• Title/Summary/Keyword: 디자인 과정

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A Study on the Education of Computer Software in Industrial Design Curriculum - In the Basis of IBM PC Users (산업디자인 교육과정 중 컴퓨터 SOFT-WARE 교육에 관한 연구 - IBM사용자를 중심으로)

  • 이재호;변해석
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.05a
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    • pp.20-21
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    • 1999
  • 산업 디자인은 시대와 환경에 의해 그 과정과 방식이 변화해 왔다. 또한 컴퓨터 관련 기술의 발전은 사람들의 사고와 생활방식에 많은 영향을 미쳤으며, 물리적이고 실체적인 제품개발에서 소프트웨어의 중요성에 대해서는 이미 각계의 많은 사람들이 공감하고 있지만 실제적인 디자인 워크에서 이러한 컴퓨터 소프트웨어에 의한 개발업무나 프로세스에 대한 이해가 부족하기 때문에 효율적인 진행이 이루어지고 있지 않은 실정이다.(중략)

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Web Design Methodology for Wordpress Site based on Wordpress Theme Customization (워드프레스(Wordpress) 테마(Theme) 응용을 기반으로 하는 웹 서비스 디자인 방법 연구)

  • Lee, Hyun Jhin
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.277-286
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    • 2016
  • This study proposes customized design process and methodology for wordpress web service based on structural analysis of wordpress theme components to enhance design quality of wordpress sites and increase designer's role in wordpress service domain. Firstly, we have identified problems of wordpress theme information through exploring theme search and theme information analysis in main wordpress theme markets. Secondly, we set up case study to experiment full process of wordpress theme based web design, then found unique problems in each design phases. As a result, customized design process and methodology are proposed for wordpress theme based web design.

A Study on the Remediation phenomenon in Marvel Comics and Marvel Cinematic Universe (마블 코믹스와 마블 시네마틱유니버스에서 나타나는 재매개 현상에 대한 연구)

  • Yi, Jung-Hyun;Lee, Chang-Wook
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.315-321
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    • 2021
  • This study analyzes the characteristics of the process of changing content as print media is remediation as video media. By applying the dual logic of remediation, we analyze the process of remediation analog media(print) into new media(video). Through the results, we present the possibility that remediation methods using changes and variations in various media can be applied to the design methodology. Marvel Comics has been remediationed as Marvel Cinematic Universe. By understanding the phenomenon that analog media is remediation as new media, Design methodologies can be presented so that designers can derive the results by using the characteristics of remediation when designing.

A Proposal for IT Design Curriculum in Community College based on IT Industry Demand Survey (IT 산업수요 조사에 기초한 전문대학교 IT 디자인 교육과정 제안)

  • Lee, Yun-Hui;Jo, Seong-Hwan
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.345-353
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    • 2016
  • This study was intended to analyze the present condition and problems of education by examining the curriculum of departments relating to IT design in community colleges in the environment of IT that more rapidly grew than any other sector due to the development of information and communication and smart device, focusing on the actual condition. And it was intended to present a scheme for the improvement of IT design curriculum in community colleges in preparation for the surveyed industry demand in IT sector. First of all, this study attempted to check how IT designers' work changed according to the change of technology in industrial scene through a survey of job in IT industry and an analysis of IT industry trends. As a result, it was shown that the work of IT designers who had carried out web design work extended to mobile design, and school education also required mobile education according to the change of the times. Here, through task analysis, it was possible to find that web design and mobile design was not fundamentally entirely different, but was within the range where it was perfectly possible to carry out mobile design work if mobile environment and condition was understood and an education was given together with the existing curriculum.

