• Title/Summary/Keyword: 디자인 문제 해결

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Empirical approach to Cognitive Process for Problems of Marine Design (해양디자인 문제해결을 위한 인지적 프로세스에 관한 실증적 접근)

  • Kim, Kiesu
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.126-134
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    • 2012
  • The researchers of this study closely looked into the methods for cognitive-scientific approach to problems of marine design at a time when the overall values of marine cultures are acknowledged in full scale. To that end, the researchers analyzed the problems and problem-solving process for the initial approach to marine design. At the same time, the researchers made the matrix of the design-developmental directions by cognitive scientific approach. After selecting the subjects, the researchers collected verbal protocol and behavior protocol which were shown in the process of a designer's thinking. This was for the sake of protocol analysis which is the representative research technique of cognitive science. Based on the collected data, the researchers empirically analyzed the behavior patterns shown in the marine design process so as to develop the design behavior-graph pattern of designers in an objective and systematic way. The behavior graph was helpful for looking into the initial developmental directions of design and for predicting cognitive structure of designers. The researchers hope that this study will become a fundamental material for predicting cognitive directions of designer for planning and designing the marine design.

Design Thinking Methodology for Social Innovation using Big Data and Qualitative Research (사회혁신분야에서 근거이론 기반 질적연구와 빅데이터 분석을 활용한 디자인 씽킹 방법론)

  • Park, Sang Hyeok;Oh, Seung Hee;Park, Soon Hwa
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.13 no.4
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    • pp.169-181
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    • 2018
  • Under the constantly intensifying global competition environment, many companies are exploring new business opportunities in the field of social innovation using creating shared value. In seeking social innovation, it is a key starting point of social innovation to clarify the problem to be solved and to grasp the cause of the problem. Among the many problem solving methodologies, design thinking is getting the most attention recently in various fields. Design Thinking is a creative problem solving method which is used as a business innovation tool to empathize with human needs and find out the potential desires that the public does not know, and is actively used as a tool for social innovation to solve social problems. However, one of the difficulties experienced by many of the design thinking project participants is that it is difficult to analyze the observed data efficiently. When analyzing data only offline, it takes a long time to analyze a large amount of data, and it has a limit in processing unstructured data. This makes it difficult to find fundamental problems from the data collected through observation while performing design thinking. The purpose of this study is to integrate qualitative data analysis and quantitative data analysis methods in order to make the data analysis collected at the observation stage of the design thinking project for social innovation more scientific to complement the limit of the design thinking process. The integrated methodology presented in this study is expected to contribute to innovation performance through design thinking by providing practical guidelines and implications for design thinking implementers as a valuable tool for social innovation.

The Effect of a Design Thinking-based Maker Education Program on the Creative Problem Solving Ability of Elementary School Students (디자인 사고 기반 메이커 교육 프로그램이 초등학생의 창의적 문제해결력에 미치는 영향)

  • Lee, Seungchul;Kim, Taeyoung;Kim, Jinsoo;Kang, Seongjoo;Yoon, Jihyun
    • Journal of The Korean Association of Information Education
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    • v.23 no.1
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    • pp.73-84
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    • 2019
  • Maker movement is emerging as one of the key areas of the fourth industrial revolution in recent years. The maker movement is to create and share what users need using a variety of inexpensive production tools such as open source software and hardware, 3D printers and laser cutters. We think that the effect would be enhanced if design thinking is applied to elementary and middle school (K-12) class. The purpose of this study is to develop a design thinking-based maker education program and to apply it to classroom for clarify the effect on the creative problem solving ability of elementary school students. In order to verify the purpose of the research, students in the 5th-6th grades of elementary school were divided into a controlled group and an experimental group. The general lecture maker class was applied in the controlled group, and our developed design thinking-based maker class was simultaneously applied in the experimental group. The creative problem solving ability test was conducted before and after the test, and its effectiveness was verified using statistical t-test. In conclusion, this study suggests that design thinking-based maker education program has a positive effect on elementary school students' creative problem solving ability.

Development of Universal Graphic User Interface Design for MS Windows for Elderly Users (고령사용자를 위한 MS Windows유니버설 GUI디자인 개발)

  • Kim, Mi-Young;Kim, Hyun-Jeong
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.15-26
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    • 2006
  • As the interest and use of computer have been increased among elderly users according to the entry to the aging society, the issue of universal design for computer usability was brought forward. Especially, it is widely recognized that universal UI(User Interlace) design on MS windows is important. The objective of this study is to conceptualize Universal GUI design on MS windows which can be used more easily and intuitively by novice users such as elderly and housewives. Especially, the solution for Universal GUI design on MS windows was developed by reflecting elderly users' needs because elderly users is the group with more difficulties than other user groups in learning and using MS windows. First, elderly user's needs was collected by participant observation as a teaching assistant in computer dass for elderly people for 4 weeks. Secondly, the experimental test and in-depth interview was implemented to find difficulties factors and needs in addition to participant observation. Based on the findings, the new GUI design solution was suggested. The design solution consists of ideas in several categories such as setting default, simplification of function for easy conceptual model making, customization of function and working environment, and intuitive GUI in interaction process. The new MS windows GUI design can be accessed by novice mode when user login in window XP. This study has the significance in finding elderly users detailed needs through in-depth and long term participant observation. However, the usability of the suggested prototype needs to be verified to various user groups besides elderly users in the future.

