• Title/Summary/Keyword: 디자인 가치

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Characteristics of Public Design Evaluation and User's Sensibility Evaluation of the Daejeon Skyroad Media Facade (대전 스카이로드 미디어 파사드의 공공 디자인 평가와 감성 평가의 특성)

  • Baek, Young-Joo;Kim, Boseong;Kim, Seong-Hoon
    • Science of Emotion and Sensibility
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    • v.24 no.1
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    • pp.25-36
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    • 2021
  • This study examines the characteristics of public design evaluation and sensibility evaluation of the media facade, Daejeon Skyroad. The subjects were asked to watch the Daejeon Skyroad media facade video and then respond to the sensibility evaluation items comprising emotional vocabulary and the public design evaluation items of the media facade. The mean comparison of the public design evaluation results of Daejeon Skyroad with demographic variables was conducted, factor structure of the emotional vocabulary was derived, and correlation with the public design evaluation factors was conducted using the emotional vocabulary included in each factor. The results indicated that public design evaluation items showed some differences and trends depending on the subjects' gender, age, and whether they experienced media facade. Meanwhile, 14 vocabulary words were composed of four-factor structures, and "comfortable-uncomfortable" was found to be a common relevant emotional vocabulary across all public design evaluation factors. This suggests that sensibilities that are perceived as comfort subjectively are the primary value of the media facade, Daejeon Skyroad, as a public design. However, the value as a public design can be further improved if the Daejeon Skyroad is operated as a policy considering that gender and age are reflected.

Data-driven Co-Design Process for New Product Development: A Case Study on Smart Heating Jacket (신제품 개발을 위한 데이터 기반 공동 디자인 프로세스: 스마트 난방복 사례 연구)

  • Leem, Sooyeon;Lee, Sang Won
    • Journal of the Korea Convergence Society
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    • v.12 no.1
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    • pp.133-141
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    • 2021
  • This research suggests a design process that effectively complements the human-centered design through an objective data-driven approach. The subjective human-centered design process can often lack objectivity and can be supplemented by the data-driven approaches to effectively discover hidden user needs. This research combines the data mining analysis with co-design process and verifies its applicability through the case study on the smart heating jacket. In the data mining process, the clustering can group the users which is the basis for selecting the target groups and the decision tree analysis primarily identifies the important user perception attributes and values. The broad point of view based on the data analysis is modified through the co-design process which is the deeper human-centered design process by using the developed workbook. In the co-design process, the journey maps, needs and pain points, ideas, values for the target user groups are identified and finalized. They can become the basis for starting new product development.

The Effect of Employee's Entrepreneurship Level (Capacity, Attitude, CEO Support) on Entrepreneurial Culture, Structure and Operation Systems of Corporate: Focused on Design Corporate in Korea (조직 구성원의 기업가정신 수준(역량, 태도, CEO 지원)이 기업의 기업가적 문화와 구조, 운영체계에 미치는 영향: 국내 디자인기업을 중심으로)

  • Kim, Sun Joo;Choi, Seung Wook
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.11 no.4
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    • pp.103-116
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    • 2016
  • In uncertain future and the rapidly changing environment, it is necessary for companies to do innovative management activity. With business strategy that creates value and vision, The major industrialized countries ensure development of venture & start-up business and business competition by creating various added value through design. Thereby, Companies use design to increase enterprise value, a lots of interests and supports are focused in design industry which pioneer new market with new product and services. Therefore, Companies need more innovative and creative activities, and leads creative companies through developing entrepreneurship. Now, Companies should improve successful entrepreneurship, developing effective process in the organizational level beyond individual level. This research conducts empirical analysis from the individual and organizational perspective of corporate entrepreneurship. This study of design corporate 351 employees in design corporate is surveyed. This research finding is that design corporate employees' entrepreneurial capacity, entrepreneurial attitude and CEO support have meaningful effects on culture and structure. However, The analysis result indicates that this employees' entrepreneurial capacity, entrepreneurial attitude and CEO support have no effects on operation systems, so it is necessary to build the operation systems for activation of corporate entrepreneurship. This study puts emphasis on the needs to raise the level of corporate entrepreneurship and requires ways to improve entrepreneurship for sustainable growth. Also, This study suggests practical implications that it is important to systematic operation systems to actively utilize infrastructure, so it occurs in employees' entrepreneurship not only on the individual level, but also on the organizational level.