사용자 인터페이스 디자인을 위한 Video Protocol 분석 도구 개발에 관한 연구

  • 김병욱;이건표
    • Proceedings of the ESK Conference
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    • 1997.10a
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    • pp.456-459
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    • 1997
  • 디자이너에게 필요한 정보가 제품의 성격이 변함에 따라 변하면서 정보 수집의 흐름도 달라져가고 있다. 지금까 지의 디자인 정보 수집이 단순 설문조사에서 사용자의 사용상황을 관찰하는 보다 실질적인조사 혹은 컨텍스트 디 자인(Context Design: 사용환경을 고려한 디자인)으로 바뀌어 가고 있다. 그러나 기존의 조사분석방법들이 특정한 면(인지적 혹은 행위적)에 편중된 자료 수집에 초점이 맞추어져 있어서 다양한 정보의 수집과 이러한 정보의 통합 적 관리가 어려운 문제점을 가지고 있다. 정보의 수집과 통합적 관리의 어려움이 발생하게 되는 원인을 좀더 구체 적으로 살펴보면 첫째, 수잡되는 데이터의 문제이다. 데이터의 성격을 사용자인 개인의 조작행위에 중점을 두거나 또는 작업상황이나 사용자의 성격/선호도와 같은 부분에 중점을 두기 때문에 서로 상호작용하여 사용자 인터페이스에 큰 영향을 미치는 이 두 유형의 데이터에 관한 분석을 어렵게 하는 원인이 되고 있다. 둘째, 적당한 데이터 수집도구 (data logger)의 미비를 들 수 있다. 이것은 기존의 Data logger들은 정보를 문자나 숫자 또는 특수문자로서 정보를 추출하게 됨으로써 데이터를 뽑는 당시부터 정보가 추출자로인하여 1차적으로 가공이 된다는 점이다. 이것은 보다 실질적이고 분석단계에서 보다 면밀한 분석이 이루어 질 수 있는 중요한 데이터가 유출될 수도 있다는 것을 의미하는 것이다. 마지막으로 위에서 언급했던 두 유형의 데이터를 동시에 분석할 수 있는 방법의 부재와 실질적인 데이터를 분석하여 이를 디자인에 활용할 수 있는 정보로 가공할 수 있는 도구가 마련되어 있지 않다는 점이다. 디자인 작업은 종합적인 시각화 과정임에 비해 분석된 결과가 비시각적이며 위에서 언급했듯이 분절된 정보가 되기 쉽기 때문에 이를 디자인에 곧바로 적용시키기 어려운 점이 있다. 이에 본 연구는 기존의 바용성 평가를 위한 분석도구들이 갖는 문제 점들 해결하여 제품의 사용자 인터페이스 디자인 개발과정에서 활용할 수 있는 평가 분석도구를 개발하는 것을 목표로 한다. 이를 위해 첫째, 다양한 유형의 정보를 포함하는 비디오 정보를 선정하였따. 둘째, 데이터를 다양한 측면에서 추출할 수 있는 Data logger를 개발하였다. 셋째, 데이터를 시각적으로 정리하고 분석할 수 있는 도구를 제안한다. 마지막으로 인터페이스 디자인에서 여러 가지 디자인안을 도출해 내는 작업에 이용할 수 있는 종합화과정을 개발한다. 이러한 일련의 과정이 통합된 컴퓨터 시스템 안에서 이루어지도록 프로그램을 개발하여 정보의 유용성을 높일 수 있도록 한다.

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Development and Application of Guidelines for Cresumer Product Design (크리슈머(Cresumer) 제품 디자인을 위한 가이드라인 개발 및 적용)

  • Yoo, Cho long;Lee, Tae Il
    • Design Convergence Study
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    • v.18 no.6
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    • pp.27-39
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    • 2019
  • The purpose of this study is to develop design guidelines for developing innovative products utilizing the characteristics of creative consumers(cresumers) who create alternative usages of consumer products, and to suggest effective way of applying the guidelines in design process. To do this, the study conducted the analysis on the characteristics and types of cresumers and in-depth interviews and observations of actual cresumers. The study was able to initially come up with 131 items in 7 categories through keywordization and affinity analysis of prior outcomes, and reorganized and modified those to 52 items in 4 categories. After verification of co-relationship and credibility analysis with 2 evaluation sessions (7-scale SD), the study has reached 4 categories - product concept development, product development, product use environment, and market possibility - with 46 guideline items. The study developed a design toolkit to effectively apply the guidelines in the product development process. The toolkit consists of three chapters and provides explanations and related examples to clarify the categories and individual guidelines, designed in the form of cards and booklet.

