• Title/Summary/Keyword: 디자인 구성요소

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An Empirical Study on the Contextual Features of the Program Components during the Process of Social Work Program Design in the Social Service Agencies (사회복지 프로그램 구성요소개발활동의 실태 및 구성요소의 동질적인 범주성에 대한 실증적 연구 : 3단계 디자인 활동 중심으로)

  • Seo, In Hae;Kong, Gye Soon
    • Korean Journal of Social Welfare Studies
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    • v.44 no.3
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    • pp.237-269
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    • 2013
  • The purposes of the study are to describe the feature of the program components, and to identify their changes in the process of designing the social work programs in the community service agencies in Korea. In order to achieve these purposes, the researchers constructed an analytical framework including 24 program components derived from the related literatures. Data was collected by questionnaires answered by the social workers who were in charge of the program development and implementation. Descriptive statistics analysis and factor analysis were applied to exam the features of the program components in 195 social service programs developed by the funds from the Community Chest of Korea and a private funding foundation. As the result of the analysis, the three noticeable features are found; (1) the agencies have very actively involved in the designing work in the process of developing practice guideline, however they have less involved in the designing work in the process of implementing program; (2) program components which are low level in design activities are intervention models, staff education, and practical ethics; (3) 8 categories of components derived from the theoretical perspective are reduced to 6 categories in the process for developing practice guidelines, finally to 4 categories in the process for implementing the programs. The implications of major findings were discussed in academic and practical perspectives in Korea, including future research works in the area.

A Study on the Priority of Game Design Components by Genres (장르별 게임 디자인 구성요소의 우선순위에 대한 연구)

  • Nam, KiTeok
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.63-74
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    • 2021
  • The format of game play varies depending on the priority of game design components by genre. In this study, in order to quantitatively derive the priority of game design components by genre, 6 game design components and 6 genres were extracted through prior research on game design components and genres, and then the research model was designed, and priorities were derived through AHP. Feedback system in action games, story in adventure games, mechanics in role-playing games, mechanics in simulation games, feedback system in table games, and mechanics in puzzle games were highly prioritized.

A Study on Development of 4Cs and Establishment of 4C Mix for Design Marketing (디자인마케팅의 4Cs 요소정립과 4C Mix구현에 관한 연구)

  • Lee, Jin-Ryeol;Kim, Eun-Young
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.15-26
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    • 2005
  • Recently, one of the outstanding characteristics in design field shows that design is combined with marketing. However, one thing shouldn't be overlooked that original marketing theories are not able to be applied to design in itself because of difference between marketing mind and design thinking. This premise leads the purpose of the study to aim to establish academic frameworks of design marketing by re-organizing conceptual elements of design marketing which can be more suitable for design environment. The study leads to review emergence backgrounds and circumstances of design marketing regarding the disciplinary characteristic of design. Then it examines fundamental concepts of traditional marketing. Next it, based on research results above, suggests the 4Cs as conceptual elements of design marketing which might be fit for design environment. Last it proposes 4C Mix which can be effectively applicable in design development process by restructuring newly suggested conceptual elements synergistically. The study result contributes to several implications in academic and practical perspective. First, it recreates theoretical concept elements of design marketing based on elements of traditional marketing area. Second, it suggests market-oriented framework which can be practically applied in the design development process by designers.

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Study on Impact of GUI Design Elements of Mobile Phone on Brand Preference With focus on senior citizens (모바일 폰의 GUI 디자인의 구성요소가 브랜드 선호도에 미치는 영향 실버세대를 중심으로)

  • Kim, Young Seok
    • Science of Emotion and Sensibility
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    • v.16 no.4
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    • pp.545-556
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    • 2013
  • This study has established the GUI design elements of mobile phones as color, text, layout, graphic icon, and video, under the purpose of exploring the relevance between such elements and brand preference among senior citizens. To accomplish the objective, a model and hypotheses were established, which were tested through a multiple regression analysis. The findings are as follows. First, when the statistical significance was examined by GUI design element of mobile phones, the following results were obtained: Color, text, layout, graphic icon, and video were statistically significant at the significance level given, indicating that such elements all affect brand preference. Second, the relative influence of GUI design elements of mobile phones on brand preference was revealed in the following order: text, color, video, graphic icon, layout. It indicates that boosting the brand preference of senior citizens for mobile phones requires considering 'text' and 'color' first before any other element. In addition, as the influence of 'text' and 'color' becomes greater, the brand preference also becomes higher.

A Content Analysis on the Program Design Activities in the Proposals for Social Work Programs in Korea. (사회복지 프로그램 제안서에 나타난 프로그램 디자인 활동의 특성에 대한 연구)

  • Seo, In-Hae;Kong, Gye-Soon
    • Korean Journal of Social Welfare
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    • v.60 no.1
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    • pp.103-125
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    • 2008
  • Recently, it has been observed that social workers in Korea face diverse difficulties in designing social work programs. These difficulties require researchers to conduct a study on the contextual features of the difficulties. This study is to analyze the characteristics of the social work program proposals on the basis of program components. Research method used in the study is content analysis. Two researchers developed the analytic tool based on literature review and a pilot test, and analyzed 73 proposals submitted to a private welfare foundation from nationwide social work agencies in 2005 and 2006. As a result, although each program was designed in a proposal according to standardized form, there were creative diversities in designing social work programs. In addition, there were confusions in the three areas: conceptual and logical confusion, research and analytical confusion, and concrete and procedural confusion. Finally the researchers suggested several tasks and recommendations for the areas of research, education, and practice to solve these confusions in Korea.

