• Title/Summary/Keyword: 디자인 가이드라인

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A Study on the Design Diagnostic Guideline in Crowdfunding for Makers (메이커스(Makers)를 위한 크라우드 펀딩 디자인 진단 가이드라인에 관한 연구)

  • Oh, In Kyun;Lee, Jang Woo
    • Korea Science and Art Forum
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    • v.35
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    • pp.281-292
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    • 2018
  • Crowd funding is also called social funding because of SNS that it helps early start-up founder and makers to raise money for idea product production. Recently, the funding platform has recorded high growth rates. As a result, the government in Korea has introduced various support policies for the crowd funding. The purpose of this study is to develop a diagnostic design guideline for product design oriented makers based on the historical situation. The paper writer applied literature survey and expert interview as research methods. The literature survey focused on internet news and previous research studies. The expert interview was conducted for 10 specialist people and divided for the second time. As a result of the text survey, the current guideline was lacking in design and in detail. Researchers have been informed through previous paper that information transfer text and images are important factors for funding success. In the first interview with seven special participants, we made a draft design guideline for social funding with a two-step process and nine themes. We, research and three professional people having a evaluation experience, conducted verification and supplementation for establishing the design guider with a three-step process and eight themes in the next interview. The design guideline for crowd funding, it can be used by money funding manager apart from design makers. Through the results of this paper, researchers are expected to prevent problems and contribute to healthy crowd funding ecosystem development.

Development and Verification of User-centered Design Guidelines on Online Support System for Curriculum at primary/secondary schools (초·중등 교육과정 온라인지원시스템의 사용자 중심의 디자인 가이드라인 개발 및 검증)

  • Cha, Hyunjin;Hwang, Yunja;Noh, eunhee
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.511-525
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    • 2021
  • The purpose of this study is to develop a design guideline to provide user-friendly experience and convenience for the online support system for the curriculum at primary/secondary schools. To achieve the objective, best practices of overseas on the online support system for curriculum as well as prior research were analyzed. In addition, UX/UI usability problems and needs were derived through a survey of 74 professionals and teachers who are monitoring NCIC and high school credit system sites. Based on the analysis of best practices of overseas and survey results, the draft of the design guideline was derived, and Delphi method was conducted by experts to re- vise the design guidelines and evaluate their validity. This study is meaningful in that it suggests the direction of improvement of the system currently being serviced and the direction of the design of the system to be developed in the future, by providing design guidelines that can be generally applied to online support systems that perform tasks related to the curriculum.

A Study on Constructing UI Guideline for Mobile Phone through the User Research on Elderly Users (고령 사용자 조사를 통한 유니버설 디자인 휴대폰의 UI 가이드라인 도출에 관한 연구)

