• Title/Summary/Keyword: 디자인 가치

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Analysis of Game Interface Design Elements towards Battle Ground (게임 인터페이스 디자인 요소분석 : 베틀 그라운드를 중심으로)

  • Huaqian, Xie;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.287-288
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    • 2018
  • Developing games is a popular work in itself and a field of commercial development. It also occupies an important position in the design field as well. Because the game has a high commercial value and a design role in the game. This study examines the interface in terms of usability evaluation to see how to design the interface that corresponds to the appearance of the game. For this purpose, the previous research is examined and the interface elements derived from the survey are used as questionnaire items. The results of this study are expected to help guide the design of game interface design.

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Development of AI education program based on Design Thinking (디자인 씽킹 기반 인공지능 교육 프로그램 개발)

  • Lee, Jaeho;Lee, Seunghoon
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.31-36
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    • 2021
  • In the era of the 4th industrial revolution represented by AI technology, various AI education is being conducted in the education field. However, AI education in the educational field is mostly one-off project education or teacher-centered education. In order to practice student-centered, field-oriented education, an artificial intelligence education program was developed based on design thinking. The AI education program based on design thinking will improve understanding and ability to use AI through the process of solving everyday problems with AI, and will develop the ability to create new values beyond understanding AI. It is expected that various AI education will take place in the educational field through design thinking-based artificial intelligence education programs.

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Character Design Research for Local Brand Marketing -Focused on the package design for fastfood Bibimbob, 'Mix-bob' (지역브랜드 마케팅을 위한 캐릭터패키지 디자인 연구 -전주비빔밥 응용 패스트푸드 '믹스밥' 패키지 개발을 중심으로)

  • Joh, Yun-Sook
    • Cartoon and Animation Studies
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    • s.45
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    • pp.283-298
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    • 2016
  • Design is a fatal factor to differentiate and survive one product from the other in fierce competition of the market, when other conditions such as price or quality makes no much difference. Among many marketing tools, package design is known as a direct communication that visualizes and forms the very initial brand image of a product. Package design is not only for packing, transporting, storing and loading but for engraving the brand image in a consumers' mind and lead them to purchasing. One of recent package design trands is various ways of using character, not just as a printed image on the surface but as a part of three dimensional structure of package. If it succeed, the package design could give out the secondary fun and impact to the consumers. The package design with an effective character is itself a great marketing tool and valuable design asset, which can bring a further profit to the company. Especially, character-package can be a powerful and effective marketing method for various local products, in needs of further publication and sales with limited cost. It should motivate the sales of the products by grabbing their attention and taken as a souvenir. This research takes a character package as a useful marketing method for a local brand in Jeonju, South Korea, and tries to design a three dimensional package using its own character. Through the process, the research aims to propose an important design strategy for repositioning or enhancing an existing brand.

The Development of Strategy for Educational Program and Curriculum Based on Understanding New Design Paradigm of Future Knowledge-Information Age (미래 지식정보시대의 새로운 디자인 패러다임 구조파악과 교육프로그램 전략 및 커리큘럼 개발에 관한 연구)

  • 민경우;이순종;이건표
    • Archives of design research
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    • v.15 no.1
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    • pp.399-406
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    • 2002
  • There have been diverse discourses arguing that new design has been emerging in the 21 st century. However, there have been very few trials to identify systematically the characteristics_of new design paradigm and to develop new design educational program based on them. Thus, this paper aims at development of strategy of new design educational program according to the characteristics of new design paradigm. At first, design is viewed as part of 'culture'and the structure of culture is identified: 'Artifact', 'Value', and 'Basic Assumptions'. Similarly, design is found to comprise of three fundamental attributes: 'Function', 'Aesthetics','Symbolic'. These levels are shown to be in the relation of mutually recycling influences. These structural framework is used to understand the design methods and qualification of designers over the development of design paradigms: vernacular design, machine age, and information-knowledge age. The result leads the list of requirements of new educational design program: 'Human-Centered','Situation-Based','User-Participatory', and 'Intangible'. The model of strategy of new educational design program is developed and proposed.

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Research on Creative Thinking Program in Design Management Education (디자인 매니지먼트 교육에서의 창의적 아이디어 발상을 위한 교육프로그램)

  • Oh, Chi-Gyu
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.267-274
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    • 2010
  • A new awareness on design in economy and business domain has shifted the focus of design education from the description and presentation to the creativity. This contextual change raises new awareness on the importance of the design management training program. The goal of this research is to suggest a program of design management training program in Korean context. For the purpose, the history of design management activity is briefly reviewed. And then the curriculum between Korean design schools and design management schools abroad is reviewed. The result shows that the design management schools abroad emphasize leadership based on practicality and the program is also ran by School of Business Management. The curriculum consists of leadership program and creativity program. The leadership comprises individual, personal, and collaborative. The leadership takes the role of catalyst in the organization to draw a creativity and raise it. So both leadership and creativity are inseparable. The result of creativity, however, differ from one another based on individual's capacity, procedure, and social context. Thus, it is important to develop a design management program which considers individual, social context, as well as economy and business domain.

