• Title/Summary/Keyword: 디자인 과정

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표현 기법에 있어서 광원에 응용에 대한 이해

  • 김성룡
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1995.11a
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    • pp.42-44
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    • 1995
  • 표현 기법, 특히 산업 디자인 전공에서 진행되고 있는 아이디어 스케치 단계 및 렌더링 테크닉에 있어서 흔히 광원(LIGHT SOURCE)의 개념에 대한 정확한 이해가 부족한 경우를 대하게 된다. 주로 제품 디자인이나 운송디자인에 있어서 마커와 파스텔을 사용하여 자신의 아이디어를 시각적으로 구체화시키게 되는데, 이 과정에서 면의 흐름이나 변화를 일관성 있는 가상적 광원의 설정에 따라 정리해나가지 않으면 결과적으로 대단히 애매하고 모호한 스케치나 렌더링이 될 수밖에 없다. 간결하고 정확한 디자인 프리젠테이션을 위해서는 시각적으로 쉽게 이해가 되는 표현기법을 디자이너가 적절하게 구사해야 하는 것이다. 그러면 본격적으로 제품과 자동차디자인 스케치 과정에서 적용되는 본인이 이론을 설명하기로 한다.

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Designing a New Teacher Education Course for Integrating Design Thinking with Computational Thinking (디자인 사고와 컴퓨팅 사고를 결합한 새로운 교사 교육 코스 설계)

  • Choi, Hyungshin;Kim, Mi Song
    • Journal of The Korean Association of Information Education
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    • v.21 no.3
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    • pp.343-350
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    • 2017
  • This current study employs multi-year design-based research to design and implement a course in teacher education in Korea. Specifically this paper reports our first attempt to work with 3 primary in-service teachers majoring in computer education. We have incorporated design thinking (DT) into the course design and investigated how primary teachers appreciate the role of DT and recognize the connection between teaching computational thinking and DT. This qualitative study reports the course design, its progression, reflections, and learning outcomes.

Overseas - Parametric DesignXII (해외건축동향: 미국 - 파라메트릭 디자인XII)

  • Sung, Woojae
    • Korean Architects
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    • s.574
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    • pp.108-115
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    • 2017
  • 지난회에서는 새로 제안되는 그린루프가 기존의 지붕구조물이 가지고있는 기능적인 면을 해치지 않으면서 새로운 기능을 추가로 제공하기 위한 디자인 과정을 간략하게 살펴보았습니다. 또한 파라메트릭툴이 이 과정에서 어떻게 사용되었는지에 대해서도 개괄적으로 알아보았습니다. 이번회에서는 지난회와는 다르게 디자인적인 측면보다는 엔지니어링 측면에 주안점을 두고 프리컨스트럭션의 단계에서 시공과정 중에 반드시 발생할 수 밖에 없는 오차를 예상하고 그러한 오차가 허용범위에 있는지를 평가하는 과정에 대해 개략적으로 살펴보도록 하겠습니다.

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레저보트디자인에서 엔지니어와 협력을 위한 디자인 방법에 관한 연구

  • Lee, Han-Seok;Ryu, Gwan-Hyeon;Jeon, Seul-A;Gang, Yeong-Hun
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2018.05a
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    • pp.156-157
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    • 2018
  • 본 연구는 레저보트의 디자인과정에서 디자이너가 보트 제작자 혹은 엔지니어와 정보교환이나 협력을 통해 창의적인 디자인 안을 산출할 수 있는 디자인프로세스와 디자인방법을 제시하는 것이 목적이다. 연구내용으로는 제품디자인 및 환경디자인에서 널리 사용되는 서비스디자인을 바탕으로 한 디자인프로세스를 제안하고 이 과정에서 엔지니어와 정보교환과 협력이 자연스러우면서 체계적으로 이루어질 수 있는 단계별 디자인방법을 제안한다. 다음으로 이 디자인방법을 레저보트의 하나인 하이드로포일보트의 디자인에 직접 적용하여 최종 디자인 안을 산출하고 이 디자인에 참가한 엔지니어가 직접 경험한 디자인방법을 평가하며 그 후에 최종 디자인 안과 디자인방법에 대해 전문가 평가를 실시한다.