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An Inquiry into the Cultural Identity of Korean Design: 'Well-Being' and 'Body-Mind Monism' (한국 디자인의 문화적 정체성에 대한 소고: '웰빙'과 '심신일원론')

  • Ko, Young-Lan
    • Archives of design research
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    • v.17 no.4
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    • pp.169-176
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    • 2004
  • It is incontestable that the essence of the current fever of well-being is pseudo-ideology, which is the commercialized well-being. Nevertheless, the potential value as the cultural contests of Korean Design, reaching the philosophy of well-being, must not be overlooked. Being more than its dictionary meaning of 'happiness' and 'welfare', well-being aims peace of mind and richness in mentality, thus supports the life style of 'Body-Mind Monism'. As a trend that has taken a ride on the consumerism, it is inevitable to excavate the benign cultural value that an ordinary sign of well-being lacks in order to create a peculiar model of Korea's design contents by sublimating the commodity aesthetic of well-being into an alternative argument possessing the cultural identity of Korea. Well-being, not much different form an attitude of following the 'ways of nature', is a typical model of non-dualistic thinking of East Asia. By tracing back to the indication of well-being that already existed in the non-dualistic thought and design of East Asia, the genealogy connecting the current phenomena of well-being to the Body-Mind Monism can be found in the cultural traditions of as close as Korea and as far as East Asia. In the case of adopting the monistic way of East Asian thinking that sees body and mind as one not two as the theoretical background of well-being imported fro the West, it is expected to provide a solution for the design discourse of Korea to be out of colonialism. Well-being contributes to the monistic awareness in the period of self-reflected modernization, which needs to search new values based on the reconsideration of dualistic paradigm centered on the Western culture, thus it is worth putting anticipation on the potential significance well-being would have in the field of national as well as international design world.

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A Study on the Characteristics of the Children's Hanbok for the formal Ceremonies of Korea (아동용 한복의 특성에 관한 연구)

  • Ji, Yoon-Young;Lee, Hye-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.26 no.12
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    • pp.1727-1738
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    • 2002
  • 세계화, 국제화, 개방화 시대에 살고 있는 우리가 통과의례나 전통 명절과 같은 특별한 행사에 의례복으로 한복을 애용하는 것은 한복이 한국의 문화적 이미지를 강하게 간직하고 있는 한국적 조형물 중의 하나이기 때문이다. 더우기 의례복은 특별한 행사 자체를 위해 착용되었던 만큼 당시대의 내 적 가치를 가장 현저하게 표출하고 있는 복식으로 인정 할 수 있기 때문이다. 본 연구의 목적은 시대 적으로 현대 전통 한복의 기본 형 식을 제공한 조선시대와 그 이후의 복식 중에서 특히 분명한 착용동기와 목적, 복식을 통해 나타내고자 하는 상징성 등을 함축하고 있는 아동용 의례복을 대상으로 복식의 형태, 색채, 문양, 소재 등의 조형 요소를 고찰하는 것이다. 또한 양식적 특성을 살펴보고, 그러한 조형적 특성을 형성시킨 당시대의 사상적 가치를 추론해 보는 것이다. 구체 적인 연구 방법은 먼저 관련된 문헌 고찰을 통한 이론적 배경을 토대로 하여 아동용 의례복의 범주를 설정하고 현재 보전중인 실물과 또는 사진, 풍속화에 나타난 복식 자료들을 수집하였다. 그리고 당시대의 사상적 배경에 대한 고찰을 병행하여 이들에 내재된 문화적 가치를 추출해 보았다. 연구 결과 양식적 특징으로는 남아의 두루마기나 전복 그리고 쓰개류 등에서 기능성을 고려한 변형적 양식이 나타나고 있었다. 색채 역시 음양 보색이나, 오행색을 바탕으로 한 기본색의 구성 이외 에도 소매나 섶에 응용된 색의 배열이나 맞깃 전복의 깃에 나타난 색의 조화는 다양한 색의 조형미를 표현하고 있었다. 특히 색동 등에 나타난 오행색의 배열, 안감과 겉감, 상의와 하의, 외의와 내의에 사용된 색의 조화는 미의식에 관한 문화적 가치를 추론해 볼 수 있다. 더우기 장식 표현에 주로 쓰인 자연물 문양이나 글자 문양은 당시의 지배 사상이 지향하는 덕목 이외에도 전통적으로 내재된 수명과 복록, 부귀와 영화에 대한 내적 가치들을 반영하는 조형적 상징들이라 할 수 있다. 소재는 비교적 계절을 고려하여 사용되고 있었지만 의례적 성격을 지닌 외의나 쓰개류의 경우 계절적 구분을 고려하지 않은 경우도 많이 나타나고 있었다. 장신구의 경우는 많이 사용되는 것은 아니나 역시 상징적 인 가치를 표현하는 실물들을 미적으로 재구성한 사례들이 나타나고 있었다. 이상의 연구를 통해 아동용 전통 의례복은 형태, 색채, 문양, 소재, 장신구 등에서 양식의 다양성과 변형들을 알 수 있었다. 또한 적극적인 내적 가치의 상징들을 복식을 통해 표현하고 있었음을 알 수 있었다. 현대 복식의 디자인에 있어 아동용 의례복에 나타난 창조적인 양식의 변형과 다양성 그리고 복식을 통한 내적 가치의 반영 등이 현대 사회와 조화를 이룬 실질적인 복식 디자인 제시 및 창작에 작은 영감으로 작용하길 바란다.

