• Title/Summary/Keyword: 디자인선호

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Research on the Influence of Chocolate Packaging Design on Consumers' Purchase Conditions (초콜릿 패키지 디자인이 소비자 구매 조건에 미치는 영향에 관한 연구)

  • Zhang, Xiao;Jang, Chung-Gun
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.247-256
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    • 2021
  • With the continuous progress and development of the social economy, the importance of commodity packaging is increasingly manifested. It has become an important form of communication between businesses and consumers, and an important means of competition between businesses. The research scope of the thesis: First, through literature investigation, analyze the function of packaging design and consumers' buying attitude, and analyze the name, color, logo, illustration, etc. for general chocolate packaging and travel souvenir chocolate packaging. Research method: Through questionnaire survey, according to consumers' purchasing attitude and personal value of package design, we have in-depth understanding of consumers' purchasing power and package design's influence on purchasing conditions and research. According to the results of this study, first, from the perspective of general chocolate packaging and travel souvenir chocolate packaging to consumer consumption phenomena, general chocolate is more popular. Second, when consumers buy products, the taste of chocolate is more important than product packaging design. Third, in each product group, consumers value their own value when buying chocolate products. Fourth, due to the two important attributes of packaging design and taste, ordinary chocolate has a higher purchase intention than travel souvenir chocolate.

A Study on the Body-shape Perception, Management and Design Preference of Korean Baby-boom Generation Women (한국 베이비붐 세대 여성의 체형 인지 및 관리와 디자인 선호도에 관한 연구)

  • Kim, Hyo-Sook;Choi, Chang-Sook;Lee, So-Young
    • Journal of the Korea Fashion and Costume Design Association
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    • v.13 no.2
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    • pp.13-26
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    • 2011
  • The purpose of this study is to analyze the preference of design and body shape for korean baby-boom generation women. For this study, in-depth interviews were carried out to 11 women who were born in 1955~1963. They are called korean baby-boom generation. The results were as follows; 1) Korean baby-boom generation women care to their body shape, and they make much of the balance of body, not just looking slim. 2) Korean baby-boom generation women become more interested in their clothing, and they want to look with casual image than elegant image before. But overweight women preferred elegant image. 3) Korean baby-boom generation women prefer mix-match style for everyday clothes, but they prefer suit-set for formal wear. 4) When Korean baby-boom generation women choose of jacket or coat color, they consider more of their body-shape than season color. 5) Korean baby-boom generation women prefer plain style and jacquard with metal yarn. 6) Korean baby-boom generation women prefer out-door cloth fabric, at special time, they choose pure wool and pure silk. At ordinary time, they like more comfortable fabric like cotton mixed spandex or wool mixed spandex blends.

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The Analysis of Present Status and Residents' Design Preference on a Fitness Center in Apartment Complex - Focused on the Resting Space of Fitness Center - (공동주택 부속 휘트니스센터의 이용현황 및 디자인 선호도 분석 - 휴게공간을 중심으로 -)

  • Choi, Jung-Min
    • Korean Institute of Interior Design Journal
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    • v.16 no.1 s.60
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    • pp.56-64
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    • 2007
  • Community facilities in apartment complex have been developed through residents' needs for housing environmental amenities and social trend for 'Well-being' combined with marketing competition among construction companies. But community facilities and fitness centers which are in the initial stage of development are not well fit with residents' needs because the designers plan the community facilities without considering on residents' life-style and preference. This study investigates the present status of fitness center, and surveys the residents' preference for the proposed fitness center design. The result includes that fitness center users in apartment complex want a convenient and comfortable resting spaces similar level with those in fitness center of mixed-use residential building. A resting space provides opportunity that community members meet each other as well as they can rest after exercise. The result also shows that the fitness center users prefer wood floor and wall as interior finishing materials in exercising space and resting space, which users think, gives more comfortable and splendid feeling.

Stability of Environmental Disposition Validated Through a Shout Term Education -The Effect of 'Interior Design History' Course on Students' Environmental Disposition- (단기교육 영향에 대한 실내환경적 성향의 안정성 규명연구 -'실내디자인 양식사' 수강경험이 실내환경적 성향에 미치는 영향-)

  • 이연숙;이선미;이경은;민지희
    • Korean Institute of Interior Design Journal
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    • no.20
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    • pp.3-9
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    • 1999
  • The purpose of this study was to verify the stability of environmental disposition through analyzing the short term effect of the 'Interior Design History' course on students environmental dispositions, especially their interior image preferences toward traditional/modern, female/masculine, and simple/complex characteristics. The pre-test post-test control group experimental design was used. The independent variable was the experience of the Interior Design History course, and the dependent variable was environmental disposition measured by IIPS(Interior Image Preference Scale). The measurements were done at both beginning and end of fall semester, 1997. Subjects were using 71 undergraduate students of Drafting course (control group) and 35 undergraduate students of Interior Design History course (experimental group) at Y University. Data were analyzed using frequency, percentage, mean, and F-test through ANOCOVA. This research revealed no effect of the Interior Design History course on students interior environmental dispositions. The stability of those environmental dispositions and also the validity of the IIPS were proved.

