• Title/Summary/Keyword: 디자인 가치

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A Study of Design Elements of Setting-up, a Traditional craft skills (전통공예기술 짜임의 디자인요소 연구)

  • NamGoong, Sun;Jeong, Su-Kyoung;Lee, Yu-Ri;Hong, Jung-Pyo;Kim, Tai-Ho
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.677-686
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    • 2010
  • This study intends to provide the data to extract the elements that influence users' preference from "setting-up," a Traditional craft skills, and apply it to design and use it, so as succeed to the traditional values by connecting the Traditional craft skills with design and to establish a design-supporting system that can meet contemporary users' desire. In this light, this study, as a basic research, selects a sense of beauty and functional quality as a standard for applying setting-up to design and conducts an experiment to extract the elements of design that are important in setting-up. An analysis of factors based on the experiment reveals that in terms of a sense of beauty and functional quality, typical quality, creativity, historicalness, productivity, safeness are derived as elements that influence setting-up. And an analysis of meaningfulness tells that each element of Panjac Setting-up and Yeongui Setting-up is the most meaningful. This result shows that it is important to know the relationship with elements extracted as emotional elements, which can be useful as an index for establishing a design-supporting system that can serve as a guideline in designing through applying to design.

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Good Design 2016 (Awards 1 - 2016 우수디자인(Good Design) 선정품 - 포장부문-)

  • (사)한국포장협회
    • The monthly packaging world
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    • s.285
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    • pp.82-94
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    • 2017
  • 2016년 우수디자인(GD)상품선정 시상식이 지난해 12월 14일코리아디자인센터 컨벤션홀에서 열렸다. '우수디자인(GD)상품선정제도'는 1985년부터 산업디자인진흥법 제6조에 의거하여 상품의 경제성, 사용성, 환경친화성, 심미성 등을 종합적으로 심사하여 디자인이 우수한 상품과 서비스에 GD마크를 부여하는 제도로, 산업통상자원부가 주최하고 한국디자인진흥원이 주관하고 있다. GD마크는 우수한 디자인 상품 개발을 장려하여 국가경쟁력을 확보하고 국민 삶의 질을 향상시키는 것을 목표로 선정하고 있다. 또한 창의 디자인강국 구현을 위해 세계적 인증가치를 구축하고, 유니버설디자인, 서비스디자인, 전통시장 산업단지 디자인을 고도화(우수디자인 선정 장려 등)함으로써 사회적 문제해결과 지속가능한 창조경제 실현에 그 의의가 있다. 올해 선정대상품목은 제품, 커뮤니케이션, 포장, 공간환경, 서비스 등의 부문에서 39개 항목으로 출품됐다. 포장 부문은 소비자제품, 식음료, 뷰티/헬스, 의료, 산업/B2B, 기타 포장 등 6개 항목으로 구성됐다. 올해 포장 부문에서는 플러긴스의 STONE JEJU CANDLE이 국무총리상을, 엘지전자(주)의 LG Sound 360 패키지가 산업통상자원부장관상을, 유씨엘(주)의 아꼬제, (주)퍼스트마켓의 코코스타 핸드모이스쳐 팩, (주)웰코스의 후르디아 크림이 조달청장상을, 일동홀딩스(주)의 그녀는 프로다, 삼성전자(주)의 삼성 모바일 액세서리 패키지 시리즈, 피치앤드의 피치앤드는 KIDP원장상을, (주)유니베라의 남양알로에 맥스피는 중소기업청장상 등을 수상했다. 다음에 우수디자인으로 선정된 포장부문 제품들을 살펴보도록 한다.

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Practical Use of Vacuum Press for Curvature Formation in Wooden Furniture Design (목 가구 디자인에서 곡면 성형을 위한 베큠프레스의 활용)

  • Wee, Han-Lim
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.155-164
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    • 2005
  • In contrast with product design field, some designers who work in furniture field tend to do their own studio works as well as typical designing part. Especially in the small furniture studios for the limited quantity batch production, custom made or handmade craft furniture which is finished with high quality, the propensity for their own production is more obvious than in the big furniture companies in this case. In this kind of small-scale furniture studios, they have more chance to create the various formative works and 'curved shape' is one of the most important elements to form creative pieces. Except by caning, it is very difficult to make curved wooden shape because of own characteristic of wood. Therefore, the special techniques of bending wood are essential to formative furniture production and vacuum press system is introduced as a main subject for the bending wood method in this study. Especially for the designers who work as makers as well at the small furniture studios, the value of vacuum press system on efficiency and productivity of work was sought by testing and improving the method of wood bending techniques. According to this practical searching, ideally sufficient condition on vacuum pressing work was founded as a result on this study.

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The Impact of Visual Factors of Outdoor Signboards on Value Judgement - Focused Around the Signboards of Merrymaking Salons in 4 Areas of Busan - (옥외간판의 시각적 요소가 소비자 가치판단에 미치는 영향 -부산 4개 지역의 유흥업소 간판을 중심으로 -)

  • 심미영;안병진;이진호
    • Archives of design research
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    • v.17 no.2
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    • pp.171-180
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    • 2004
  • This study aims at investigating the influences exerted by the visual elements of outdoor signboard on consumers' capacity to make judgment on values. Therefore, it intends at studying the values displayed by signboards. As the phase one of the investigation, on-site study has been performed to photograph signboards of the entertainment and amusement business premises in 4 regions of Busan, thus to investigate and analysis the photographed data. For the second phase, survey was peformed on the basis of the analyzed data to select 15 signboards to be used in making judgement of values based on results of frequency measure per each category of geographical region, business type and three grades of the high, medium and low. In the third phase, survey was peformed on the items of value (A-G) to analyze consumer values. Finally, the fourth phase was carried out to compare and analyze the actual values of business premisses against that of the consumers. The result of study displayed that the effect exerted by visual elements of signboards on consumers is not of simple information provision, but is of essential factor to serve as the foundation of added values for business premises.

