• Title/Summary/Keyword: 디자인 단계

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Significance of Developing an Analog Contents Design as a Part of Digital Contents Design Education (디지털콘텐츠디자인 교육 과정에서 아날로그콘텐츠 제작의 유의성)

  • You, Si-Cheon;Han, Ji-Ae
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.124-134
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    • 2010
  • This study has began to develop a method for the student major in visual communication and media design to allow them approach to digital contents design developing process in easier and more effective way. The aim of this study is to investigate the potential significance of developing analogue contents design as one of the preliminary works in the digital contents design developing process. The results revealed that designing analogue contents as one of the preliminary works of the digital contents design is: Firstly, it reduces students' mental pressure in organizing the structure of overall information clusters at the phase of information architecture. Secondly, it helps students to find out the object and the preferable form of information design intuitively in the process of information design. Lastly, it is helpful for students to understand the characteristics of digital contents design through clarifying the differences between analogue contents design and digital contents design.

A study on competencies of designer in forth industrial revolution (4차 산업혁명 시대 디자이너의 역량에 관한 고찰)

  • Jo, Gyu-Eun;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.10 no.2
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    • pp.167-173
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    • 2019
  • The purpose of this study is to propose the direction of competence of future designers required in the fourth industrial revolution. Designers have played an intermediary role in connecting technology and human beings. Therefore, in the fourth industrial revolution the capacity required to perform the intermediate role as a designer has also changed. The paradigm of design which changed step by step through the literature survey was studied. In addition, priorities were confirmed by comparing past and future designer competencies through prior research on designer competencies. As a result, we confirmed that the planning competence to solve complex problems and the competence of design management to realize them. Based on this research, we hope to be able to recognize the direction of competence as a designer in the fourth industrial revolution and to be a reference material for the follow - up study.

A Study for Structure of Meaning in Emotional Design (감성디자인의 의미전달 구조에 관한 연구)

  • Song, Man-Yong;Choi, Koung-Jae
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2007.05a
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    • pp.91-94
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    • 2007
  • 현대의 디자인에서 가장 주목할 특징은 Convergence, 즉 융합적 사고 전개이며 그 외적형식이 감성디자인이다. 즉 감성의 지표인 니즈를 통하여 디지인 기획단계에서부터 최종 소비까지 사용자의 감성을 고려한 총체적 메카니즘을 말한다. 따라서 감성디자인은 감성에 대한 연구가 필수적이다. 그럼에도 불구하고 감성에 대한 기존의 연구에서, 감성은 직관적이지만 모호한 것이었다. 그러나 학제간의 연구성과에 힘입어 감성은 이성의 상반적 개념으로 지각, 쾌감과 감정을 외연으로 갖으면서 인간지성을 매개하는 심의의 능력인 것이다. 이때 감성은 니즈의 통계학적 분석에 의한 평균값이 아니라 기호해석의 구조적 강제성에 의하여 보편성을 획득하게 되어 실천적 행위로써 디자인 프로세스를 거쳐 다시 감성의 출발지인 소비자에로 이행하는 순환적 고리를 형성하게 된다. 이것인 감성디자인의 의미전달의 구조이다.

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Popular Culture and Design 1 -The influence of Popular Culture on Design Planning- (대중문화와 디자인 1 -디자인 기획에 미치는 대중문화의 영향-)

  • 전선자
    • Archives of design research
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    • v.13 no.4
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    • pp.203-212
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    • 2000
  • If researching popular culture is understanding a mechanism to make us the general public, then researching, design is discovering and developing a mechanism to qualitatively improve the life of the general public's life. Since this means that the relation of popular culture and design is correlated among social, cultural and historical ties, but this study isolated popular culture and design as a separate variable, and examined and analyzed cultural factors such as the constantly changing objective, role, contents and formativeness(Gestaltung) of design through already researched various(6) criteria of the concept of popular culture. Thus, this study strives to present the orientation of design with culture by including cultural thinking starting from the stage of design, design planning.

