• Title/Summary/Keyword: 디자인 개념의 중요도

Search Result 224, Processing Time 0.025 seconds

Creativity Development and Design in Digital Era (디지털 시대의 창조성 개발과 디자인)

  • Rhi, Joo-Myung
    • Archives of design research
    • /
    • v.18 no.2 s.60
    • /
    • pp.265-272
    • /
    • 2005
  • In Korean language, 'changeu'(originality) and 'changjo'(creativity) has been used as almost same meaning, because these have similar pronunciation. However, originality means idea and creativity means process. The former is based on intuition, and the latter is on both of logic and intuition. Intuition process is not perceived very well, but logic has very clear one. We can find the due for that creating something is not difficult too much anymore, because the process is identified. The creation process is a problem solving process and it has the design on its center. Designer study the problem solving process and learn how to solve the problem with many cases on its studio class. Then we can call them as a creator. The meaning of design that it is a styling is very usual in Korean public and even designers. However, it will be not valid anymore in the upcoming digital age, which reproduction is possible with a little restriction. Design should be back as an original methodology for creation with the designer's own capability such as conception, intermediation, and visualization.

  • PDF

Integrated Brand Identity System (통합적 브랜드아이덴티티 시스템)

  • Guo, Zhi;Kim, sue-hwa
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2019.05a
    • /
    • pp.303-304
    • /
    • 2019
  • 브랜드 아이덴티티는 브랜드 인지도를 강화하고 다른 브랜드와 차이를 극대화하고 브랜드 자산을 창출하는 중요한 방법이다. 그러나 통일된 브랜드 아이덴티티 시스템 모델이 없는 상황은 브랜드 아이덴티티 개발에 큰 어려움을 가져왔다. 본 연구에서는 먼저 브랜드 아이덴티티의 개념을 고찰하였다. 그다음 아커(David A.Aaker), 손일권, 휠러(Wheeler) 세 학자들이 브랜드아이덴티티 시스템에 대한 관점을 분석하였다. 마지막으로 새로운 종합적 브랜드 아이덴티티 시스템을 추출하였다.

  • PDF

Design and Application of User-Centered Design Concept in Smart City (스마트시티의 User Centered Design 개념 설계 및 활용)

  • An, Se-Yun;Kim, So-Yeon;Ju, Hannah
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.12
    • /
    • pp.440-451
    • /
    • 2019
  • Smart City is a future-oriented city that provides users with desired services through various devices anytime and anywhere using Information and Communication Technologies (ICTs). In order to provide the smart city service desired by the user, the user-oriented design concept should be based on above all. The design and development process must be based on the opinions and needs of everyone involved and needs to ideally reflect all user information and feedback, including users, designers and stakeholders at all levels. Participatory design approaches can be seen as an attempt to better understand and engage real users, and they are essential and important to create more appropriate and user-friendly smart-city services. This study has recognized the importance of developing a smart city service from the viewpoint of user - centered design and examined the methodology of design thinking and service design process for smart city service development. User - centered design concept model for smart city service design was designed, and serviceability case developed based on concept model was verified.

A study on the attribute of infotainment design (인포테인먼트 디자인의 개념 연구)

  • Oh, Byung-Keun
    • Archives of design research
    • /
    • v.19 no.2 s.64
    • /
    • pp.229-240
    • /
    • 2006
  • It is very important issue in information design to improve information efficiency by adapting interesting factors in changing circumstance of information communication. The concept of infotainment is utilized in designing information contents in a way of combining entertainment factors with information itself based on various media and representation technologies. The information arousing user's attention, which includes interesting factors, is persuasive message comppared to the informative message conveying only information itself. The reason why infotainment is persuasive is because it makes the user absorb deeply in the information during the process of understanding by sensorial stimuli, cognitive interest, and situational interest. The sensorial stimuli originates from the expression elements of information design. The cognitive interest from the user's intellectual activities has a try to overcome mental block when user confronts with the redundant expression in the manner of unexpectedness and inharmony. The situational interest originates from user's optimum experience by the flow of satisfaction. Therefore, the attribute of infotainment is defined with the stimuli, the redundancy, and user's satisfaction. Its design elements consist of physical factors, organizational factors, and psychological factors. The physical factors through sensorial stimuli are utilized by visual manipulation such as visual analogy or visual pun, multimedia, and moving expression. The organizational factors through redundant expression bring user's imagination by adapting storytelling, event, and interaction in the process of understanding information. The psychological factors through expression of entertainment interests such as humor, play, and game give users psychological satisfaction with the flow. In conclusion the concept of infotainment can be adapted when the design factors should be integrated with its attributes, or the conveying information should go well with its purpose and characteristics.