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A Design and Effect of Design Thinking-Based Team Project Learning in Nursing Clinical Practice (간호학 임상실습에서 디자인씽킹 기반 팀 프로젝트 학습 설계 및 적용효과)

  • Kang, Myung-Ju;Chung, Kyung-Hee;Cho, Jeong-Ah
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.336-348
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    • 2019
  • This study aimed to verify the effects of design thinking-based team project learning on nursing college students' empathy and proactivity of problem solving. This study also examined the subjects' experiences obtained from participating in team project activity through reflective analysis. The research was a one-group, pre-and-posttest design. The subjects were 64 seniors majoring in nursing studies in N university who had attended the course of nursing management practice. During the course, they participated in a design thinking team project for a total of 10 sessions for two weeks, five times per week, and one and a half hour per day. Data was analyzed using SPSS Win 22.0, a paired t-test was conducted and Pearson's correlation coefficients were calculated. Content analysis was carried out on their experiences obtained from participation in team project activity. The subjects' empathy(t=-2.94, p=.005) and proactivity of problem solving(t=-6.23, p<.001) showed statistically significant difference between before and after the design thinking-based team project learning and had significant positive correlation(r=.634, p<.001). Analysis of team reflection revealed four themes: design thinking, empathy, problem solving ability, and critical thinking. This study verified that design thinking-based team project learning was very effective in developing nursing college students' empathy and proactivity of problem solving. Research Results Design Thinking Based on team learning, project learning is an effective teaching learning method for finding and defining customer needs, creating a solution to problems, and enhancing engagement and empathy through various stakeholder collaborations I could.

특별기고 / 사용자 테스트로 게임 향상시키기

  • Ri, Sa-Pae
    • Digital Contents
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    • no.7 s.122
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    • pp.146-150
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    • 2003
  • 대부분의 게임 디자이너들은 베타버전이 나와 제품에 대한 품질 확인 문의가 생길 때까지 제품에 대한 피드백을 받지 않는다. QA 테스터는 게임 제작의 관행을 깨기 위해 노력하고 있다. 특히 QA 테스터는 버그와 밸런스 문제를 찾고 주요 게임 플레이 문제까지도 찾아낸다. 하지만 이들이 디자인 문제에 대해 피드백을 준다고 하더라도 제품은 몇 달 이내의 빠른 시간 내에 선적되어야 하기 때문에 이 문제를 모두 해결하려면 시간이 너무 늦어진다.

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A Study on Fashion Design Pedagogy for the Development of Creativity -With Emphasis on Intuition- (창의력 개발을 위한 패션디자인 교육 방안 연구 -직관력을 중심으로-)

  • Lee, Bong-Douk
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.3 s.151
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    • pp.487-496
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    • 2006
  • This study examined the pedagogical approaches on the development of creativity in fashion design education for the 21 st century. In this paper, the concept of the creativity was analyzed with the purpose of devising detailed educational methods by investigating into cognitive and pedagogical natures of the constituents of creativity. One of the most crucial aspects of the creativity is problem solving capability and it was reviewed how creative problem solving capability is applied to the areas of arts and designs. This study particularly explored the specific roles intuition plays in the development of creativity. Insights are very important in enhancing and maintaining creativity and it was shown that intuition can stimulate and reinforce the insights. Also it was suggested was that the development stages of intuition are consistent with the development sequences of creativity in arts and designs. Recommendations for further studies were included.

A study on Nature of the Fixed Idea and the Activation of the Brain for Creative Thinking (고정관념의 정체와 창조적 사고를 위한 두뇌활용법 연구)

  • 유재춘
    • Archives of design research
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    • v.13 no.1
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    • pp.157-166
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    • 2000
  • Since the cognitive science developed as a brandl of academic researdl, studies on human brains have flourished. Emotional features have been centered on the field of design, and the development of the design process has been diversified that makes use of the factors. The purpose of this study is to reflect the current trend and to convert the results into a method for designing. The researdl is based on the mind map techniques which spread like a trendy fashion, and tries to supply a theoretical explanation of how to overcome the fixed idea. Recognizing the importance of learned information in approaching a problem, I regarded the roles of left and right brain as analogue and digital images interpreting them by freely crossing language(digital images) and visual thought (analogue images), using mapping tedlniques. I pursued the research goal of the techniques focusing on the idea of using mapping. As a result of this. I established a logic system [figure 8] in that a proposition which starts as a problem introduction goes on until a problem solution, which is visualized with concept presentation, using a brainstorming technique. According to the suggested concept. I concluded that idea proliferation as a design demand can be solved by applying mapping techniques like one shown in figure 12.

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Bridging the Chasm between Design and Marketing: Problems and Solutions in the Integration Between Design and Marketing (디자인과 마케팅 협업의 틈새관리: 디자인과 마케팅의 협업시 통합의 문제와 해결방안)

  • Im, Subin;Joo, Jaewoo;Linder, Martin;Nam, Kiyoung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.2
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    • pp.1026-1035
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    • 2015
  • Although integrating design and marketing is critical for successful new product development (NPD), there has been a limited attention to the potential problems that arise during the NPD process and their possible solutions in academic literature. In order to narrow this gap, our study conducted a series of surveys of an interdisciplinary class project between marketing and design students over two year periods at one of U.S. universities. From the survey data collected from the total of 65 students who participated in the collaboration projects, we identified two most common problems: (1) conflict from the functional background, and (2) the conflict from imbalanced decision-making authority between design and marketing. In order to resolve such conflict, we found the two contrasting solutions: (1) facilitating communication and (2) prohibiting communication. Our findings contribute to the formation of a theoretical basis for research on the topic of design-marketing integration.