• Title/Summary/Keyword: 디자인 가이드

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A Study on Pet-monitoring Robot Design (애완견 모니터링 로봇 디자인 연구)

  • Chung, Yong-Jin
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.463-471
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    • 2017
  • Recently, the number of pet-owning households drastically increased and many people took their pets as lifelong companion animals and look after them like their children. Pet business has continued to increase gradually and the need for pet supplies has increased, too. Though there are a variety of pet supplies in pet dog market which takes up many parts in the pet market, there is no design guideline on pet supplies. Thus, there are many wrong pet supplies design created by wrong idea of people. Therefore, this study aims to suggest the guideline on pet supplies design focusing on the pet-monitoring system among the various pet products. So, the pet-monitoring robot was designed to monitor pet simply using smartphone anywhere on the trip and feed by using bowl that control the signal. This study figured out types and function of existing IP camera, reflected the behavior and physical characteristics of pets and suggested the design guideline which is minimum required as pet-monitoring products. Also, trial product for which design guide was applied was produced to observe the pet behavior and identify problems while operating trial product. However, there was limit in securing data and study period to examine the satisfaction of various pets since the subject of this study was dog and it's required to conduct follow-up study by observing continuously and improving the problems in future to secure more data.

Suggestions for learning design patterns based on the Dreyfus model (드라이퍼스 모델 기반 디자인 패턴 학습 모델 제안)

  • Moon, HyunJun;Kim, Jungsun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.335-336
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    • 2021
  • 디자인 패턴은 클래스와 객체를 활용한 23가지의 개발자 의도를 만족시켜주는 최선의 실천법들을 정리한 것이다. 디자인 패턴은 설계 경험과 객체지향 패러다임의 기반 지식들을 필요하므로 실질적인 패턴 학습에 어려움이 있다. 디자인 패턴 학습에 대한 도움을 제시해 줄 수 있는 가이드라인으로 기술 습득 모델에 활용하는 드라이퍼스 모델을 적용하는 것을 제안하고자 한다. 드라이퍼스 단계별 모델을 기반으로 단계 별 디자인 패턴 학습 단계를 제시한다.

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An Analysis of Risk Factors for Web Design Outsourcing (웹 디자인 아웃소싱 업체선정에 영향을 미치는 위험 요인 연구:대기업의 브랜드사이트 구축 경우)

  • An, Jin-Ho;Kim, Hyun-Soo
    • 한국IT서비스학회:학술대회논문집
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    • 2008.11a
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    • pp.167-170
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    • 2008
  • 현재의 우리나라 웹 디자인 아웃소싱 업체 선정에서는 상세한 수준의 기준 제시가 이루어지지 못하였을 뿐만 아니라 기업 경쟁력 향상의 주요 요소인 디자인에 대한 경쟁력제고 방향 등이 부재하다. 고객 지향의 웹서비스를 개발하기 위해서는 웹 디자인 아웃소싱이 중요하며, 그에 따르는 정확한 지표 등의 개발이 필요하다. 본 논문에서는 기존의 웹 디자인 아웃소싱의 장단점을 분석한 후 새로운 웹 디자인 아웃소싱의 위험요인에 대한 가이드를 제안한다.

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공공디자인 정책과 현황분석을 통한 해양공공디자인 연구

  • An, Ung-Hui
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2019.05a
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    • pp.246-248
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    • 2019
  • 2016년 <공공디자인의 진흥에 관한 법률>이 시행된 이래 공공디자인의 필요성은 더욱더 높아지고 있다. 이후 문화체육관광부 주도하에 국토교통부, 행정안전부 등10개 부처는 2018년 5월에 <공공디자인 진흥 종합계획>을 발표하기에 이른다. 이에 해양수산부는 공공디자인개념을 해양공간에 적용하기 위하여 <항만공간의 공공디자인 가이드라인 수립>을 공모하였다. 이러한 맥락에서 해양공공디자인 개념을 적용하는 생활공간 및 도시공간과는 달리 해양에 관련된 독특한 조건의 공간에 적용하는 <해양공공디자인>개념이 필요하다.