Evaluation Method for the Creativity Elements and Emotional design (창의성요소와 감성디자인의 평가방법 관계에 대한 연구)

  • Lee, Sung-Pil;Hong, Jung-Pyo
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.259-268
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    • 2010
  • This modern society is said to be more typical of an emotional society. In such a society, emotional design adds value to products, hence bringing about value-enhanced products. Despite many claims of little substance about emotional design, there have been only a few researches that have identified what criteria to be applied to distinguish between emotional products and generic products or even have clearly defined what emotional products are. This leads to a clear need for providing more definite criteria for defining and classifying design elements useful and available for users. To fill the gap, the purpose of this study is, first, to explore the relationship between evaluation elements for creative design and emotional design, and, based on that, identify some of the most importantly valued elements, and secondly, to examine how the images importantly used for expression relate to creativity evaluation elements according to classified types of design. In this study, chosen products were presented to selected users so that they can choose what they think possesses emotional design elements. Then the products so chosen were classified according to design type for examination of their respective relationship with creativity evaluation elements. In addition, the identification was performed of perceived design images about the selected products and the relationship between those images and creativity evaluation elements. This study is expected to provide a chance to be aware of the fact that essential creativity evaluation elements can vary depending on changing times, environments, and users, and as well, to offer an insight into what images design should be possessive of for it to be preferred by consumers.

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Medical Service with Design (의료 서비스와 디자인)

  • Choi, Won-Jae
    • Journal of the korean academy of Pediatric Dentistry
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    • v.43 no.4
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    • pp.473-479
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    • 2016
  • In connection with medical care, designs have been developed by forming relationships, typically supporting Visual Communication Design, Product Design and Environment Design healthcare environment aesthetically pleasing and convenient. However, in recent designs, expertise has increased, new areas specialized are merged with various areas and academic disciplines and subdivided. In addition, due to the development of technology, the design has been continuously changing, creating a new form of model by fusing with various industries, academics and services. Recognizing the changes and developments of these designs, we are promoting research on utilization of design in medical services, we can create a new value by getting out of design that we have limitedly used in areas of traditional design I will try to know about developing into a design.

Effect of Experiential Marketing on the Smart Car: Application of Human-Car Interaction Design to a Marketing Paradigm (스마트 자동차의 경험 마케팅 효과에 대한 연구: 인간-자동차 상호작용 디자인의 마케팅 패러다임 적용)

  • Kim, Taeksoo;You, Gaon;Choi, Junho
    • Journal of the HCI Society of Korea
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    • v.12 no.4
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    • pp.17-25
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    • 2017
  • From the vehicle-human interaction perspective, this study investigated the effect of experiential marketing paradigm which considers user experience as main value. We conducted an experiment to compare traditional marketing and experience marketing messages with the smart cruise control and the smart trunk in the context of driving and non-driving context. As a result of the analysis, experience marketing message had higher overall satisfaction than traditional message exposure. Usefulness, usability, and emotion were partially influenced by experience marketing message. The contribution of this study is that the experiential marketing paradigm was applied to automobile UX and practically demonstrated the value of experience design of smart automobile system.

