• Title/Summary/Keyword: 디자인형태요소

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A comparative and interpretative study by quantitative analysis on modern and post modern ceramic's product design (Centering around form description by applying analysis model) (모던과 포스트모던 도자 제품디자인의 정량적분석에 의한 비교 및 해석에 관한 고찰 (분석모델을 적용한 형태기술을 중심으로))

  • 손연석
    • Archives of design research
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    • v.21
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    • pp.15-26
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    • 1997
  • The aim of this study is to suggest a comparative and interpretative study by quantatitative analysis (by applying information value's calculating rule that Shannon has developed) about modem and postmodem ceramics product design centering around form description among many evaluating and analyzing elements by applying analysis model that Hong ik university' professor, Kim Bock Young, has researched and developed

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나의 우리 옷에 대한 이해와 창작

  • 이기연
    • Proceedings of the Korea Fashion and Costume Design Association Conference
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    • 2004.06a
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    • pp.11-12
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    • 2004
  • 흔히 사람들은 난 '옷을 몰라' 하면서도, 어떤 형태든 옷을 입는다. 그리고 그 옷을 입은 '최종형태'는 곧 그 사람의 이미지를 형성한다. 사실은 '어떤 옷을 입느냐' 로부터 자유로운 사람은 한 사람도 없다. 옷은 한 사람의 전체를 보여줄 뿐만 아니라, 오랜 세월 축적되면, 각 계급 계층, 지역, 국가의 특징이 고스란히 담기게 되고, 나아가 한 시대의 역사적인 모든 요소들을 반영하고 그 시대정신과 철학까지를 반영한다.(중략)

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The Preferred Common Design Factors in Various Portable Electric Devices (다양한 휴대용 전자기기에서 공통적으로 선호되는 디자인요소)

  • Lee, Yu-Ri;Park, Sang-June
    • Science of Emotion and Sensibility
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    • v.11 no.3
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    • pp.301-312
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    • 2008
  • Satisfaction of consumer preferences is a key factor for the success of the products. Therefore, design mangers try to develop the profitable products through the intensive survey on the consumer preferences. Although the studies on the preferable product design and the design factors have long been carried out, most of these studies dealt only with the design factors preferable for individual product category ignoring the relationship of the product categories which are related to each other. For designers and design managers, in this study, we propose the guidelines of successful product development by finding preferred common and distinct design factors through analysis of the relations between the consumer preferences and design factors in various portable electric devices. To this end, we analyzed the preferred common and distinct design factors from portable electric devices including the electronic dictionaries, notebook computers, cellular phones, and MP3 players. We used hierarchical regression analysis for the effects of the design factors on the preferences among the product categories and regression analysis for the effects among each product category. The analysis on the preferred common design factors among the four product categories revealed that consumers did not care about the whole body type but preferred white color, metallic and glassy texture in the body. Also, the preferred design factors in the each product category are as follows; oval body shape and black color in electronic dictionaries, white color, metallic and glassy texture in notebook computers, plastic texture in cellular phones, rectangular body shape and plastic texture in MP3 players. In the case of notebook computers, the preferred common and distinct design factors were the same. We expect these results will be helpful for designers and design managers to identify the preferred design factors to consider when developing the various portable electric devices.

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A Study on the Japanese-style Character Design combined with Ghosts and Gods Culture and the Development of Contents according to Proposal - Focused on Chinese mobile game 'Onmyoji' (귀신문화에 기반한 일본풍의 캐릭터 디자인 분석 및 캐릭터 제작 연구 - 중국 모바일 게임 <음양사>사례를 중심으로)

  • Wang, Hui-Ling;Lee, Dong-Yeop
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.119-128
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    • 2022
  • According to Gestalt theories of perception, this paper studies Japanese-style character design combined with ghost culture. This article sorts out the character design elements of the Japanese mobile game "Onmyoji" in China, and then analyzes the design from the perspective of psychology through Gestalt theories. The form is felt through the systematization of the whole rather than the parts, confirming whether the small design elements of the character can be perceived as the whole story.

A Study on Wearable Computer Interface for Multi-Functional Detachment/ Combination/ Operation - Based on Making Concept Design to use the Cloth Fastener (웨어러블 컴퓨터 기능 분리/결합/조작을 위한 인터페이스 디자인 - 의복 패스너를 이용한 컨셉 디자인 제작을 중심으로)