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A Study on Methodology of Scenario-Based Interface Design - with an focus on Scenario Collection and Verification method through Web Survey (시나리오 기반 인터페이스 디자인 방법론에 관한 연구 - 웹 서베이를 통한 시나리오 수집과 검증 방법을 중심으로)

  • 김현정
    • Archives of design research
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    • v.16 no.2
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    • pp.395-404
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    • 2003
  • As scenario-based design is expanded to various fields of design, it is introduced to HCI(Human Computer Interaction) in order to figure out user information & tasks. However, scenario based design methods that is focused on collecting scenarios regarding users'needs, is mainly utilized conceptual design stage for system itself. There is a gap between users'need scenarios to interface design of HCI system. In this study, web survey is suggested as scenario based interface design method in order to connect scenario collecting to task specification and to menu structure design of home-network controller. The degree of users'need for specified tasks was verified to various kinds of users through web survey and it decideddepth and order of menu structure. Tasks also was categorized to situation mode and users can make their own menu structure by selecting menu contents or even mode itself, because degrees of need for specified task situation were varied by lifestyle of user group. Finally, it is found that web survey method can be applied to collect and database various scenarios of. various users when a questionnaire is well designed for collection.

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Rationalization Process for Digital Design and Fabrication -Based on the Case of Fabricating Interior Panels- (디지털 디자인 및 패브리케이션 프로세스의 합리화 과정에 관한 연구 - 인테리어 패널 디자인 및 제작 사례를 기반으로 -)

  • Chang, Soo-Jung;Lee, Hyun-Soo;Lee, Jin-Kook
    • Journal of Digital Contents Society
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    • v.16 no.2
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    • pp.307-316
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    • 2015
  • Although the use of CAD and CAM technologies has been broadly adopted by architecture-engineering- construction-facility management (AEC/FM) industry as the means of producing complex forms, there are still remained issues such as reducing cost, and enhancing quality and manufacturability. In this paper, to resolve given issues, we suggest a process of rationalization in digital architecture design and fabrication as an integrated approach. The rationalization, which is usually used as the term related with the skin panel of free-form architecture, is a process of re-designing a digital model to meet the requirements of manufacturing considering the gap with an original designs. Thus we classified this process and conducted a case study of fabricated models as an exploratory study. As the result, we found that each phase is connected with other phases with the circulation of information and rationalization process can be determined as the circulative process which re-designs digital model by minimally deviating from the original design based on the information deducted from analysis of inter-compatability of software and requirement of hardware.

A Study on the Automatic Generation of Test Case Based on Source Code for Quality Improvement (소프트웨어 품질향상을 위한 소스코드 기반의 테스트 케이스 자동 생성에 관한 연구)

  • Son, Ung-Jin;Lee, Seung-Ho
    • Journal of IKEEE
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    • v.19 no.2
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    • pp.186-192
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    • 2015
  • This paper proposes an automatic generation technology of test case based on API in source code for software's quality improvement. The proposed technology is comprised of four processes which are analyzing source code by using the Doxygen open source tool, defining API specification by using analyzed results, creating test design, generating a test case by adapting Pairwise test technology. Analyzing source code by using the Doxygen open source tool is the phase in which API information in source code such as the API name, input parameter and return parameter are extracted. Defined API specification by using analyzed results is the phase where API informations, which is needed to generate test case, are defined as a form of database by SQLite database on the basis of extracted API information. Creating test design is the phase in which the scenario is designed in order to be composed as database by defining threshold of input and return parameters and setting limitations based on the defined API. Generating a test case by adapting Pairwise test technique is the phase where real test cases are created and changed into database by adapting Pairwise technique on the base of test design information. To evaluate the efficiency of proposed technology, the research was conducted by begin compared to specification based test case creation. The result shows wider test coverage which means the more cases were created in the similar duration of time. The reduction of manpower and time for developing products is expected by changing the process of quality improving in software developing from man-powered handwork system into automatic test case generation based on API of source code.

