• Title/Summary/Keyword: 디자인 사례 분석

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A Study on the Customer Experience Design through analyzing Smart Hotels in China (중국 스마트 호텔의 사례 연구를 통한 사용자 경험 연구)

  • Luo, Xuan;Pan, Yonghwan
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.115-124
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    • 2021
  • The outbreak of covid-19 has brought the characteristics and advantages of non-contact services to increased prominence, and the development of smart hotels"has accelerated. This study aims to identify, categorize and define the smart service experience at different touch points of the customer experience. The concept and characteristics of the smart hotel were examined based on existing research and literature. An analytical framework was designed using smart experience factors and customer touch points of smart hotels. Selected Chinese smart hotels were then examined under this framework. The case analysis results show that the customer experience design of smart hotels has developed to different degrees, in terms of interactivity, personalization, accessibility, information and privacy security. Based on the above findings, this article suggests that the design of smart hotels should use integrated data to further enhance personalized service experience.

A Study on User's Value Consciousness toward Products and Patterns of Design Evaluation (제품에 대한 사용자의 가치의식에 따른 디자인 평가의 유형에 관한 연구)

  • Shong, Chang-Ho;Choi, Myoung-Sik
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.255-268
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    • 2006
  • This study raised a question about 'how user's psychological value consciousness influences design evaluation and evaluated 14 product samples. Three main categories were chosen to be analyzed; product evaluation by step, value consciousness toward products, and creation of shape image and design evaluation. In order to obtain results, four research hypotheses were established a and case study was conducted as part of 'conclusive research' for verification. 120 university students in their 20s majoring in product design were chosen as testees in a bid to increase the accuracy of data. With data collected, the whole flow was analyzed by simple tabulation and further analysis was carried out in three evaluation items. An analysis method was mainly quantitative, focusing on multivariate analysis like factor analysis, cluster analysis, etc. The empirical analysis of this study was verified at P<.05 significance level and SPSSWIN 12.0 program was used for statistic process. As a result, four conclusions were gained regarding 'user's value consciousness toward products and pattern of design evaluation'.

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Design of the Interactive Educational Game using the Digital Game-based Learning Methodology (디지털 게임 기반 학습 방법을 이용한 대화형 교육 게임의 설계)

  • Wahyutama, Aria Bisma;Agustin, Ririn Dwi;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.10
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    • pp.1337-1344
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    • 2021
  • This paper presents an interactive educational game design procedure using the DGBL (Digital Game-based Learning) methodology that will help developers to design a multipurpose educational game. The DGBL consists of five stages, which are Analysis, Design, Development, Quality Assurance, and Implementation & Evaluation. This paper is focusing only on the specific technologies included in the Analysis and Design stages based on the DGBL. The first Analysis stage consists of gathering requirements, determining game ideation and learning objectives, and the second Design stage consists of defining the game architecture and database scheme. In this paper, we have designed a lecturers introduction game for a new student or freshmen as a case study to apply the Analysis and Design stages based on DGBL, as well as showing the prototype result in the form of a storyboard.

Case Study on Industry-Academia Cooperation Capstone Design: Focusing on Information and Communication Engineering (산학협력 캡스톤디자인 운영사례 연구: 정보통신공학 중심으로)

  • Bokrae Jung
    • Journal of Practical Engineering Education
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    • v.15 no.1
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    • pp.45-51
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    • 2023
  • The graduation project, which is the final results of the capstone design course, is not only the highest peak in university major education, but also criteria of the practical skills of fourth grader who is supposed to get a job in the future. Therefore, it is needed to operate a capstone design course that reflects industry requirements and its support system for cooperation with industry. In this study, we present a case of the capstone design course and the industry-academic capstone design program at the department of Information and Communication Engineering in Sungkyul University. At the time being transitioned from offline to online class due to COVID-19, we evaluate results of the capstone design class over the past three years and induce improvements for the further operation of the class. This study may contribute to be a practical reference for ICT-related departments that attempt to apply social demands in their capstone design course through industry-academic cooperation

