• Title/Summary/Keyword: 디자인 단계

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A Study of Training Program Development for Diffusion Expression Power - focused on the students are majoring design - (확산적 표현력 계발을 위한 훈련 프로그램 연구 -디자인 전공 학생을 대상으로-)

  • 강덕구
    • Archives of design research
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    • v.16 no.2
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    • pp.121-130
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    • 2003
  • The diffusion expressive power means the flexibility of which creative power test spheres(fluency, originality) by Torrance is ability making the considerations, thoughts and concepts to the meaningful symbolic change. This study is willing to develop and improve program toward the diffusion expressive power and is to testify training effect of the students are majoring design with the object. The training programs composed of six levels which is based on the theory of Eskild Tjalve. And the parameters of each levels are element, function, number, arrangement, form geometric, size and have to practice 2 weeks at once by 12 weeks. For successful measuring the effective results of this study, 40 undergraduate junior students in the department of design are grouped to excercise with experimental pilot group and regulated group. The standard type of creative paper is used to evaluate the results of student's training. This study give proof that creative power of the experimental pilot and under training group is higher than the regulated and under comparison group at in the conclusion.

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Daylighting Performance based Parametric Design focused on the Office Building at the conceptual phase of BIM (설계 초기 단계 BIM 형상정보 파라메트릭 연동을 통한 오피스 실내조도 분석)

  • Park, Jung-Dae;Jo, Chan-Won;Jeon, Min-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.12
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    • pp.475-481
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    • 2019
  • The importance of performance-based design feedback is being emphasized when it comes to the potential impact that affects all the lifecycle of the building. However, the latency and disconnection of domain expert in the sector of AEC/FM remain current obstacles between design and performance feedback. It is hard to utilize performance feedback information for design exploration and support design decision making during the conceptual phase of design. Using parametric design, this paper proposes various design alternatives from a set of rules and constraints defined by algorithms for the geometric configurations of an Office Building. A Building Performance Analysis (BPA) was to developed using Autodesk® Revit® 2019 which integrates Autodesk® Green Building Studio® to predict its sufficient daylighting conditions of the LEED v4's Daylighting Autonomy (DA). The parametric-based performance feedback of this study outlines potential design improvements for further exploration in application to the early design process.

A study on the Initial game software planning using NOVA 1492 (노바 1492의 사례 분석을 통한 초기 기획단계의 연구)

  • Lee, Myoun-Jae;Kim, Kyoung-Nam
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.78-84
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    • 2002
  • 한국 온라인게임은 초기시장 진입으로 유리한 위치를 차지하고 있다 하지만 국내 개발사의 기획력, 디자인, 프로그램 등 게임 순수 개발력은 아직 유명개발사에 많이 뒤처져 있다 특히 기획은 게임의 성공여부를 결정짓는 중요한 단계로써 분석, 평가, 정당화 단계를 수행하여 게임의 특징을 결정하는 초기기획과 게임의 기술적인 것을 다루는 세부 기획으로 나뉘어 진다. 본 논문은 기존 게임 시장과 게이머의 특징을 분석한 후 게임의 장르와 테마, 그리고 타겟 게이머를 설정하여 이에 적합한 게임을 기획하는 초기 기획 단계를 노바 1492의 초기 기획 사례 분석을 통하여 논하였다. 그리고 본 연구는 기존 게임과 차별화되고 게이머들의 요구에 적합한 게임을 개발하려는 게임 개발업체에게 초기 기획의 좋은 예가 될 수 있다.

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Interaction Design Framework for Idea Generation of Smart Products (스마트 제품 아이디어 발상을 위한 인터랙션 디자인 프레임웍 제안)

  • Choi, Jung Min
    • Korea Science and Art Forum
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    • v.30
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    • pp.453-464
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    • 2017
  • With the development of IT technology, various smart products and services have been spread in our daily life, providing users with convenience and emotional satisfaction. Particularly, input and output technologies, sensor technologies, and intelligent system technologies have offered new opportunities for diverse interaction patterns and new user experiences. This research started from the interest in the idea generation of product designers who need to combine various technological aspects with users' needs. The goal of this research is to propose an interaction design framework which can be used in an idea generation stage. To do so, first, the concept and characteristics of smart products were studied through literature reviews, and the interaction technologies, including input/output modality and context-aware technologies, were also investigated. Then, the frameworks that have been proposed in the deisgn fields were reviewed. This paper finally proposed the interaction design framework and explained its application to the idea generation, using several case studies. The proposed framework consists of four categories: product components, context-awareness elements, information input elements, and feedback output elements. Each of these are divided into several sub-categories, focused on users' needs. Sub-categories includes some elements of interaction, and each of the elements is explained with an existing smart product/system. The paper also describes how the proposed framework would be used in the idea generation process, using some design ideation examples. In the future study, more various concept ideas will be proposed through some elaborated case studies, and the framework is expected to be verified in terms of its possibility as an idea generation tool.

A Study on the Process of Architectural Design Studio as a Formative Design Education (디자인 조형교육으로서의 건축설계수업 방법에 관한 연구)

  • Choi, Dong-Hyeog
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.11
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    • pp.4623-4628
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    • 2010
  • This study is to explore the contents and composition of architectural design studio. The purpose of this study is to seek after the potentiality of architectural design education as a formative design dealing with the morphologic difference between solid and void, and to present the effective process of design education for architectural design studio in terms of creative thinking.