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An Exploratory Study of the Critical Factors for MMO Game Design based on Usability Evaluation (MMO게임 디자인을 위한 사용성 평가 핵심 요인에 대한 탐색적 연구)

  • Song, Seung-Keun;Lee, Joo-Hyeon
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.131-139
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    • 2006
  • 컴퓨터 게임 산업의 급속한 성장에도 불구하고 소수의 게임 타이틀만이 과도한 생산비를 감당하면서 수익을 내고 있는 실정이다. 기존 마케팅 이론 에 의하면 제품의 성공과 실패는 고객의 선호도, 필요, 기대에 대한 만족도 에 의존한다고 한다. 이와 마찬가지로 게임에서도 사용자의 만족을 극대화 하기 위해서는 사용자들이 무엇을 원하고, 좋아할지를 파악하여 이를 게임에 반영할 필요가 있다. 본 연구의 목표는 MMO 게임 디자인을 위한 사용성 평가 핵심 요인을 고찰하는데 있다. 본 연구는 기존의 게임 관련 HCI / 사용성에 대한 문헌 고찰을 통하여 사용성 평가 핵심 요소를 도출하고 게임 플레이 과 제와 사후 설문결과를 통하여 MMO게임 사용성 평가를 실시하여 18가지 사용 성 문제 점과 그 권장사항을 제시하였다. 그 결과 게임 인터페이스, 게임 플 레이, 게임 서사, 게임 메커니즘으로 구성된 54 개의 사용성 평가 핵심 요 소를 도출 하고 MMO 게임을 위한 새로운 사용성 평가 체계를 개발하였다. 본 연구 결과는 MMO게임 디자인 프로세스의 초기 단계에서 효과적인 디자인 의 사결정을 지원하고 게이머의 행동을 이해하는데 중요한 시사점을 제공 할 것 을 기대 된다.

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A Study on the Design of Aromatic Case for Car Based on Human Sensibility Analysis (감성분석을 기반으로 한 자동차용 방향제 용기 디자인 연구)

  • 윤형건;정미선
    • Archives of design research
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    • v.15 no.2
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    • pp.205-212
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    • 2002
  • With the abundance of material goods, modern consumers prefer consumable goods suitable to their tastes. Therefore, since the consumers'emotions cannot be satisfied only by the product's function, quality and price, the technique of developing goods satisfying the need or seed of consumers is required. As a solution, emotional engineering technology is being studied. The goods selected in this study is an aromatic case for car, This is a product which is appeared upon achieving economic abundanoe. It is practical goods for satisfying the requirement of consumers of a 'comfortable'automobile interior environment. Therefore, the emotional image that consumers have of the products is extracted by the emotional engineering method. In turn, the suggestion of a design direction that satisfies the consumers is possible.

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The Comparison Study Against Preference Colors and Emotional Image of Car Colors According to an Age and Gender (나이, 성 별 선호색과 감성이미지에 의한 자동차 색에 대한 비교 연구)

  • Lee, Chang-Min;Shin, Kwang-Hyun
    • Journal of Korea Multimedia Society
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    • v.15 no.1
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    • pp.166-178
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    • 2012
  • Depending on the launch of the emotional generation, many researches developing the automobile preference color which reflects the preference color of the consumers are advanced. This study investigate preferred colors and emotional image of the car color reflecting the product design and consuming psychology. According to surveyed ages and gender, there are eight categories (women/20 's, 30 "s, 40 's, and 50 's and men/20 's, 30 "s, 40 's, and 50 's) based on the 30 persons. Preferred color is black, white, sky blue, purple, pink, and orange order. If black, white and gray are excluded, remained in the order of blue, yellow, and purple. There are big deferences on preference color when emotional preference color of cars is showed or not. Practically, the preference color is following in sensitivity. However the car image is recognized actually with conservativeness, they hesitates selection of the bright chromatic color car.

A Study on the Possibility of Applying Blended teaming to Design Education - Focused on the survey of learners′ satisfaction - (디자인교육에서 혼합형 수업(Blended learning) 적용 가능성 - 학습자 만족도 조사를 중심으로 -)

  • 백수희
    • Archives of design research
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    • v.16 no.4
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    • pp.443-452
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    • 2003
  • This study is to find out the possibility of applying the Blended Learning which combines the advantage of face-to-face classroom instruction and e-Learning to design education. This Blended Loaming Model has five steps such as 'prepare, teach, show, interact, and collaborate'. It is designed by the learning decision points (performance outcomes, content stability and structure, audience size, and so on) and the characteristics of delivery methods(asynchronous, synchronous). This research is based on the learners' satisfaction data of each step. The number of the participants is 27 and a questionnaire with 21 items is administered. Ten items of them are designed with 5-point Likert scales and the rest of them ask learners describe the reason of their selection. The result show that learners are satisfied with the blended learning than the off-line classroom. It is expected that the blended learning can be a substitute of the off-line classroom for the effectiveness of design education.

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The Aesthetic Evaluative Response of Eating and Drinking Space Design -Focused on the Relationships between Aesthetic Variables and Preference by Perceptual-Cognitive and Affective Judgment- (식음 공간 디자인의 심미적 평가 반응 -지각적.감정적 판단에 따른 미적 변수와 선호도의 관계를 중심으로-)

  • Choi, Eun-Hee;Kwon, Young-Gull
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.21-32
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    • 2007
  • To quantitatively measure or evaluate aesthetic factors is not easy in comparison with physical, functional, behavioral or economic factors. Yet aesthetic factors essentially play an important role in design modeling process. Despite its importance, research on aesthetic assessment or the interaction of aesthetic influential elements is insufficient. Therefore, this study is intended to find the relationships between visual preference and aesthetic variables of perceptual-cognitive dimension and affective dimension in commercial space design. According to the result of this substantiation research, aesthetic variables that give a positive effect on the preference of commercial space design are unity, order, and clarity in perceptual-cognitive dimension and 'pleasant', 'relaxing' in affective dimension. On the other side, aesthetic variables that give a negative effect on the preference are contrast, complexity, and ambiguity that is a contrary concept of clarity in perceptual-cognitive dimension and 'exciting', 'arousing' in affective dimension.

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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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