 중소 제조기업 실무 적용을 위한 UX 디자인 프로세스 및 방법론 최적화 연구)

  • Jang, Hye Jin;Yoo, Seung Hun
    • Design Convergence Study
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    • v.15 no.6
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    • pp.255-270
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    • 2016
  • The purpose of this research is to establish the UX methodology knowledge optimized for small sized companies on the basis of theoretical and practical UX development process models. The 7 UX design process models were analyzed by the outcomes and attributes on each design stage from academic field. Then the interview and observation on 18 domestic companies were conducted to clarify the actual methods in use and the gab from the academic theories. The two different design model were unified as an product lifecycle coupled UX process (PLUS). The 100 theory-industry knowedge combined UX design methodologies were selected and aligned along with 6 design stages of PLUS process. Each method was decomposed as a template format that contains standardized attributes applicable for small companies under consideration of their resources, process and produced items. The result of this research is expected to be applied onto real industry and reduce the risk of small manufacturing companies to escalate the quality of UX in their productions.

A Study on the Remediation phenomenon in Marvel Comics and Marvel Cinematic Universe (마블 코믹스와 마블 시네마틱유니버스에서 나타나는 재매개 현상에 대한 연구)

  • Yi, Jung-Hyun;Lee, Chang-Wook
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.315-321
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    • 2021
  • This study analyzes the characteristics of the process of changing content as print media is remediation as video media. By applying the dual logic of remediation, we analyze the process of remediation analog media(print) into new media(video). Through the results, we present the possibility that remediation methods using changes and variations in various media can be applied to the design methodology. Marvel Comics has been remediationed as Marvel Cinematic Universe. By understanding the phenomenon that analog media is remediation as new media, Design methodologies can be presented so that designers can derive the results by using the characteristics of remediation when designing.

The Semiotics Approach Method for Developing the Global Product Design (글로벌 제품디자인 개발을 위한 기호론적 접근방법)

  • 신홍재;함재룡
    • Archives of design research
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    • v.20
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    • pp.173-182
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    • 1997
  • In this era of global market without national boundaries, the prominent enterprises in Korea which recognized that our parted away from has confornted with endless competition have parted away from the domestic market and have aimed for internalization by declaring "Global management" and trying superior product-design development. This phenomenon is a reflection of the recognition by enterprises of the importance in global product design to increase market share. Accordingly, the purpose of this research is to present a method with respect to the design by revaluation and to approach the product design development by analogizing and accommodation the common preferences of humankind(the "preference theory")In relation to the constieuent elements such as design and communication, the approach of global product-design is to systemize the unfolding process for the concepts and ideas as expressed under the preference theory. In order to achieve this, a design approach based on the documentary research of the preference theory was applied step by step to the design methods. Further, the approach in relation to user and design, the ideology of enterprises and communication as expressed under the preference theory were presented Lastly, in the course of our approach in extraction the transformative ideas of our traditional culture, design for containers of cosmetics were used as an example.re used as an example.

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