  • Heo, Jeong-Yun;Kim, Hyun-Jung;Park, Sang-Hyun;Shim, Jung-Hwa;Park, Soo-Jung;Kim, Mi-Young
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.286-291
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    • 2007
  • 핸드폰의 사용이 확대되면서 젊은 층뿐만 아니라 노년층 및 어린이들의 핸드폰 사용도 많이 늘고 있다. 그러나 현재의 핸드폰은 대부분10~30대의 중급 이상의 사용자를 중심으로 설계되어 있어, 이미 생활필수품이 된 휴대폰을 고령 사용자가 사용하기에는 많은 제약 사항이 존재한다. 이런 제약 사항들에는 작은 사이즈의 Font와 같은 물리적 제약에서 단순한 통화방식에 익숙하여 새로운 것을 유연하게 받아들이지 못해서 발생하는 인지적인 제약까지 포함되어 있다. 본 연구에서는 고령 사용자의 일상생활 중 휴대폰 관련된 불편 요소와 특이사항을 조사하여 도출하였던 요구사항을 기반으로 유니버설 디자인 휴대폰의 UI디자인 개발을 위한 가이드라인을 도출하는 것을 목표로 하였다. 본 연구에서는 고령 사용자의 핸드폰 사용 행태를 관찰하여 현재 휴대폰에서의 사용 문제점을 포함하여 사용상의 특이점을 파악한 후 고령 사용자와 초급 사용자의 불편을 최소화 할 수 있는 유니버설 디자인 휴대폰의 UI가이드라인을 제시하였다. 이를 위해 먼저 문헌연구를 통해 유니버설 디자인의 기본 개념을 살펴본 후 문맥적 사용자 조사 기법을 적용하여 1차 사용자 VOC(Voice of Customer)수집 후 주요 사용자 특성을 정의하였으며, 2차 심층 조사를 통해 핸드폰 사용시 노년층의 사용자의 Usage행태 조사를 수행하였다. 2차에 걸친 사용자 조사를 통해 도출된 요구 사항을 종합 분석하여 세분화된 휴대폰의 UI 요소에 따라 디자인 가이드라인을 도출하였다. 본 연구는 고령 사용자의 휴대폰 관련 요구사항을 공용성이 강조된 유니버설 디자인 휴대폰 개념으로 개발하기 위한 전략과 UI 디자인 가이드라인을 제시하고 있다는데 의의가 있다.

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Widget Guideline for TV Environment (TV 시청 환경에 적합한 위젯 가이드라인 제안)

  • Wi, Seung-Yong;Yi, Sang-Sun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1001-1008
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    • 2009
  • Newsweek 가 2007 년을 '위젯의 해'라고 선언할 정도로 IT산업에서 위젯에 대한 관심이 커져가고 있다. 위젯은 인터넷으로부터 정보를 전달 받아 화면에 표시하는 작은 그래픽 사용자 인터페이스 도구의 일종을 뜻한다. 위젯은 웹 사이트와 연동하여 제 기능을 다할 뿐 아니라 데스크톱, 모바일, 심지어 TV로까지 연동될 채비까지 갖추어 가고 있다. 그러나 현재 TV 환경에서는 TV용 위젯 그래픽 가이드라인이 없는 실정이다. 본 연구의 목적은 TV 시청 환경에 적합한 위젯 가이드라인을 제안함에 있다. TV와 PC의 사용 환경은 서로 다르며 크게 세 가지 측면으로 볼 수 있다. 첫째는 목적적 측면이다. PC는 주로 작업, 검색의 목적을 가지고 있는 반면, TV는 즐기고, 쉬기 위한 목적을 가지고 있다. 둘째는 조작적 측면이다. PC는 키보드, 마우스와 같은 다양한 입력 도구를 사용하여 문자와 위치 등을 쉽게 입력하고 다양한 조작을 할 수 있는 반면, TV는 리모컨으로 제한적인 조작을 한다. 셋째는 시청 환경적 측면이다. TV의 시청거리는 PC나 모바일 보다 멀다. 그리고 보편적으로 가족이 공유하는 미디어라는 점을 알 수 있다. 본 연구를 위하여 세 가지 선행연구를 종합하였다. 첫째, 위젯의 정의와 유형에 대해서 연구하였다. 둘째, TV와 PC환경의 차이를 연구하였다. 셋째, 위젯과 TV의 가이드라인을 분석하였다. 이와 같은 선행연구를 종합하여 TV 환경에 적합한 위젯 디자인 가이드라인을 도출하였다. 연구자는 가이드라인을 콘텐츠, 그래픽, 인터랙션 세 부분으로 나누어 각각에 대한 가이드라인을 제안한다. 또한 연구자가 제안하는 가이드라인의 적합성을 검증하기 위하여 이 가이드라인에 토대로 한 TV 용 위젯을 제안한다. 연구의 범위는 국내의 40 인치 HDTV를 중심으로 제한한다. PC 에서처럼 TV 에서 위젯이 정착하기 까지 많은 시행착오가 있을 것이라 예상된다. 본 연구가 TV 환경에 적합한 위젯에 관한 연구의 시작이 되기를 기대한다.