< A study on Game design with minimized game addiction by application of Bio rhythm > (< 게임중독의 최소화를 위한 인체리듬의 적용과 인터페이스 디자인 >)

  • Kim, Du-Beom;Cho, Ok-Hue;Kim, Hyung-Gi
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.597-601
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    • 2006
  • 게임 시장 규모는 하루가 다르게 성장 하고 있고 게임의 종류 또한 다양해지고 유저층도 넓어지고 있다. 그로 인한 새로운 하나의 여가문화가 생겼으며, 미디어 산업의 고부가 가치 창출을 이끌고 있다고 볼 수 있을 것이다. 하지만 재미로써의 기능과 그에 따른 병폐가 고부가가치 게임산업의 많은 부작용으로 대두되며, 최근 사회의 이슈가 되여 게임 중독성이 날로 심각해 지고 있는 실정이다. 게임 개발업체와 판매자 입장에선 유저들의 게임중독은 오히려 이득이 될 수 있겠지만, 장기적으로는 심각한 사회문제로 대두 될 것이다. 이런 사태를 미연에 방지 하기 위해서는 대책이 필요한데 불행히도 게임에 중독 되는 원인은 너무나도 다양하다. 또한 현재 게임 개발자들에게 이러한 인식과 대책이 미흡한 실정이고, 뒤늦게 나온 대책으로 청소년 PC방 출입을 아침9시부터 밤 10시까지로 제한한 사례도 있지만 현 실정에 큰 영향은 주지 못하고 있다. 게임 중독을 미연에 방지하기 위한 방안으로 법적인 제제가 필요하며, 게임 디자인에 시작에서부터 중독에 대한 고려가 필요하다. 이에 본 논문에서는 게임의 중독성을 방지하기 위한 인터페이스 디자인을 연구하는데 그 목적이 있다. 가상에서의 자신의 얼굴 ID나 캐릭터에 인체의 리듬을 적용하여 ID나 캐릭터도 쉬어야 한다는 개념을 심는 대안 시스템을 제작한다면 지금 까지 보아왔던 게임 속의 등장 캐릭터를 단순한 그래픽이 아닌 자신과 같은 인격체로 느낄 수 있으며, 이로 인해 게임의 몰입과 중독에 어떠한 효과가 나타나는지 분석하고 나온 결과를 근거로 인간에게 이로운 게임을 만드는 초석이 될 수 있을 것으로 기대해 본다.

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A Study on the Textile Design Education of College in Korea (국내 대학의 텍스타일 디자인 교육에 관한 연구)

  • Lee, Ji-Won;Lee, Song-Ja
    • Journal of Korean Home Economics Education Association
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    • v.19 no.1 s.43
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    • pp.149-162
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    • 2007
  • Fashion industry that is apparel of the latest textile industry become the center and it is universal inclination that addend value of design is high more and our country apparel industry is accelerating change by life culture industry of the high added value center. Differentiation of goods, high added value anger can be required by activation of professional manpower for strengthening competitiveness of domestic apparel field, and it is design to be texture another thing can raise this. Specific education to train able member of society based on these actual conditions grasping society actual conditions in present age that is specialized and diversifies and atomizes should be achieved. Hereupon, we have researched over current education status about domestic textile related courses and come to a conclusion described below. Domestic textile related courses are offering mostly in weaving and staining as major subjects, therefore distinguished character of each university can not be found. However, in comparison of importance between theoretical courses and practical courses, theoretical courses are gradually considered more importantly And the number of courses about commodity and operation is steadily increasing compared to those of design element. Nevertheless, for the concept of creativity as design education ever been pursuing by experiment and practice, we are also required to keep close relationship with industry as well as making efforts to reduce differences between college education and practical business. In addition, textile related colleges also need to be armed with more professional knowledge in odor to provide their students not only with more job opportunities but also with chances for self-development.

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