  • PDF

Types of Landscape Design Concepts through Analysis of Award-Winners for Urban Park Design Competitions (도시공원 설계공모 수상작을 통해 본 조경설계개념의 유형)

  • Kim, A-Yeon
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.50 no.2
    • /
    • pp.102-115
    • /
    • 2022
  • The purpose of this study is to present types of design concept based on the specificity of landscape design, and to derive a theoretical framework for the landscape design concepts by analyzing the design concepts appearing in urban park design competitions. Through literature review, five types of landscape design concepts were categorized into value and vision, analysis and interpretation, form and structure, program and element, and process and operation. Using this framework, the design concepts shown in 96 works submitted to 18 domestic and overseas urban park design competitions were analyzed. The results of the analysis are summarized as follows. First, due to the complexity of contemporary urban parks, design concepts are presented as mixtures of main concepts and secondary concepts in multiple layers. Second, it was identified that design concepts of 'form and structure' were used the most in urban park designs, followed by the 'program and element' concepts. The 'value and vision' and 'analysis and interpretive' concepts are introduced as third and fourth. Third, the reason that the 'form and structure' concept is widely used as main and secondary concepts is judged to be because the form of a space, which is the key result of the design, has an important influence on the identity of the design. Fourth, the reason that the 'program and element' concept type is widely introduced is that urban park design has a stronger planning aspect to produce programs during the design process, compared with other design fields where programs are usually given in advance. Lastly, it is difficult to see that the properties of the site solely affect the type of design concept, because a design concept is the result of a complex and creative process in which a designer subjectively interprets the objective characteristics of the site and project, and given design guidelines can affect the type of design concept.

A Study on the Guidelines for Eco-Friendly Package Design (환경친화적 포장디자인 개발을 위한 가이드라인)

  • Kim, Mi-Ja
    • The monthly packaging world
    • /
    • s.260
    • /
    • pp.45-55
    • /
    • 2014
  • 최근 환경오염과 생태학적 환경문제가 사회적 중요한 관심사로 인식되고 있다. 포장디자인에 있어서도 재활용과 재사용에 대한 요구와 함께 스티로폼이나 플라스틱을 대체하는 친환경 포장용기와 생분해성 필름 등의 포장재의 개발과 생산이 점차 증가하고 있다. 이러한 사회적 배경에서 본 연구에서는 환경친화적 포장디자인의 개발을 위한 가이드라인 설정을 목적으로 하고 있다. 연구내용은 환경친화적 디자인의 개념과 에코 포장디자인 적용범주, 국내외 에코패키지의 동향 및 포장재 현황을 살펴보고, 각종 정책과 규정 및 관련지침 등의 이론적 자료들을 근거로 일반적으로 고려되고 있는 에코패키지의 기본 방향과 체크리스트를 분석하였으며 이에 따른 가이드 라인 및 수행 절차를 고찰하였다. 에코 패키지의 기본방향은 첫째, 포장디자인의 제작, 사용, 폐기에 이르는 전과정에서 환경측면을 고려해야 하며 둘째, 비용과 품질, 시장성, 디자인 등 다중요소를 고려해야 한다. 셋째, 디자인 부서와 제품설계부서, 생산부서, 환경팀 등 조직 내의 다른 시스템과 기능적으로 협력하여야 하며 넷째, 기업의 다른 여러 가지 환경 활동을 통해 잠재적인 소비자와 시장을 확대할 수 있다는 것이다. 가이드라인의 내용은 자원 절감과 물질 사용량 절감, 재활용성 확대, 에너지 효율 향상, 유해 물질 저감과 안전성 확보, 폐기 효율성을 중심으로 하고 있다. 환경 친화적 포장디자인의 실천을 통해 환경영향성을 개선하고 비용을 감소시키며 소비자의 이미지 개선에도 기여할 것으로 기대된다.