디자이너코너 - 출력의 이해(1)

  • Kim, Ho-Mun
    • 프린팅코리아
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    • v.9 no.6
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    • pp.106-109
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    • 2010
  • 인쇄라는 과정은 다양한 분야로 구성되어 있으며 서로 다른 분야에서 어떤 작업이 이루어지는지 모르는 경우가 대부분이다. 가장 보편적인 출판을 위한 종이 인쇄 과정은 크게 디자인(Design), 프리프레스(Prepress), 프레스(Press), 포스트프레스(Postpress)로 구분할 수 있다. 이중에서 프리프레스(Prepress)는 인쇄될 내용(Contents)을 인쇄판에 기록하는 과정을 말한다.

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A Study on AN-DONG Traditional Main Character Creative Processing Project in Content Development - with 'Mother Wonlee' Film Main Character (안동 전통 문화 콘텐츠 주인공 캐릭터 개발과정과 제작 고찰 - '원이엄마' 영상 남녀 주인공을 중심으로)

  • Cho, Hyun-Kyung
    • Cartoon and Animation Studies
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    • s.40
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    • pp.243-260
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    • 2015
  • Being a symbolic image to let traditional 'mother wonlee' contents characters known widely, need to be made in a way that can deliver the powerful message of korea An-dong traditional local contents and the value of regent story. As for the contents character develope methods and the scope of the study, an theoretical study was conducted based on literature review, and, factor plus fiction field surveys, and the legend story and then an effect of character marketing on global contents with original identity. 'mother wonlee' pre-production plaining have been analysis with creative described based on the ancients features and the classification of ancient original characters, and the situation and the concept of An-dong local place. as a results this thesis is show up how to make up a main character develop processing and make a features design processing of the characters who different age and a scenes. as a conclusion is drawing about a 'Wonlee' and 'Eungtea' both main Character plaining processing and graphics; traditional face, all clothes, body proportion, etc. Also we trade to traditional patten with character planing. it will be a high value industry which facilitates a variety of industries in conjunction with marketing traditional source characters in global. Recognizing the value of traditional story main character design and graphics marketing and utilizing the value through various media will create infinite value, enabling the global marketing.

A Study on Competency Education through Capstone Design in the Junior College for the Visual Design Major (전문대학 시각디자인과의 캡스톤디자인을 통한 직무교육에 관한 연구)

  • Song, Ji-Young;Kim, Sun-Wha
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.183-192
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    • 2016
  • The purpose of this paper is firstly to research the Capstone Design Learning Model which helps the students to acquire practical industrial skills and knowledge in real business fields, and secondly to analyze the qualitative effectiveness of this model in respect of knowledge, skill and attitude which NCS(National Competence Standards) suggest in industrial design field. In order to study, the second-year students taking the class 'Communication and Design Project(CDP)' of Industrial Design Major of DIT, took part in the Capstone Design Project and proceeded a project 'Character design of the entertainer Robert Holley' in cooperation with a relevant company and the professor in charge of this project. Through this research, it appeared that Capstone design related to visual design tasks improved the technical skills and competence of the students majoring in design. In other words, through analyzing questionnaire survey based on NCS, evaluation from relevant company, and awarding a prize of the design contest, we conclude that this instruction design and action plans have significant meanings to promote the students on-the-job competence.

Constructing New Paradigms in the Design Education System -New suggestions in the design environment and design education for the information network era- (정보네트워크 시대의 새로운 디자인 지식체계 구축을 위한 교육 프로그램 연구 -정보 네트워크 시대의 디자인 환경과 디자인 교육의 새 방향-)

  • 이현주;신계옥;이은주;김태경;류성현
    • Archives of design research
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    • v.14 no.2
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    • pp.267-278
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    • 2001
  • Beyond the simple stage of technical development, the growth of information networks have changed areas such as the economy, communities, and education. Existing knowledge and new knowledge about these things have developed and either coexist or conflict with each other. It is difficult to predict the result of this interaction since old and new information is changing so quickly. The transition from a simple communication to an interactive communication is related to a changed communication environment which involves a more complex level of understanding. Establishing the new design concept which is aimed at the future and developing new educational programs which respond to these new information networks are important in order to educate designers who can adjust to the new information network era and construct design education. This paper reports research about the process of developing new education systems that explore the new design paradigms, the changing information network, and the proper approaches to developing design education programs which fulfill these requirements.

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