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A Study on analysis component and reformative plan for Educational On-Line Game - especially on the User Interface Design elements - (교육용 온라인 게임의 구성요소 분석 및 개선방안에 관한 연구 - 사용자 인터페이스 디자인 요소 중심으로 -)

  • Sung, Kyung;Kim, Hyo-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.955-960
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    • 2008
  • Supporting the interactive relation between gamer and computer, and offering the game world information, the user interface in online games plays an important role for a gamer to lead game into the intended direction. The purpose of this study is to analyse a currently utilized online game with educational implications and to analyse its user interface design elements, in order to suggest the strategy how to reformative educational online games.

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A Study on Mobile Application UI Design Components & Design Guidelines -Focused on the Google Material Design Guidelines- (모바일 애플리케이션 UI 디자인 구성 요소와 가이드라인 연구 -안드로이드 구글 머티리얼 디자인을 중심으로-)

  • Jung, Dayoung;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.417-423
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    • 2020
  • The purpose of this study is to study the elements that make up the interface design of the applicatio, focusing on Android's Google Material Design Guidelines. and propose a way to produce the UI design guide by categorizing it according to form and combination methods. The components provided by the Materials Design Guidelines were disassembled form and attributes, types, and the characteristics. The components of UI design include surfaces, letters, icons, and media, which enable the creation of UI style guides, and the components for the purpose of exploring and communicating information, with different components and rules of use used for the purpose. Based on these results, I would like to propose design criteria for the interface of mobile applications and how to utilize it effectively.

Character Design and Consumer Response (캐릭터 디자인과 소비자 반응)

  • Kim, Hae-Ryong;Hwang, Sun-Dai;Sung, Min
    • Asia Marketing Journal
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    • v.9 no.2
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    • pp.131-163
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    • 2007
  • Recently, the importance of 'character' is widely acknowledged by practitioners and academic arena. Character is the archetype of design product. Unfortunately, however, there have been limited character design studies. The purpose of this study is to identify the components of character design and then to verify the causal relationships among them. The research model of the current study is developed based upon the past studies on the consumer response model related to the product design. The result of the study shows that the dimensions of character design are converged into upper dimensions, including such as character appearance, character image, and character attachment with each lower dimensions, respectively. An analysis of relationship among these variables indicates that while the character appearance tends to trigger character image, the character image leads to character attachment. In addition, both the character image and the character attachment have a positive influence on the loyalty of the character. Understanding of the paths among consumers' responses will be able to be a good guideline for establishing character design strategy. And, finally, the authors discuss some theoretical contributions and managerial implications.

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A study on the digitalization of apparel design process (의류 생산설계 업무의 디지털화에 과한 연구 - 여성 자켓 디자인 및 패턴 데이터베이스 구축 방법 -)

  • 송지영;천종숙
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2001.11a
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    • pp.158-163
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    • 2001
  • 본 논문의 국내 패션 업체에서 상품기획 과정 중 많은 시간과 노력을 투자해야 했던 디자인 및 패턴 자료를 데이터베이스화하여 key word를 통해 효율적으로 찾아 사용할 수 있도록 한 디지털 여성 자켓 분류 데이터베이스 시스템을 개발하고자 실시되었다. 이를 위해 의류업체 종사자 48명과 의류학 전공 대학원생 54명, 패턴 전문가 11명을 대상으로 설문조사 및 인터뷰를 실시하여 디자인 및 패턴의 분류 기준과 의류 생산기획 업무의 디지털화 가능성을 검토하였다. 본 연구의 결과는 다음과 같다. 국내 의류업체에서는 상품기획시 국외패션잡지와 collection지를 가장 많이 활용하고 있었으며, 디자인 및 패턴 DB 프로그램에 대한 효용성 기대와 수용도 기대에는 집단간 유의한 차이가 있는 것으로 나타났다. 여성 자켓 디자인 DB를 위한 구성요소 분류 기준은 7가지고 선정되었고, 이미지 형용사 분류 기준은 6가지로 선정되었다. 또한 자켓 제작을 위한 block pattern 분류 기준은 4가지로 선정되었다. 본 연구를 통해 개발된 자켓 디자인 선택 프로그램의 모델을 제시한 후 실험 참가자들에게 효용성 및 사용가능성을 다시 검증한 결과, 프로그램 제시 전 조사결과보다 유의하게 긍정적으로 평가되었으며, 데이터베이스 자료 활용시 이미지 형용사를 통한 검색보다는 구성요소를 통한 검색에 더 만족하는 것으로 나타났다.

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Study on the present condition of cognition of metaphor icon and the plan to improve it is cognition (메타포어 아이콘(Metaphor Icon)의 인지현황과 인지향상 방안에 관한 연구 - 웹 사이트(Web Site)에서 행해지는 아이콘 인지를 중심으로 -)

  • 전성복;정수연
    • Archives of design research
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    • v.16 no.2
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    • pp.77-86
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    • 2003
  • In web environment, we accept most of useful information visually. Icon is a channel through which we explore information, and we need icon design to deliver information clearly and quickly to users who accept information visually. Studies on icon have been carried out vigorously according to system environment, styles and characteristics of users. This study is on the metaphor icon, and judging from the characteristics of metaphor icon, it is by the phenomena of user's association of ideas. Divide metaphor and simile and analyzed metaphor icon that is searched in World Wide Web to distinguish similarity in metaphor icon special qualify, And I clarified the present condition of cognition by questionnaires asking people if they recognize the function. I also clarified if elements of icon design influence the level of user's cognition by visually comparing icons. The result of comparative analysis showed that different elements make different level of user's cognition, and to objectify it more, I made up questionnaires about elements of icon design and proved it again. To summarize the result of this study, the similarity between function and elements of design increases the level of recognition of metaphor icon proportionally. To improve user's cognition, I suggest designing with elements which materialize functions.

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