• Title/Summary/Keyword: 디자인행동주의

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Perceptual Effect of Package Design According to Consumers' Purchase Behavior (소비자구매행동에 따른 포장디자인의 지각효과)

  • Kim, Gyo-Wan;Han, Seung-Mun
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.259-267
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    • 2007
  • The visual activity comes first in the commodities marketing, which emphasizes the importance of the external appearance of package. Package expresses all the visual characters including colors, logos, phrases, and specific features and other design qualities. Package gives the first impression of these features strongly to the viewers. I surveyed and analyzed the objective factors of visual phenomena in seeing and recognizing goods. Especially I tried to deal with the theoretical background and purchase behavior of consumers. I also tried to find out what the first and largest stimuli are when consumers buy goods. In addition to this, I analyzed the priority order of those elements to give reference to others who would design package.

A Social Economic Comparative Study on Appearance Background of Design -for Native Settlement of Design in Korea - (우리 나라 디자인 도입에 관한 사회경제사적 고찰 - 디자인의 한국적 개념의 정착을 위한 시론 -)

  • 이인자
    • Archives of design research
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    • v.11
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    • pp.130-139
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    • 1995
  • The dictionary defines the word 'Design' as planning and designing. Though this is a meaning confined to decorative function, the conception of modern design in this capitalist society of mass production and mass consumption can be said to have reached a new stage of the meeting of industry and the arts. This means the two sides of design' the side of beauty and usefulness The side of beauty should be understood in view of the sense of beauty, and usefulness should also be considered from the viewpoint of consumer's taste and preference This is thought to be the natural problems of design The origin of design can be understood from the background of capitalism. But the capitalism can be said to be the mode of Western thought and action developed based on Western thinking. The capitalism is an economic system derived from the society of industrial capitalism through commercial capitalism. but this economic thinking has been resulted from a mature social system of democracy and civic society. The civic society and democracy are derived from polis of ancient Greece and Rome. and the ancient Greek and Roman society was a society developed from the social system of the nobility and slaves. Polis continued to develop based on the positive territorial expansionism centering around the Mediterranean on the basis of Hellenism. and European countries achieved the intergration of religion. society and politics based on this. thus accomplishing the spirit of capitalism Our design is believed to have been derived from the direct import of Western capitalism. Accordingly. as the original form of Western capitalism has become our economic system. so our design copied that of th West. And our traditional culture and sensitivity which are different in the original form and root of racial disposition seem to breed discord between them. It is. therefore. very important and meaningful for us to exert all possible efforts to seek the root of our disposition and tradition and grope for the appropriate thought and style of design.

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A Study on the Visual Attention of Game Broadcast Real-time Review Using Eye Tracking: Focusing on Mobile Platform (아이트래킹을 활용한 개인 게임방송 실시간 댓글의 시각적 주의에 관한 연구: 모바일 플랫폼을 중심으로)

  • Yin, Shuo-Han;Wang, Jin-Nan;Hwang, Mi-Kyung;Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.733-739
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    • 2022
  • The study investigated the users' functional requirement, degree of acceptance and preference of game broadcast real-time review .Secondly it comparatively analyzed the types and locations of game broadcast real-time review through eye tracking tech. The results show that users have high functional requirements and high acceptance for game broadcast real-time review but their preference has no significant correlation with the feature. Among the types of game broadcast real-time review the type with translucent text bubble took the highest visual attention. The above shows that the users' visual behavior has the tendency of special style. The visual attention analysis results of different types and locations of game broadcast real-time review in the study can play a guiding role in the interface design of real-time review feature in the future.

A Study of Gameplay based on Affordance (행동유도성 기반의 게임플레이에 관한 연구)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.170-171
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects 'World of Warcraft' as MMORPG(Massively Multiplayer Online Role Playing Game). Five expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that learning, utilization, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

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Approach case design for achieve the social values (사회적 가치 실현을 위한 디자인의 접근 사례)

  • Kim, Myoung Yun
    • Smart Media Journal
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    • v.3 no.1
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    • pp.46-51
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    • 2014
  • The focus of design in the contemporary point of view has changed from the improvement in production efficiency for profitability and in styling for sales promotion to human-oriented design. Human-centered design has developed into design which includes social and ethical responsibility and values. With tradition and culture as a base the principles of markets and capital are incorporated as well. Such current design is the outcome of design which honors social values represented based on culture acquired from individuals and society and the the responsibility of the designer who provides it. For the realization of social values in design, it should be considered along with the influence of design on society, this study presented the following cases: First, human-oriented design for those who are isolated, but should not be ignored; Second, cultural-oriented design which makes a contribution to local conditions; and third, usability-oriented design which replaces familiar ideas with new paradigms. This study presented the function and meaning of design in terms of purpose and the methods to solve social and human problems using design. Further studies should deal with the realization and extension of social values through design.