A Usability Testing of a Hybrid Mobile Reading Game for Children With Reading Disabilities (읽기장애아동을 위한 하이브리드 모바일 읽기 게임의 사용성 검사)

  • Shin, Mikyung;Park, Eunhye;Hong, Ki-Hyung;Lee, Joohyun;Park, Hyewon
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.314-326
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    • 2018
  • The purpose of this study was to evaluate the usability of a hybrid mobile reading game among 14 parents of children with reading disabilities. The reading game consisted of six steps according to the process of reading (familiarizing with consonants and vowels, acquiring whole words, combining consonants and vowels, reading words, phonological rules, reading fluency). In this study, parents experienced steps one through three of the reading-game app and evaluated the general design features and Universal Design for Learning on a five-point scale. Regarding the general design features, parents rated usability (18 items in total) as high in the following order: interactive design, instructional design, and interface design. Regarding the Universal Design for Learning (9 items in total), parents evaluated usability as high in the following order: providing multiple means of representation, providing multiple means of action and expression, and providing multiple means of engagement. Lastly, suggestions for the improvement of the app, practical implications, and suggestions for future research are discussed.

A Study on the Characteristic of Design for the Elderly-friendly Ubiquitous Housing Based on Lifestyle (라이프스타일에 따른 고령친화 유비쿼터스 주거환경 디자인 특성 연구)

  • Ryu, Hye-Ji
    • Proceedings of the KAIS Fall Conference
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    • 2012.05a
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    • pp.52-55
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    • 2012
  • 본 연구의 목표는 예비 노인층의 라이프스타일을 파악하고 유비쿼터스 주거환경에서의 디자인 요구특성을 파악하는 것이다. 연구방법은 문헌조사와 심층면접, 웹서베이로 이루어졌고, 연구 결과는 다음과 같다. 첫째, 신체적, 경제적, 사회적 상황에 따라 6개의 라이프스타일 유형으로 분류할 수 있었다. 둘째, 신체적, 경제적, 사회적 상황이 가장 높은 유형 5가 가장 많은 비율을 차지하고 있었다. 셋째, 고령친화 유비쿼터스 주거환경 디자인 요소에 대한 요구도는 라이프스타일에 따라 다르게 나타났다. 넷째, 본 연구를 통해서 파악된 고령친화 유비쿼터스 주거환경에 적용가능한 디자인 지침들은 단계적으로 적용시킬 필요가 있는 것으로 파악되었다.

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A Study of XML Design Patterns for Removing Ambiguity in DTD and Using DOM in XML Application (XML DTD 모호성 제거와 DOM 활용을 위한 디자인 패턴 연구)

  • 김태현;고승규;최윤철
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10a
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    • pp.412-414
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    • 2000
  • XML(eXensible Markup Language)은 차세대 인터넷 기술의 대표적인 기술 요소로서 현재 놀라운 속도로 발전하고 있으며 다양한 인터넷 응용분야에서 적용하고 있다. 이런 추세는 XML 어플리케이션을 복잡화, 대형화시키고 있으며 이로 인하여 XML 어프리케이션 개발과 유지 보수가 점점 어려워지고 있다. 이러한 문제점을 해결키 위해 객체지향 개발 방법론애 적용되어온 디자인 패턴(Design Patterns) 개념을 XML 개발 관련 분야에 적용시키는 연구가 이루어지고 있다. 본 논문에서는 XML 디자인 패턴 중 DTD(Document Type Definition) 모델링 시 발생하는 모호성(Ambiguity) 문제를 해결키 위한 패턴과 DOM을 효율적으로 처리하기 위한 문서 구조 트리 운행 및 접근 패턴을 제안한다. 이 패턴들을 활용한다면 DTD 설계 및 DOM(Document Object Model)을 처리하는 단계에서 재사용이 가능해져 개발된 기술들을 공유 가능하며 시스템 디자인 시에 발생 가능한 문제점들을 사전에 해결할 수 있다.

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