• Title/Summary/Keyword: 디자인선호

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Gender Gap in Preference for Flower Design in Venues for the Baby's First Birthday Party (돌잔치 공간의 화훼장식 디자인에 대한 성별 선호도 차이)

  • Kim, Joung Hee;Lim, Young Hee;Kim, Kiu Weon
    • FLOWER RESEARCH JOURNAL
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    • v.19 no.1
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    • pp.77-80
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    • 2011
  • To find out customers' consciousness by gender on satisfaction factors and preference in flower design of venues for the celebration of baby's first birthday, the survey was performed for 650 of adult male and female. The result shows that well designed flower design contributed to improvement in customers' satisfaction and increase in intention of reuse as well. The most influential factors in preference on flower design works were design harmony and color for male and design style and composition for female. Universal preferences of customers regardless of gender were as follows: Installation position preferred in flower design was in the sequence of table, entrance, platform, wall, and ceiling; plant preferred was Rosa hybrida; color preferred was pink; and bulky flower design were preferred.

Preferred haptic factors for the steering wheel cover and beverage bottle (자동차 핸들커버와 음료수병의 선호촉감 요소에 관한 연구)

  • Kim, Hyun-Jung;Chung, Sung-Whan;Yang, Jong-Yeol
    • Science of Emotion and Sensibility
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    • v.11 no.2
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    • pp.173-180
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    • 2008
  • In this research, experiments were performed to focus on haptical factors among the emotional way of expression in design, and, find out what factors of preference influenced by haptic elements as surface material, grip senses and shape that considering clues when consumer has purchase intention. The questionnaire survey of beverage bottles in experiment extract to haptic elements were estimated in various surface of bottles and consumer preference through practical touch by managed objects themselves. The experimental groups for this survey, one is using sight and sense of touch both, the other groups are use sense of touch only without sense of sight. Therefore, to find out effective factors for design and functional matter as the kind of treating surface and properties derived from comparing two experimental groups have recognition in level of priority for each element related with haptical design sources. Finally, considering practical use schema with emotional approach based on haptical property to adopting design process.

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The effect of personality on preference and purchase intention of negative novelty design product (부정이탈디자인 제품의 선호도와 구매의사에 미치는 성격의 영향)

  • Chung, Eun-Kyung;Kwak, Hae-Lie;Kim, Yoo-Kyoung;Sohn, Young-Woo
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.243-250
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    • 2010
  • A study is presented that examines the effect of personality on preference and purchase intention of positive and negative novelty design products. Participants evaluated their preference and purchase intention on 18 design products including positive and negative novelty design products. A cute Scream character was created as a positive novelty design and a skeleton Mickey character was used as a negative one. We measured extroversion, neuroticism, and visual product aesthetics as individual traits. The results shows that people, of course, prefer(and want to buy) the positive novelty design product to the negative novelty design product. Only in the case of the negative novelty design product, the more neurotic people is, the more they prefer it. Also, among the people who like the negative novelty design product, introvert ones are likely to purchase it but extroverted ones are not. These findings imply that personality plays an important role in liking and purchasing negative novelty design product.

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A Study on the Preference of Interior Design according to the Consumers' Life Style - focused on the preference of interior design style and color - (소비자 라이프 스타일에 따른 실내디자인 선호 특성에 관한 연구 - 디자인 스타일 및 색 선호를 중심으로 -)

  • 한영호;신화경;정용섭
    • Korean Institute of Interior Design Journal
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    • no.33
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    • pp.54-61
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    • 2002
  • The purpose of this study was to identify the preference of interior design, design style and color, according to consumers' life style. Data were collected from March 7th. 2002. to March 22nd. 2002 using the questionnaire. The subjects were 228 adults and frequency, percentage, mean, cross tab, F-test, factor analysis, and cluster analysis were used for data analysis. The major results of this study were: 1) The types of life style were 3: regular family oriented type, progressive fashionable type, and conservative self-manageable type. 2) This study revealed relative difference in design style and color preference according to consumers' life style. Therefore, the type of life style could be used as powerful variable in interior design and marketing of allied industries.

A Comparative Study on the Residential interior Design Preference according to consumers' characteristics (소비자 특성별 실내디자인 선호체계 비교연구-주거공간 실내디자인선호 성향을 중심으로-)

  • 신화경
    • Korean Institute of Interior Design Journal
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    • no.17
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    • pp.210-215
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    • 1998
  • The purpose of study was to identify the interior design preference according to age gender and monthly income of subjects. Interior Image Preference Scale was used to measure Interior design preference of consumers. Data were collected from Oct. 10th 1997. to Nov. 13th 1997. The subjects were 609 adults living in Seoul. Frequency percentage mean Generalized Linear Models and Duncan's multiple range test were used for data analysis, The major results of this study were 1) the subjects generally preferred feminity complexity and modernity of interior design 2) this study revaled relative difference in interior design preference according age gender and monthly income.