The effects of materialism value on clothing shopping orientation and impulse buying behaviors of chinese female consumers - Focused on millennials - (중국 여성의 물질주의 가치가 의복쇼핑성향과 충동구매행동에 미치는 영향 - 밀레니얼 세대를 중심으로 -)

  • Lee, Mi-sook
    • Journal of the Korea Fashion and Costume Design Association
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    • v.23 no.2
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    • pp.1-15
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    • 2021
  • The purposes of this study was to investigate the effects of materialism value on the clothing shopping orientation and impulse buying behaviors of Chinese female consumers. The subjects were 417 female millennials in Gillim-province, China. The research method was a survey, and the questionnaire consisted of questions to ascertain materialism value, clothing shopping orientation, impulse buying behaviors, and the subjects' demographic characteristics. For data analysis, descriptive statistics, Cronbach's α, factor analysis, and regression analysis were performed. The results of this study were as follows: First, materialism value was derived with 3 factors (happiness pursuit, possession-oriented, and success judgement). Second, the clothing shopping orientation was derived with 5 factors (trend pursuit, pleasure pursuit, brand pursuit, economic pursuit, and convenience pursuit). Third, the impulse buying behavior was derived with 4 factors (pure, planned, reminder, and implicit impulse buying). Forth, materialism value had significant effects on clothing shopping orientation. The higher the value of materialism, the more the brand pursuit, pleasure pursuit, and trend pursuit shopping orientation increased, while the economic pursuit and convenience pursuit shopping orientation decreased. Fifth, materialism value had significant effect on pure and planned impulse buying behaviors. As the value of materialism increased, pure and planned impulsive buying behaviors increased. This study suggested that materialism value is an effective variable to understand the clothing shopping orientation and clothing impulse buying behavior.

A Study on Bag Purchase Behaviors according to Materialism Value (물질주의 가치에 따른 가방 구매행동 연구)

  • Lee, Mi-sook
    • Journal of the Korea Fashion and Costume Design Association
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    • v.24 no.3
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    • pp.33-48
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    • 2022
  • This study aimed to investigate bag purchase behaviors according to materialism value. The subjects were 443 male and female adult consumers in their 20s to 50s. The research method was a survey, and the questionnaire consisted of questions on materialism value, bag purchase behaviors, and demographic characteristics. For data analysis, descriptive statistics, Cronbach's α, χ2 test, factor analysis, cluster analysis, ANOVA, and Duncan's multiple range test were performed. The results of this study were as follows. First, materialism value was derived from three factors (happiness pursuit, possession-oriented, and success judgment). Second, subjects could be divided into three groups (happiness pursuit group, success judgment pursuit group, and immaterialism group) based on the materialism value variable. Third, the derived groups showed many differences in bag purchase behaviors. The happiness pursuit group considered all bag evaluation criteria factors (practicality, aesthetics, economy, symbolism) and bag purchasing information sources factors (mass media and personal sources) more than other groups, and showed a tendency to prefer select shops and complex shopping malls as bag purchasing places. In addition, the average annual cost and frequency of purchasing bags of this group were higher than those of other groups. The success judgment pursuit group considered symbolism as a bag evaluation criteria more than other groups, and considered personal sources as bag purchasing information sources more than mass media sources, and preferred luxury stores and department stores as bag purchasing places. On the other hand, the immaterialism group considered practicality and aesthetics as bag evaluation criteria and placed less importance on all information sources than other groups, and preferred Internet shopping malls as purchasing places. This group had the lowest average annual purchase cost and frequency among the three consumer groups. This study suggested that materialism value is a useful variable to segment male and female adult consumer markets effectively, and to understand the bag purchase behaviors of consumer groups divided by materialism value.

A Study on the Product Development and Strategy of New Generation Oriented (신세대 지향적 제품개발과 전략에 관한 연구)

  • 곽희준
    • Archives of design research
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    • v.15 no.4
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    • pp.25-32
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    • 2002
  • It has gone that the age of making the products focusing on only the capacity or efficiency, We face the age that only the products which fit the sensitivity of customers. Now, customers attach importance to impressive design, convenience, and satisfaction as well as the quality, cost, and capacity of the products. Under the much plentiful life, it has a limit of exciting customer's interest to pursue the quality, cost and capacity, so we need new design development which can produce more different, better, and newer mood. Recently, past synchronism and standardization have collapsed according to the change of sense of value, customers make much account of their own sensitivity comparing with at any time in much information and visual stimulus, and they would like to purchase the products which satisfy their sensitivity as a way of their image creation and settlement of wants.

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A Fluence of Animation Character on the Youth (애니메이션 캐릭터가 청소년에게 미치는 영향에 관한 연구)

  • 김홍산;신정숙
    • Archives of design research
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    • v.13 no.1
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    • pp.179-186
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    • 2000
  • Animation Characters are very important in mass society because they are not a part of mass culture but the major part of mass culture. Animation Characters varies shapes and dassifications, and its influences are surprising. The youth shares their joys and sorrows with Animation characters, and they are controlled by characters and behaviors of Animation character. Therefore, not only they gain various experiences, but also they pursue unreliable dreams. And native culture extincted by westernlization and contemptation of traditional culture. Also, the youth are toxicated by features of Animation Characters. Features of Animation Characters are immmorality, violence, enjoyment, etc.

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Spudsville: Designing a Minecraft Game for learning teaching English as a Second Language (스퍼드빌: 제2언어로서의 영어학습을 위한 마인크래프트 게임 설계)

  • Baek, Youngkyun;Kim, Jeongkyoum;Sam, Eisenberg
    • Journal of Convergence for Information Technology
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    • v.12 no.4
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    • pp.143-157
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    • 2022
  • The aim of this study is to design Spudsville, an immersive game environment in Minecraft that can effectively help learners acquire the English language. To create a successful learning experience using Minecraft, the researchers adopted the Agile Model and the Design Thinking approach. The researchers first conducted an analysis through an extensive literature review in order to assess the learners' needs. Afterwards, they designed and developed a Minecraft world based on the data collected during the analysis phase. The researchers learned that implementing constructivist and behaviorist approaches has benefits, even though applying a cognitivist-learning model to Spudsville could have provided the researchers with more insight on how learner processes information. Making these adjustments could improve Spudsville's effectiveness and could potentially help the ways in which gamified learning aids with language acquisition.