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Characteristics of Inclusive Playground Guidelines (통합놀이터 가이드라인의 특성)

  • Kim, Yun-Geum;Kim, Hana;Maeng, Soo-hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.6
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    • pp.75-84
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    • 2018
  • The inclusive playground is a playground where disabled children and non-disabled children can play together, not a playground for the disabled. It started with the change of social awareness of the citizenship rights of disabled people in the 1960s and the resulting playgrounds. Since then, inclusive playgrounds have been developed in many countries, and these are organized in the form by guidelines. In Korea, social interest in inclusive playgrounds is increasing, but there are no systematic guidelines in Korea, and the application of overseas cases or guidelines is limited. The purpose of this study is to classify the concept of inclusive playgrounds and design guidelines, that were previously presented in inclusive playground design guideline of various countries and analyze the characteristics of, design scope, and design principles, and provide a basic framework for creating guidelines. The purpose of the design guideline was to present specific numerical values to the inclusive playground design guidelines, to link with academic research and industrial products, to present pursuit values, and to expand the value of pursuing design methods. The contents were covered by scope, conceptualization, principles of design and design process, design guidelines, and checklists. Most of the guideline covers specific autonomous governments or countries that can apply the related systems or laws, but the composition of the detailed contents is different. The guiding value of inclusive playgrounds presented in each guideline is not a playground for the disabled but a playground for all, and some guidelines refer to the difficulty in playgrounds considering non-disabled children. Based on these concepts, design guidelines are presented in each guideline. Improving the accessibility in design principles is a common theme and adds to the principles of safety, independence, convenience, and playability. None of the guidelines do not provide design guidelines. Although there is a difference in the degree and method of specificity provided by each of the guidelines, the design guidelines can be generally summarized as space, copper line, and unit facilities. As mentioned in many guidelines, an inclusive playground is not only a playground for children with disabilities. Therefore, in the design guidelines, it is also important to the support play of children with disabilities and to induce inclusive play. The design guidelines presented in the guideline can be rearranged into three stages of 'supporting the play of children with disabilities', 'securing the dimensions and materials of spaces and facilities', 'adding auxiliary devices' and 'designing new facilities'. There are three design guidelines for inducing inclusive play. First, by creating various difficulty levels and intersecting spaces, children with various abilities can play with each other, and at the same time, they can interact witheach other. Second, all children can cooperate and play without distinction between children with disabilities and non-disabled children. Finally, the guardian provides the conditions for efficient support so that the disabled child can fully enjoy the inclusive playground.

Study of GUI design convergence guideline for the users of aged generation (고령화 세대의 스마트폰 사용자를 위한 GUI 디자인 융복합 가이드라인 연구)

  • Jeon, In-Kyu;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.323-331
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    • 2015
  • 21st Century is getting into Super aging society worldwide basis. Among those population, silver(aged) generation users' physical condition, such as sight, hearing and body, is getting older, especially sight ability which processes 80% of input data, it requires us studying new smartphone GUI designs convergence for the elderly. In light of this social phenomenon, this study suggests smartphone GUI designs convergence guideline for the silver generation through the research of text, icon which are basic elements of smartphone GUI with proper visual attributes. I had inferred UX designs, expert group and evaluation categories from existing papers, related books and designed some displays for the survey. I also offered this guideline with the deep survey of 101 people over 65 years old.