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A Study on the Promotion of Curriculum & Design Department through Marketing Strategy (디자인학과 경쟁력 제고와 커리큘럼 활성화를 위한 마케팅 전략 방안에 관한 연구)

  • 여훈구
    • Archives of design research
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    • v.12 no.3
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    • pp.179-188
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    • 1999
  • Today when an age of unlimited competition is being ushered in, we are witnessing a Domino phenomenon driving many companies into insolvency due to the control of IMF bailout program and national management crisis. Amid such an extreme vortex, our companies are struggling hared to survive the crisis. As it is, it is very difficult for domestic companies to invest their capitals in the development of new technologies as they did in the past. Particularly, as knowhow or information regarding new technologies or products are databased or computerized enough to allow for its easier sharing or transmission, the conventional competitive edges are being dismissed more and more. Under such circumstances, the industrial design may be the best strategy or means for domestic companies to surmount their management crisis. For an industrial design may help to create a higher added value with a shouter-term investment or effort than other types of research and development efforts. In order to realize such a higher added value of the industrial design with a shorter-term investment, it is required to establish an educational system which can continue to supply the quality design professionals armed with sense of creativity and practical applicability. Only when such an educational system has been established, our companies can afford to advance into the world markets with their unique designs produced by their professional designers. With such a basic conception in mind, this study was aimed at providing for the data useful to establishment of a scientific and systematic industrial design education system or the prerequisite for development of our industrial designs. To this end, the educational system of domestic and foreign college design departments were investigated and analyzed, while researcher's experience at a design department of Yuhan college (hereunder called 'Y' college) were used. Based on the results of investigation and analysis, marketing strategies for design departments are put forwards together with a new pedagogic method of bringing up professional industrial designers through reinforcement of the design department curriculum.

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A Fundamental Study on Amusement Rides Design of Theme Park (테마파크의 탑승놀이기구 디자인을 위한 기초연구)

  • 이호숭
    • Proceedings of the Korea Society of Design Studies Conference
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    • 2000.11a
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    • pp.42-43
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    • 2000
  • 테마파크의 주요특징은 일상성을 완전히 차단한 상상의 세계이자 비일상적인 유희공간으로서 그곳을 찾은 방문객들은 현실생활에서 벗어나 적극적 참석자의 입장에서 위락시설을 즐긴다는 점이다. 본 연구는 고부가가치 차세대산업 혹은 21세기형 첨단문화산업이라고 불리는 테마파크의 개념을 고찰하고, 다양한 탑승놀이기구 가운데 물리적 운동특성에 따른 대표적인 기구를 선별하여, 그것들의 종류와 탑승자의 신체반응 및 그에 대한 안전사고 요인 등을 조사하였다.(중략)

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New Trend of China's Beauty and Cosmetic Packaging Design (핫이슈 - 중국 미용 및 화장품 포장디자인의 신 트렌드)

  • (사)한국포장협회
    • The monthly packaging world
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    • s.281
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    • pp.79-85
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    • 2016
  • 최근 소득 수준 향상, 삶의 질 개선에 의해 중국 화장품산업이 폭발적으로 발전하고 있다. 시장 규모가 확대됨에 따라 화장품 포장 디자인도 크게 변화하고 있다. 로레알 등 글로벌 브랜드 외에도 많은 로컬기업들이 제품의 글로벌 포장화를 이끌며 빠르게 발전하고 있는 추세이다. 다음에 코트라 방정 상하이무역관의'중국 미용 화장품시장 기획조사(2) : 시선 사로잡는 정밀포장, 화장품에 가치를 더하다'보고서를 통해 빠르게 성장하고 있는 중국 화장품시장 동향과 포장 디자인의 최신 트렌드를 살펴보도록 한다.

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A Study of Historical Developments and Design of Money (화폐의 역사적 발전과 디자인)

  • Nam, se-hyun;Jo, seoung-hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.163-164
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    • 2017
  • 화폐는 인간의 경제 활동과 함께 오랜 역사적 배경을 가지고 있다. 화폐 사용에 대한 기능성 외에 유형적인 특징은 한 사회가 가지고 있는 문화적인 상징이나 의미를 담고 있다. 따라서 본 연구에서는 화폐의 디자인적인 특징에 따른 문화적 가치를 살펴보고자 한다.

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Software-ergonomic solutions of information retrieval systems for texts and facts data (Facts 및 Text 정보검색 시스템을 위한 소프트웨어 - 인간공학적 해법)

  • ;J. Krause;T. Mandl;A. Schaefer;M. Stempfhuber
    • Proceedings of the Korea Institute of Convergence Signal Processing
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    • 2000.08a
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    • pp.349-352
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    • 2000
  • 본 논문은 소프트웨어-인간공학적 원칙(Soft-ware-Ergonomic principles)이 어떻게 사용자 우호적 HCI 디자인에 있어서 효율적으로 기여할 수 있는가를 보여준다. 다양한 실증적 연구를 통하여 우리는 하나의 이론적 모델(WOB-Model)을 만들었으며, 이 모델은 다수의 시스템 개발에 적용되어 그 가치가 인정되었다. 본 모델에 기초하여 디자인 된 시스템을 가지고 행한 사용자테스트(User tests)는 소프트웨어시스템에서 일반적으로 자주 나타나는(Usability pro-blems)가 없어 질 수 있음을 보여 주었다.

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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.