• Title/Summary/Keyword: 디자인 관리

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A Study on the Improvement of Cannabis Production History Management in Korea -focused on Gyeongbuk Hemp Regulation Free Zone- (국내 대마 생산이력관리 개선에 관한 연구 -경북 산업용 헴프 규제자유특구 사업을 중심으로-)

  • Kim, Han-Sol;Shin, Min-Joon;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.249-259
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    • 2022
  • More than a year has already passed since the Gyeongbuk Hemp Regulation Free Zone Project was implemented, and it is time to supplement and review the deficiencies in production history management for the domestic hemp industry after the Free Regulatory Zone. In this study, the current status and characteristics of cannabis history management in the Gyeongbuk Hemp Regulation Free Zone project were investigated, and problems with current history management were derived using service design tools such as pilot interviews, shadowing, and Customer journey map. The case of the cannabis production system and the CTS recommended for the legal cannabis market in Oregon, a leading country, was compared and analyzed, and the direction was to secure safety through production cycle history management suitable for growth characteristics, efficient technology application for real-time management, and history information sharing. Through this study, it is expected that it will help improve the current hemp production history management system and properly settle the history management system of domestic hemp industrialization in the future.

A Development of a Design Prototype of Wearable Computer For a Daily Life-based Application (실생활 응용서비스를 위한 웨어러블 컴퓨터의 디자인 프로토타입의 개발)

  • 양은실;조현이;이주현
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.05a
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    • pp.141-147
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    • 2003
  • 본 연구의 목적은 사용성과 평가에 기초하여 사용성과 착용성 평가에 기초하여 웨어러블 컴퓨터의 디자인 프로토타입을 개발하는 것으로서, 실증적 자료를 토대로 하여 웨어러블 컴퓨터의 디자인 적합성 및 물리적 인터페이스 속성을 개선하는데 목표를 두었다. 본 연구에서는 이를 위하여 웨어러블 컴퓨터에 디자인 시안 1종을 실물로 제작하고 컴퓨팅에 능숙한 일반 사용자 10명과 택배직에 종사하는 전문 사용자10명을 대상으로 디자인 시안을 사용하게 한 후, 디자인 시안의 사용성과 착용성을 평가하기 위한 심층면접을 실시하였으며, 그 결과 도출된 문제점을 실증적으로 분석하였다. ‘외관’, ‘관리의 용이성’, ‘컴퓨팅 기기 위치의 적절성’, ‘와이어 경로의 적절성’, ‘조작의 용이성’, ‘위험성’, ‘유용성’, ‘인지적 변화’, 의 9가지 항목별로 정성적, 정량적 분석결과를 도출하였으며, 이러한 결과를 기반으로 디자인 시안의 세부적인 디자인 수정안을 도출하였으며, 사용성과 착용성 평가를 바탕으로 한 현재의 기술을 통해 구현 가능한 웨어러블 컴퓨터의 디자인 프로토타입의 기본형을 그래픽 시뮬레이션으로 제시하였다.

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Consideration over Appropriation Activity of Design (디자인의 전유 행위에 대한 고찰)

  • Kim, yang-ho
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.993-997
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    • 2009
  • Designs in the modernism era were produced for the purpose of standardization of items and devices centered on efficiency and functions, and the will of design consumers in the industrial era, when consumption exceeded production, was limited to the objects of consumption. But, after the post-modernism era, design consumers have started to entail acts of exclusive possession such as participation in the design idolization, partipation, tuning, control and parody as design consumers in the digital environment do not passively accept what is given to them anymore, and aggressively intervene in the process of design production and management. It is expected that designs will change from the system in which only professionals can produce and manage its production to that of cooperating with consumers to produce designs, and various forms of consumers' exclusive possession will change all sort of design environments including production methods surrounding design products and distribution. Therefore, this study seeks to induce efficient design production by understanding changes of consumers' cultural environment resisting standardization and structuralization with smoothy perception between producers and consumers through classification of consumers' appropriation into de-construction, re-signification and self-identification.

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The Proposal of Implementation Plans for Brand-centered Design Leadership (브랜드 중심의 디자인리더십 실행방안 제안에 관한 연구)

  • Kim, Eun-Young;Lee, Jin-Ryeol
    • Science of Emotion and Sensibility
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    • v.14 no.3
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    • pp.445-458
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    • 2011
  • This study aims to propose management items and implementation plans that can be used to manage the following topics: what components should be managed to ensure effective implementation of design leadership, which is critical to today's business management? And are all parts of a company established in accordance with the brand concept, thereby ensuring brand-oriented design leadership? Firstly, this study divided the components of design leadership management into, in a broad sense, vision, culture and platform, established sub-components that should be considered in managing each higher component, and suggested implementation plans for each component. Secondly, the implementation plans for each component were classified into workforce structures, development of brand penetration programs, distribution of time and material resources and application of identity programs. Also, each classified item was further categorized and detail implementation plans for each item were suggested. The outcomes of this study can be utilized as guidelines to evaluate whether each component is properly managed in implementing design leadership. It is also expected that these will serve as useful guides for designers, managers and consultants.

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The Effects of Service Factors of Electronic Catalogue Systems on User Satisfaction (전자카탈로그 시스템의 서비스 요인이 사용자만족에 미치는 영향)

  • Ko, Il-Sang;Choi, Su-Jeong;Kim, Jeong-Hee
    • The Journal of Society for e-Business Studies
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    • v.12 no.3
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    • pp.107-131
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    • 2007
  • Due to an increase of the importance of E-catalogue on electronic commerce, E-catalogue systems have been prevailing for their production and efficient management around Web environment. In this study, we categorize service factors off-catalogue systems into three aspects contents-providing, user participation, and system management, and we measure their impacts on user satisfaction. The results of the study show that richness, design, trust, interaction, function of transaction management, system extensibility, system stability, and security have been found out to be significant factors to affect user satisfaction.

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A Study on the Product Design Education for a Manager of Manufacture (고위 관리자과정에 도입되는 제품디자인 교육내용에 관한 연구 -제조업체 간부를 대상으로-)

  • 도화용
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.05a
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    • pp.22-23
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    • 1999
  • 80년대 초반부터 일기 시작한 국내의 디자인 열풍은 약 20년 가까이 세월이 지난 오늘날, 디자인이란 이제 대학에서 디자인을 전공하는 학생이나 일선의 디자이너 등 관련자들만의 관심분야라는 것은 이미 낡은 이야기가 된지 오래다. 근래에 대학을 비롯한 각 기관에서 평생교육의 일환으로 정규교과과정 이외에 $\ulcorner$고위관리자과정$\lrcorner$ 등의 프로그램이 일반인들에게 관심을 끌고 있으며 그 성과 또한 큰 것으로 사료된다.(중략)

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A Game-Framework Design based on HTML5 using Design Patterns (디자인패턴을 적용한 HTML5 기반의 게임프레임워크 설계)

  • Kang, MyungJu
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.244-245
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    • 2015
  • 본 논문에서는 디자인패턴을 적용하여 액션게임 개발을 위한 HTML5 기반의 게임프레임워크 설계 방법을 제안하였다. 적용된 디자인패턴으로는 싱글톤디자인 패턴과 전략디자인 패턴으로, 전체 게임을 관리하는 Game Manager 클래스에는 싱글톤패턴을, 공격 형태에 따른 캐릭터 객체 생성을 위한 클래스에는 전략디자인 패턴을 적용하였다. 본 연구에서 제안한 프레임워크는 액션게임 개발뿐만 아니라 다양한 장르의 게임개발에도 적용할 수 있다.

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