Interaction Design Study of Virtual Reality Safety Education Contents (가상현실 안전교육 콘텐츠의 인터랙션 디자인 연구)

  • Chang, Hyo-Jin;Chang, Sun-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.75-87
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    • 2021
  • The purpose of this study is to derive the characteristics of interaction design for each stage of content composition so that it can be referred to in the planning and production of virtual reality safety education contents. It was confirmed that each of the following interaction design features was found in the three configuration steps: acquisition of situation response procedure knowledge, accident situation experiential learning, and content confirmation and evaluation. First, it was revealed that the quality of experience was controlled by increasing the fidelity of behaviors and reducing general and repetitive behaviors in order to emphasize the educational content-related experiences in the learner experience stage. Second, in order for learners to easily recognize main interaction objects in order to acquire information on safe behavior procedures in unfamiliar environments, use of spatial UI or signifiers using arrows or symbols, posts that specifically instruct actions, and multisensory signals Therefore, it was found to be important to emphasize essential actions in a way that lowers the degree of freedom of user experience, and the proportion of non-realistic interactions for cognitive interactions was found to increase. Lastly, in the confirmation and evaluation stage of the experience, it is important to use the meta UI to alleviate negative experiences such as physical damage after experiencing a safety accident situation,

Development of Design thinking-based AI education program (디자인 씽킹 기반 인공지능 교육 프로그램 개발)

  • Lee, Jaeho;Lee, Seunghoon
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.723-731
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    • 2021
  • In this study, the AI education program for elementary school students was developed and applied by introducing the design thinking process, which is attracting attention as a creative problem solving process. A design thinking-based AI education program was developed in the stages of Understanding AI, Identifying sympathetic problems, Problem definition, Ideate, Prototype, Test and sharing, and the development program was applied to elementary school students in 4th-6th grade. As a result of pre- and post-testing of students' computational thinking skills to confirm the effectiveness of the program, computational thinking skills increased by grade level, and students experienced a process of collaboration for creative problem solving based on insights gained from sympathetic problem finding. In addition, it was possible to get a glimpse of the attitude of using AI technology to solve problems, and it was confirmed that ideas were generated in the prototype stage and developed through communication between team members. Through this, the design thinking-based AI education program as one of the AI education for elementary school students guarantees the continuity of learning and confirms the possibility of providing an experience of the creative problem-solving process.

A Study on Service Design of Public transportation for Transportation Vulnerable - Focused on elderly and Foreigner - (교통약자를 고려한 대중교통 서비스 디자인 연구 - 고령자 및 외국인 중심으로 -)

  • Lee, Seung Min;Pan, Young Hwan;Song, In ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.223-236
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    • 2016
  • The infrastructure of public transportation of Seoul which has been developed in parallel with the progress of modernization receives successful performance evaluation at home and abroad, currently representing the highest transport distribution ratio. In spite of this fact, the public transportation of Seoul, which has entered into advanced phase of services, still leaves much to be desired, in particular, the mobility considering the transportation vulnerable is not well assured. It is time to provide proper supports for the efficient mobility of public transportation in accordance with the social changes present in the aging and multicultural society. This study inquired about the current status of public transportation and that of its users. In addition, the main inquiry target was oriented to the elderly and foreigners for observation and investigation, as well as for the analysis of their behavior. Furthermore, through in-depth interviews, inconvenient factors have been found according to public transportation means and its usage phase, by carrying out detailed evaluations of public transportation services. Based on this, the enhancement elements were defined and the corresponding concept was designed through a series of idea workshops, and this study intended to contribute to improving future public transportation services by proposing the improvement scheme applicable to the upcoming public transportation.

제품개발의 시작과 끝

  • Mun, Seong-Su
    • Journal of the KSME
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    • v.53 no.1
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    • pp.32-36
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    • 2013
  • CAE(Computer Aided Engineering, 전산공학해석, '해석'으로 약칭)의 영역은 날이 갈수록 그 범위가 점점 더 넓어지고 있습니다. 기존의 해석은 제품을 설계하는 단계에 등장하여 설계자에게 보다 나은 설계안을 위한 방향을 제시해 주는 조연의 역할에 머물러 있지만, 지금은 제품개발의 시작단계인 디자인에서부터 중간단계인 설계, 그리고 끝단계인 생산기술개발까지 모든 분야에 없어서는 안될, 제품개발의 주연이 되어가고 있습니다.

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섬유$\cdot$패션 분야의 차세대 성장동력 보고서

  • 문철환
    • Proceedings of the Korean Society of Dyers and Finishers Conference
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    • 2003.08a
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    • pp.3-18
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    • 2003
  • 위상 및 발전단계 ■ 발전 단계상 성숙기에 진입하였고, 제품차별화 단계에 속함 ■ 산업용섬유, 기능성 염색, 패션디자인 분야는 진입기 ■ 최근 10년간 100억불 이상의 무역흑자와 고용의 15% 이상 차지 (중략)

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