  • PDF

Designing and Evaluating Websites from both Users' and Designers' Perspectives (웹 디자인의 요소 평가: 이용자 관점과 디자이너 관점의 비교 연구)

  • Lee, Jee-Yeon;Kim, Sung-Un
    • Journal of the Korean Society for information Management
    • /
    • v.20 no.2
    • /
    • pp.1-26
    • /
    • 2003
  • Diverse disciplines such as information science, computer science, cognitive science, and industrial design, are activity engaged in the website evaluation research efforts. Information scientists emphasize the importance of user-centered and user-friendly website design, which is also easy to use, This idea is based on the understanding that the users and the designers are different set of people. In addition, information scientists consider the practice of maximally incorporating user inputs during the website design to be very important guideline. However, this study is based on a newly emerging population of website users who are also designers. 218 study participants evaluated the websites that they designed in comparison to the websites designed by others. According to the survey data analysis, the study participants considered the content delivery, design simplicity, design consistency, and link access of the websites to be equally important from both users' and designers' perspectives. However, the content organization, rich content, and screen composition were underestimated from the designers' point of view whereas these factors were considered to be important from users' point of view.

Affordance in Consideration of a Feature of Platform Action Game (플랫폼 액션 게임의 특징을 고려한 어포던스)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.12
    • /
    • pp.62-69
    • /
    • 2013
  • A great many researches on affordance in HCI(Human Computer Interaction), product design, and cognitive science has been done investigated currently. In addition, the concept of affordances has been applied to games in the incremental trying to understand the relationship between gamers and systems. However, there are some problems to apply them to games because many researchers take ease to use, consistency, and usefulness to handle mainly in HCI rather than the property of the game into account. Consequently, the objective of the study is to investigate affordances in consideration of the features of the game, such as fantasy, variety, and fun based on the concept of them suggested in ecological psychology. A protocol analysis was conducted through the think-aloud method on the full gameplay session to platform action game as the basic genre of many game. The result of this research reveals that a static and movable affordances as a fixed state are discovered and transforming continously, appearing, and disappearing affordances as variable states are uncovered, and physical and cognitive affordances are observed. The result of this research is expected to propose the essential design guideline on the methodology of game design.

A Method of User-Friendly Design Fiction Applying Affordances (어포던스를 활용한 사용자 친화적 디자인 픽션 방법론)

  • Lee, Ji-Hye
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.1
    • /
    • pp.129-138
    • /
    • 2021
  • This study suggests user-friendly design fiction method applying user-centered design process. Design fiction is a method that predicts futures from design perspective with critical discourses and physical representation. It has been regarded importantly in HCI and interaction design realms as aesthetical and experiential approaches, yet not firmly established. Especially, it has not been considered from user-centered perspective which considers users and related problems. Anticipatory design based on current problems which predicts futures and defines design-oriented scenario is becoming significant. Therefore, this study regards design fiction method in relation to prior design also should consider user-centered perspective, not just experimental approaches. In this regards, this study tries to apply user-centered process, specifically affordances which lead more intuitive and direct impact on users into conventional design fiction process. This study led junior students in visual communication major into design fiction process with specific topics and the Design with Intent Toolkit amongst practices of creating affordances so as to develop new design fiction process with its diverse outcomes. Throughout the process, this study aims to suggest alternative user-friendly design fiction method beyond its critical and experiential approaches.

The Role of Service Concept in the Service Development Process (서비스 디자인 프로세스에서의 서비스 컨셉의 역할)

  • Ahn, Yeon S.
    • Journal of Service Research and Studies
    • /
    • v.4 no.1
    • /
    • pp.123-132
    • /
    • 2014
  • In this study, the service concept was explained, which could be applied to the development process of new service in service design specially. The service concept has the important role in decision making in the service planning stage as to the new strategic service development or service remodelling. This service concept is very useful for customized operational planning or service recovery through the combination of various service element, and for reviewing the possibility of service's success as of customer's acceptance related to business model throughout the service concept test. Finally, in this study, some models are suggested that the service development model including the service concept, also the test model about service concept in the process of service development.

  • PDF