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A Direction of Emotion Design for Future MP3 Players by Trend Analysis (추세분석을 통한 미래 MP3 플레이어의 감성디자인 방향 모색)

  • Lee, Yu-Ri;Yang, Jong-Youl
    • Science of Emotion and Sensibility
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    • v.10 no.4
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    • pp.511-521
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    • 2007
  • It is very important that design based on preference of consumers who continuously change. Therefore, the method that can decide on the design concept which a consumer can prefer in future points of time that a design is released is necessary. There may be various ways to decide a design concept, but trend analysis is one of the best ways to be able to satisfy consumer preference. The purpose of this study is to provide a process that can give a direction of MP3 player design oriented consumer emotion. For the purpose, we considered about trend analysis as the ways that can present the design direction that can grasp a change of continuous preference, and a consumer can prefer with early bases in future points of time of a consumer. In this empirical research, we decided on design elements and levels of the elements after collecting 228 MP3 players released from 2000 to 2007, and carried out trend analysis through homogeneity analysis by SPSS program. In the result, we knew that future consumers also will regard emotional experience consumption as important. So, MP3 player design will be developed into consumer emotion-oriented design. We predict 4 trends for a future MP3 player design. 1. Development of high-priced MP3 player with various multimedia functions. 2. Development of MP3 player with basic functions. 3. Development of new convergence products with MP3 function. 4. Development of new MP3 player based on flash memory. If designers can infer a future MP3 player design from this design trend results, the probability that can occupy competitive advantage in their competitions will be high. Therefore this study can be useful.

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Scientists preference on spectrophotometer control display design (과학자들이 선호하는 분광광도계 컨트롤 디스플레이 디자인 연구)

  • Jeong, Sang-Hoon;Jeong, Seong-Won
    • Science of Emotion and Sensibility
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    • v.12 no.4
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    • pp.511-518
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    • 2009
  • With the help of the advancements in information and communication, information appliances are changing. Flat panels made it possible for information appliances to become smaller in size and lighter in weight, and high end graphics provide increase in realistic and immersive use. Even with these advancements interest in design for laboratory equipment tend to only stay on a level of the exterior of the equipment, not to the point of designing the interface of display GUI. Inspired with the problem above this research would contain the preference analysis ondisplay GUI design considering the characteristics of the main users and the laboratory equipment itself. The test would be held through comparison of graphic-based display GUI and text-based display GUI and analyzing the task time and number of errors made, looking for which display GUI scientist prefer. The test results show that text-based GUI has a higher efficiency but the actual users preferred the graphic-based display GUI.

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Establishing Relationship of Design Aesthetic Elements and Suggestion of Successful Design Process - Focusing on Tennis Shoes - (디자인 심미성 요소들의 관계정립과 성공적 디자인프로세스 제시 - 테니스화를 중심으로 -)

  • Cho, Kwang-Soo
    • Science of Emotion and Sensibility
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    • v.11 no.1
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    • pp.91-104
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    • 2008
  • This study searches for an abstract aesthetic dimension that has an important response to preference by finding products excluded in past studies on aesthetics. Furthermore, the adjective image languages are examined, grouped and examined in order to also take into account the dimensions that are regarded as important for the selected product. Based on this, the preference trends will be inferred and the level of aesthetic dimensions that are import in the product will be found and presented based on its preference to create an accurate objective point. Based on the values of the levels of the aesthetic preference types and aesthetic elements found by this and presenting the preferred types in the design process, the objective of this study is to create designs with small chance of failure. In addition, it attempts to present a new direction for research of aesthetic dimensions.

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Visual Preference Factor Analysis for the form of bus stop shelter (버스정류장 쉘터 형태의 시각적 선호요인 분석)

  • 유상완;온순기
    • Archives of design research
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    • v.16 no.4
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    • pp.405-412
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    • 2003
  • This research investigated the preference factor which has an effect on the forms of bus stop shelter in order to grasp the visual preference factor, which is necessary for planning and designing of bus stop shelter centering around user, starting with the question of the research regarding that a shelter is preferred by what kind of factor when the environmental conditions are regular. This research examined the relation between visual preference and preference factor which has an effect on it with Multiple Regression Analysis after evaluating visual preference for shelter form by user as applying of scoring system of Interval Scale. The result of the factor analysis by visual evaluation for the form of bus stop shelter through the said research result will have an great effect on the design of bus stop shelter centering around its user. Therefore, this research result will give a knowledge which is necessary for the plan and the installation of bus stop shelter, and contributes to shelter design and bus stop promotion which can maximize the satisfaction of user. As well, concerning the management of bus stop facilities, it will give useful guidelines for planning strategically the shelter management centering around user. In particular, It is estimated that the preference factor analysis by visual evaluation of the mass transportation user in daily life will be the cardinal point for bus stop plan.

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Analysis of Preference by Mobile Game Character Type -Focused on Dragon Village, Cookie Run, Ani Pang- (모바일 게임캐릭터 유형별 선호도 분석 -드래곤 빌리지, 쿠키런, 애니팡을 중심으로-)

  • Chi, Se-Eun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.337-342
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    • 2019
  • This study is a study on the factors of preference for mobile game characters whose intellectual property rights (IP) influence is great. There have been many cases in which user-side research has been conducted on the character's preference factors. However, it is largely macro-divided. Detailed analytical studies are needed because details are overlooked. By classifying the elements of the character, the five-point scale of the recorder also obtains the data through the survey. Detailed factors were analyzed according to the results. Prior studies and results were compared and factors consistent with prior studies were analyzed. Because this study analyzed detailed factors, unlike previous studies of macro view. It is expected to help develop characters in the future.