  • Choi, Yong-Soon;Jung, Ji-Hong
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.256-263
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    • 2007
  • 웨어러블 컴퓨터가 점차 기술 중심의 패러다임에서 착용자 및 의복 중심 패러다임으로 변화 되어가는 현재, 착용자들의 다양한 욕구와 심리만족을 지원해주며, 또 자신의 스타일과 개성에 맞게끔 재구성이 가능하며, 편리하게 사용 할 수 있는 사용자 중심 인터페이스 디자인이 필요해졌다. 이를 위해 기존 의복에서 여밈을 위해 사용되거나, 외형의 형태를 만들거나, 의복의 탈/부착을 통해 다양한 기능을 변경하기 위해 사용되었던 의복 패스닝 시스템(Fastening System)을 이용해서 착용자가 마치 옷을 입는 것처럼 자연스럽고, 익숙하고, 친근한 웨어러블 컴퓨터 인터페이스 디자인을 하기 위한 연구를 진행한다. 이를 위해 의복 패스너의 다양한 특징과 그 활용 정도를 살펴보고, 웨어러블 컴퓨터에 적용 가능한 기술 요소를 추출하고, 의복 패스너 및 의복 구성 요소를 추출한다. 사용자 멘탈 모델 조사를 통해 의복 패스너의 분리/결합/조작을 하는 행위에서 어휘들을 추출하고 각 기능 모듈의 적절한 신체 부착 부위에 대한 사용자 조사를 시행한다. 이를 바탕으로 추출한 어휘와 의복 패스너의 특징, 그리고 인터페이스 요소 사이의 관계성을 연결하여 의복 패스너를 이용하여 기능의 분리/결합/조작을 지원하는 웨어러블 컴퓨터 인터페이스 디자인 요소를 도출한다. 도출된 의복 패스너를 통한 인터페이스 디자인 요소를 활용하여 착용자 각 개인의 다양한 개성과 심리적 만족을 위한 다양한 웨어러블 컴퓨터 기능들의 분리/결합/조작을 위한 인터페이스 컨셉 디자인을 제작하여 그 활용과 응용 가능성에 대해 연구한다.

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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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Consumer's Aesthetic Response to Direct, Mediating and Interactive Effects of Typicality and Form Aesthetics in Product Design (제품디자인에 있어 전형성과 심미성 요소(균형)의 상호작용과 조절변수에 의한 사용자의 심미적 반응에 관한 연구)

  • Hong Jung-Pyo;Cho Kyoung-Sook;Cho Kwang-Soo
    • Science of Emotion and Sensibility
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    • v.7 no.4
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    • pp.7-17
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    • 2004
  • Recently, design has emerged as a key factor of successful product development. This study reviewed the elements of form with a view point of addressing and defining the elements of aesthetics and how they influence consumer aesthetic response. Though past researches related to form aesthetics reported that form aesthetics exist as a single element with other sub-elements, this research made further investigations into form aesthetics and reported that form aesthetics in product design can be broadly divided into form aesthetics and content aesthetics. Empirical studies on each category was undertaken and from the results obtained, it was concluded that typicality is a dominant element in content aesthetics while balance is a dominant element in form aesthetics. Also, the study investigated the effect of conditional variables such as price and people on each category and it was observed that both content and form aesthetics elements are affected by conditional variables such as price, people. Furthermore, the study reports that both content and form aesthetics elements are mutually correlated and both categories affect user's aesthetics response. It is intended that the results obtained from this work will contribute to theoretical knowledge of aesthetic elements and can be put to use by product design and manufacturing companies.

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The Effect of Design Factors from Casual T-shirt on Sensibility of Consumer (캐주얼 티셔츠의 디자인 요소가 소비자 감성에 미치는 영향)

  • 남혜진;이주현;조길수
    • Science of Emotion and Sensibility
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    • v.6 no.4
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    • pp.51-60
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    • 2003
  • The objectives of this study are to identify sensibility factors involved in evaluating casual T-shirts design, and to analyze its effect on consumer sensibility, The consumer sensibility in evaluating casual T-shirts design consisted of three sub-dimensions, those are, 'stylishness', 'commonness', and 'activeness'. This study revealed that design factors of casual t-shirts, such as collar style, detail, position of logotype, size of logotype and demographic trait, have significant impact on the consumer sensibility. A few of scientific design methods were derived from the result of this study. A series of effective casual T-shirt prototypes, which was designed using these scientific methods, was presented to demonstrate how to achieve desired consumer impression. The derived scientific methods are expected to be used for specific valuation basis in design planning.

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A study on User-centered product design process proposal for materials adoption (소재 적용에 대한 사용자 중심의 제품디자인 프로세스 제안에 관한 연구)

  • Han, Sang-Yun;Kim, Hyun-Sung
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.27 no.4
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    • pp.186-190
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    • 2017
  • When a product is designed, user's requirements should be well analyzed and applied to the design so that the psychological and aesthetic factors of a product can be accurately conveyed to consumers. The essence of product development is to analyze the changes in the purchasing tendency of consumers and the needs of times, find out user experiences to apply to a design, and establish the objective of product development that well considers those. Designing should be recognized as one that designs even the sensitivity and experience created in the relationship with users, beyond the conventional notion of design that it draws the physical form of a product. As the subjects that design should consider have expanded like this, it has become important that today's design provides a new experience as well as simply develops formative elements based on the functions of an object. As a result, it becomes impossible to accomplish such objective only with the traditional design process that existing designers have stuck to so far. In this respect, this study is aimed to draw out a system and methodology for a user-oriented design process so that design can provide expanded experience to users from product form, applied material, and service.