A Study on the Guideline for the Cultural Goods Design Based on the Characters of the Twelve Horary Signs of Gods (십이지신 캐릭터 소재 문화상품디자인 가이드라인)

  • Mun, Keum Hi
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.601-610
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    • 2016
  • The 21st century is as an age of culture, and cultural goods presenting the cultural spirit of one nation should reflect the tradition, culture, and techniques of that nation. The twelve horary signs of the gods are the creatures of our nation's native religion and thought have existed from the unified Silla period to today. Therefore, many things belong to the category of cultural goods, but in this study the guidelines for the design of cultural goods are limited to the characters of the twelve horary signs. For this study concept and classification of cultural goods, Korean traditional formative special qualities, concepts and composite elements, symbolic meanings and special qualities, personifications, and unique images of twelve horary signs of are researched. According to the results of the research guidelines for the design of cultural goods, images of cultural goods, classifications applying to each subject, the formative special qualities of Korean traditions, personifications, and concepts on the development of cultural goods are presented..

Guide line for An Omnibus of Design (옴니버스 디자인 가이드라인(중소도시 KTX와 연계교통수단으로서 옴니버스의 디자인 가이드라인과 관련된 교통정책을 중심으로))

  • Choi, Chul-Joo;Hong, Suk-Ki;Kwon, Tae-Soo
    • Proceedings of the KSR Conference
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    • 2004.10a
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    • pp.1745-1750
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    • 2004
  • If we free ourselves from the fixed idea that cultural activity is possible within specific cultural facilities including cultural space and are able to solve the architectural problem, achieving a new idea's railroad space will be possible, The purpose of this study is listed below. Present guide line and traffic policy for an omnibus of design as connected KTX which enables connected way within KTX, considering the situation that the users' traffic problem is increasing.

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A Proposal of Guidelines for Developing the Mobile Application of Infection Controls for the Elderly -Focused on the Aspects of the Universal Design (노인 감염관리를 위한 모바일 어플리케이션 개발의 가이드라인 -유니버셜 디자인(Universial Design) 관점에서)

  • Kim, Ho-Da;Joo, Ae-Ran
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.1-9
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    • 2018
  • The worldwide population is aging rapidly. In this circumstance, Korean society is in need of the urgent comprehensive countermeasures that will help the elderly with their health problems and infection control in their daily life. Universal design has supportive, adaptable, accessible and safety-oriental design standards for the elderly. Is this study, we propose the guidelines of the mobile application development based on the application of the universal design for infection control in the elderly. From the perspective of the universal design, there are several important guidelines including 'generalized access', 'simple and intuitive usage', 'low physical effort', and 'visualized language' based on the KCDC(Korea centers for disease control and prevention) principles for the elderly. These findings show that the guidelines for improving the health literacy of the mobile application via universal design are necessary to enhance the health behavior of infection control for the elderly.

A Study on Safe Design Principle (안전디자인 원칙에 관한 연구)

  • Yoon, Jongyoung;Ahn, Hyeshin
    • Proceedings of the Korean Society of Disaster Information Conference
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    • 2015.11a
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    • pp.120-123
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    • 2015
  • 국민 생활안전과 관련된 안전디자인에서 기본적으로는 안전성이 가장 중요한 요소가 되지만, 디자인의 고유 요소들도 아울러 고려하지 않으면 안 된다. 안전디자인은 산업디자인의 고유 특성과 인간공학과 안전 공학적 측면을 포함해야한다는 특성을 가지고 있다. 즉 안전디자인이란 제품 시설 공간 등에 설계 제조 건축 운영 등의 형태로 적용되어 주기능의 '안전' 달성도를 높이고, 타 기능과의 상승적 융합을 통해 사회 안전 수준을 향상시키는 것이다. 본 연구에서는 지금까지의 국내외 관련 논문, 보고서, 통계자료 등의 문헌연구에 대한 이론적 고찰을 통해 안전디자인 개념과 구성요소, 안전디자인의 범위에 대해 살펴보았다. 또한 작업공간에서의 안전디자인의 개념을 체계적으로 정립하고 있는 호주의 안전디자인 원칙 가이드라인에 대해 살펴봄으로써 안전디자인에서 지켜져야 할 다섯 가지의 원칙에 대해 논의하여 안전디자인의 확립에 도움이 되는 기초 연구로서 활용이 되고자 했다.

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