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Analysis of Collaboration Method Used according to the Characteristics of Each Stage of the Design Process (디자인 과정 단계별 특성에 따라 활용되는 협업 방식 분석)

  • Jung, Young-Wook
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.300-308
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    • 2021
  • The epidemic of COVID19 caused a big change in design collaboration, which has been conducting using face-to-face interaction. Designers actively used video conferencing and online document tools in situations where face-to-face meetings were difficult, and this gave them an opportunity to experience that non-face-to-face collaboration can be more effective in a specific design process. In this regard, this study attempted to find out which activities during the design process are more compelling in face-to-face collaboration or non-face-to-face collaboration. To do this, three user experience design projects conducted after the COVID19 epidemic were analyzed through a retrospective interview method. As a result, during four design stages, 'Discover, Define, Develop, Deliver', face-to-face collaboration is necessary for the areas that require creative problem solving through active interaction. In contrast, non-face-to-face collaboration is preferred and more effective when designers need their own space and proceed their design work. In addition, the aspects of design tools supporting non-face-to-face collaboration were also illustrated. Findings discovered through this study are expected to contribute to research on the design process later.

Development and Verification of User-centered Design Guidelines on Online Support System for Curriculum at primary/secondary schools (초·중등 교육과정 온라인지원시스템의 사용자 중심의 디자인 가이드라인 개발 및 검증)

  • Cha, Hyunjin;Hwang, Yunja;Noh, eunhee
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.511-525
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    • 2021
  • The purpose of this study is to develop a design guideline to provide user-friendly experience and convenience for the online support system for the curriculum at primary/secondary schools. To achieve the objective, best practices of overseas on the online support system for curriculum as well as prior research were analyzed. In addition, UX/UI usability problems and needs were derived through a survey of 74 professionals and teachers who are monitoring NCIC and high school credit system sites. Based on the analysis of best practices of overseas and survey results, the draft of the design guideline was derived, and Delphi method was conducted by experts to re- vise the design guidelines and evaluate their validity. This study is meaningful in that it suggests the direction of improvement of the system currently being serviced and the direction of the design of the system to be developed in the future, by providing design guidelines that can be generally applied to online support systems that perform tasks related to the curriculum.

Personalization of Use and Unit Construction System Design (사용의 개인화와 단위구성 시스템 디자인)

  • 이병종
    • Archives of design research
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    • v.16 no.2
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    • pp.111-120
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    • 2003
  • This paper shows a study on a design method and its process for personalization of the industrial fabricated products, and a unit construction system design as its result. Hence this study is starting at a point, the meaning of the personalization in the industrial society to make dear, the using process to analysis with a systematic approaching method and the system of the using process to define. The system of the using process is related in the functions of the industrial product. Therefore a unit which makes up the system of the using process is defined with the technical system theory of the industrial product, and then a design of the system that is made of that units is clarified as a open system. And the propriety and the boundary of the unit construction system design is cleared up by its practical experiment with the personal computer.

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A Study on the Application of AHP to Design Decision Model on Fuzzy System (퍼지시스템을 토대로한 디자인 결정모델에서 AHP 적용에 관한 연구)

  • Woo Se-Jin
    • Journal of the Korean Institute of Intelligent Systems
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    • v.16 no.3
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    • pp.309-314
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    • 2006
  • As a part of study to develop a building design support system for architectural designer's design decision process, the drawbacks of fuzzy system-based design decision model suggested in the previous study have been made up for. A method of logically taking the characteristic and impact of design elements into designing HVAC type was suggested. For purpose of mirroring HAVC designer's working process, a model was developed using AHP, a way of decision making process in the inference process of optimum design values.

Twentieth-Century Design as Modern Project (20세기 디자인과 근대 프로젝트)

  • 강현주
    • Archives of design research
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    • v.12 no.4
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    • pp.139-147
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    • 1999
  • There are numerous possible approaches to an investigation of the evolution of modern design. the intent of this study is to inquire into the history of 20th-century design as modern project. The French Revolution and the Industrial revolution at the end of 18th century brought about a wide spectrum of social and economic changes in Europe. The bourgeoisie took the leading part in these reforms and they attempted to establish the new aesthetic value of items of everyday use. The turning point in history led to the advent of modern design. This study attempts to provide a conceptual overview of significant stags in modern design's development this paper, it is hoped, will provide an opportunity to place modern design in a social and aesthetic context.

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