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A Study on User Evaluation Regarding Universal Design (유니버설디자인에 있어서 사용자 평가에 대한 연구)

  • Choi, Ji-Sook;Yoo, Hyun-Bae
    • Journal of Digital Contents Society
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    • v.10 no.1
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    • pp.11-16
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    • 2009
  • This study is about evaluation by users and evaluation cases centering packaging and containers for Universal Design products which are currently being used. This study also shows standards of evaluation for Universal Design items which are required for Universal Design and packaging. I also conducted a case study in Japan as a preceding case to suggest a viable guideline in time of displaying design. As a result, I could grasp parts to be improved and problems regarding standards of guideline for evaluation and evaluation methods which are necessary for developing goods by user evaluation. In addition, as shown by advanced cases, I suggested the necessity that the Universal Design should be fairly reflected in all design parts because of an increase in cases of packaging and containers corresponding to product identification items in the design evaluation division.

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Specifying the Characteristics of Tangible User Interface: centered on the Science Museum Installation (실물형 인터렉션 디자인 특성 분석: 과학관 체험 전시물을 대상으로)

  • Cho, Myung Eun;Oh, Myung Won;Kim, Mi Jeong
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.553-564
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    • 2012
  • Tangible user interfaces have been developed in the area of Human-Computer Interaction for the last decades, however, the applied domains recently have been extended into the product design and interactive art. Tangible User Interfaces are the combination of digital information and physical objects or environments, thus they provide tangible and intuitive interaction as input and output devices, often combined with Augmented Reality. The research developed a design guideline for tangible user interfaces based on key properties of tangible user interfaces defined previously in five representative research: Tangible Interaction, Intuitiveness and Convenience, Expressive Representation, Context-aware and Spatial Interaction, and Social Interaction. Using the guideline emphasizing user interaction, this research evaluated installation in a science museum in terms of the applied characteristics of tangible user interfaces. The selected 15 installations which were evaluated are to educate visitors for science by emphasizing manipulation and experience of interfaces in those installations. According to the input devices, they are categorized into four Types. TUI properties in Type 3 installation, which uses body motions for interaction, shows the highest score, where items for context-aware and spatial interaction were highly rated. The context-aware and spatial interaction have been recently emphasized as extended properties of tangible user interfaces. The major type of installation in the science museum is equipped with buttons and joysticks for physical manipulation, thus multimodal interfaces utilizing visual, aural, tactile senses etc need to be developed to provide more innovative interaction. Further, more installation need to be reconfigurable for embodied interaction between users and the interactive space. The proposed design guideline can specify the characteristics of tangible user interfaces, thus this research can be a basis for the development and application of installation involving more TUI properties in future.

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Analysis of Design Guidelines for Inclusive Parks as an Inclusive Environment for the Disabled and the Non-Disabled (장애·비장애인 통합 환경으로서의 통합공원 조성을 위한 관련 가이드라인 분석)

  • Nam, Hyeon-Gyeong;Kim, Ah-Yeon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.2
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    • pp.89-100
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    • 2017
  • Since the 1960s, as de-institutionalization for the disabled advanced, the concept of integration for the disabled and the non-disabled has gradually developed as well. Despite efforts to improve various welfare policies for the disabled, their satisfaction level in culture and leisure activities has not significantly increased. This study aims to analyze the 10 selected design guidelines dealing with disability in order to diagnose the current status of the guidelines adaptable to inclusive park design, which can provide opportunities to access natural and cultural public spaces. From the users' point of view, the guidelines turn out not to have a balance between the disabled and the non-disabled in terms of the usage of certain spaces and they heavily focus on physical disability in adult ages. From the planning and design aspect, a specified design process is overlooked. Amenities/facilities and programs, layout and zoning are only mentioned while they are very specific about accessibility and mobility. It is necessary to establish the concept and goal of inclusive parks, and to provide specialized guidelines for inclusive parks from a more balanced perspective.