Analysis of Social Innovation Paradigm of Northern European Design Governance - Focusing on Design-driven Social Innovation Cases in Finland, Denmark and Germany (북유럽 디자인 거버넌스의 사회혁신 패러다임 분석 -핀란드, 덴마크, 독일의 디자인 주도 사회혁신 사례를 중심으로-)

  • Jeon, Young-Ok
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.463-470
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    • 2017
  • The aim of this research is to examine patterns of design governance used by Northern European countries to respond to social crises and understand design governance as a tool for sophistication of social services and social integration. Design governance as applied in Sitra of Finland, MindLab of Denmark and the Gulliver project of Germany encourages using design methodology for analyzing and solving problems related to social phenomena based on involvement of the private, public, industrial, and academic groups. Especially, the citizens are actively involved in developing problem-solving ideas and designing new policy with other governance members, rather than simply providing information or one-time participation. In the cases discussed in this study, design governance reduce unnecessary administrative and financial consumption and inconvenience caused by complicated rules, based on field-oriented approach, regional characteristics, pluralism, and respect for diversity. Therefore, future design policy paradigm will need to evolve into concept of policy design and pluralistic monitoring centered on design governance based on participation of private sector to lead policy development, from the current system in which only few officials decide policy.

Applying Machine Learning in UX Design Process (UX 디자인 과정에서의 머신러닝 활용 방법)

  • Lee, Ji-Hye
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.157-164
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    • 2019
  • This paper investigates applicable methods of using machine learning(ML) in design process that is currently at infant stage and discuss how designers can use machine learning in UX design process. This research is differentiated from design method for machine learning-based products or services. For this purpose, this paper conducted literature reviews and case investigation and discussed three categories of design method of combination with such as 1) UX design centered ML, 2) ML system centered UX, and 3) UX-ML matchmaking. With this investigation, the workshop was conducted with specifically applicable methods of 2) and 3) for designers. Throughout the workshop, this paper analyzed each method' process with pros and cons in details. Throughout the process, this paper suggests precise methods of applying ML into UX design process.

Sari Case Design & Strategy Study (목(나전)칠기 사리(舍利)용기의 조형디자인 연구)

  • Kim, Jae-Won
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.192-200
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    • 2009
  • Market in the 21st century innovative products is not the same as marketing traditional products and services. Whether for survival or to sustain market leadership, Design Marketing Strategy is the key in the new era of world competition. Design Strategies are also more critical issues in the future, because most business and firms depend on successful design project. In order to effectively bring creative professional output to market, design leaders who can use design intelligence to shape the future of their organizations and business must evidence marketing strategy technology, creative and managerial skill. Design Management links design and related business activities into a creative and coordinated strategy for creating value and sustainable advantage for the firm. Design education has focused primarily in the training of professional designers within their specific disciplines. But it dose not provide training in the management skills necessary to effectively lead a design project team. Most design colleges do not provide any integrated education in leadership and team building, strategy, finance, marketing or project management. This is the time that Design Management Program should be prepared to provide design students who want to manage design project in creative industry. The program has to be prepared to provide all the business skills and information that design students need to know in an upper-level undergraduate school. The Program's goal is to graduate design leaders able to strategically manage a design project for the challenge of managing in the 21st century.

The Study Design of Ceramic Ornaments (도자기 장신구 감성디자인 연구)

  • Kim, Sung-Min
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.391-396
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    • 2013
  • As recently highlighted the importance of relationships between people and products, and is a pure functional sensibility in pursuit of the trend. Sensibility factor is an important part in the process of looking to purchase consumer products that suit your sensibilities. The purpose of this study is to look at the possibility of seeing the role and future of the industry to diversify the culture of the ceramic ornaments design sensibility that purpose. Variety of emotional design ceramic ornaments and cultural industries to identify market design induced by craft as cultural products that can stand up to the global process development. Ceramic ornaments of historical, cultural, design, value can be utilized in a variety of cultural industries to offer emotional design ceramic ornaments, ceramic ornaments product design to contribute to the development plan for the purpose.

Application and Development of Korean and Vietnamese Traditional Patterns on Necktie Design (한국 및 베트남 전통문양을 응용한 넥타이 디자인 개발)

  • Mai Anh, Pham Ho;Lee, Youn-Soon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.12 no.1
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    • pp.61-76
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    • 2010
  • 세계적으로 넥타이는 착용자의 이미지를 표상하게 됩니다. 따라서 특히 넥타이 디자인에 각국의 문화적 요소를 활용하는 것이 문화적 이미지의 패션 상품 디자인과 함께 매우 중요하다. 본 연구의 목적은 한국 및 베트남의 전통문양을 학습에 적용 및 전통적인 문양에 관심을 더 이해할 수 있게 도와 연구팀은 이러한 문양을 활용하여 특별하고 양국의 문화를 내표한 고유하고 세련된 넥타이를 개발하고자 함이다. 우리는 또한 한국 및 베트남 전통문양 사이의 상징성 의미가 특히 유사한 문양을 설계도면 방법차이를 발견했다. 따라서 한국 및 베트남 문양 사이의 조합의 경우, 본 연구뿐만 아니라 국가의 특정 문화에 기여하는 다른 나라에 한국 및 베트남문양에 대한 미학의 측면을 소개하였다. 결과를 요약하면 다음과 같다: 첫째, 한국 및 베트남 전통문양이 미학적, 실용성 및 문화유산의 가치가 있음을 알 수 있었다. 둘째, 한국 및 베트남 전통문양의 소재로는 식물, 동물(조류, 곤충, 상상의 동물, 길상형상 및 문자, 기하형태 등이 있다. 셋째, 한국전통 기하문양의 태극문양과 베트남의 전통기하문양의 특별한 기원과 행운, 창조의 조화 등 의미가 있으며, 이들 각각의 문양은 국기에 사용되어 현대에 이르기 까지 양국가를 상징하는 공통점이 있다. 넷째, 한국 및 베트남의 우호증진을 기원하고 국제경쟁력이 있는 양국의 고유한 문화가 깃든 국제경쟁력이 있는 독특한 넥타이 상품개발을 위해, 양국의 대표적 전통 기하문양인 태극문양과 별문양을 응용하여 넥타이디자인을 행하였다.

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