An Auslytic core Study on Web VR Model House (WEB VR 모델하우스 사례분석에 관한 연구)

  • 서정훈;김용성
    • Proceedings of the Korea Society of Design Studies Conference
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    • 2000.11a
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    • pp.74-75
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    • 2000
  • 아파트 모델하우스가 전하는 정보의 내용은 소비자의 욕구와 선호도에 맞춰 소비자를 충족시킬 수 있어야 한다. 현재의 모델하우스는 그러한 측면에서 현실의 제약성 때문에 변화하는 소비자 선호양상에 대응하지 못하고 있다. 이러한 한계를 극복할 수 있는 가능성으로 web 모델하우스의 새로운 정보전달방법을 통한 내용의 다양화를 들 수 있다. (중략)

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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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Design Development of Variable Interior Lighting Applying the Concept of Module (모듈개념을 적용한 가변형 실내조명 디자인개발)

  • Lee, Seungheon;Kim, KieSu
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.28-37
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    • 2018
  • It is necessary to produce and maintain interior lighting design reasonably and actively. Based on the lighting design applicable to interior design, the purpose of this study is to take into consideration the public design of public facilities installed in neighborhood parks and thereby to suggest a module-type variable interior lighting product design for reasonable use. To achieve that, relevant studies were reviewed to find the basic concepts of a module and the best cases of interior lighting applicable to interior design. To draw a new concept of the lighting design to which the concept of a module is applied, this study suggested the design direction for practical product development and a module-type design featuring easy process, product storage, assembly, and management, analyzed the reasonable maintenance direction for the development of lighting design, and proposed a case of design development applicable to the development of a new product design. Through cognitive strategy process, the design was made. This process, as a conceptual strategy, included the step of interior environment analysis, the step of lighting maintenance, the step of variable mechanism, and the step of emotional activation. These steps were connected with formative beauty of design so as to suggest a MLD(Module Lamp Design) strategy. In this way, this study tried to connect humans' free application for a space to a module product and to apply humans' visual approach and free conceptual value to MLD cognitive strategy design process for development.

Investigation into a Prototyping Tool for Interactive Product Design: Development, Application and Feasibility Study of MIDAS (Media Interaction Design Authoring System) (인터랙티브 제품 디자인을 위한 프로토타이핑 도구: MIDAS의 활용 사례 및 유용성 연구)

  • Yim, Ji-Dong;Nam, Tek-Jin
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.213-222
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    • 2006
  • This paper presents MIDAS (Media Interaction Design Authoring System), an authoring toolkit for designers and artists to develop working prototypes in new interaction design projects. Field research were conducted to identify the requirements and a case study of designing new interactive products was carried out to examine the feasibility of the new tool. MIDAS provides easier ways of integrating hardware and software, to manage a wide range of electric input and output elements and to employ 3D Augmented Reality technology within conventional multimedia authoring tools, such as Director and Flash, which are popularly used by designers. MIDAS was used in case study projects of design education as well as by voluntary designers for evaluation. From the result of case studies, it was found that many design projects were successfully accomplished using MIDAS. Designers who participated in the projects reported that MIDAS not only helped them to concentrate more on ideation but also was very easy to use as they implemented the physical interface concepts without advanced engineering skills. It is expected that MIDAS can also support prototyping in interactive media an, tangible user interface development and related human computer interaction fields.

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A Case Study on the Share House for Single-person Youth Households (1인 청년 가구를 위한 셰어하우스 사례 연구)

  • Jo, Esther;An, se-yun
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.265-266
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    • 2018
  • 현대 사회는 1인가구가 급속도로 증가하고 있으며, 1인 가구의 대부분은 20-30대 청년들의 비중이 높다. 그에 비해 청년주거의 주거 빈곤율이 높게 나타나고 있으며, 그에 따른 합리적인 공급가격으로 셰어하우스에 대한 청년들의 관심이 증가하고 있다. 본 연구는 1인 청년 가구 중 셰어하우스 사례를 대상으로 하며, 청년들의 셰어하우스 생활에 적합한 공간의 디자인 방향성을 도출하는데 그 목적이 있다. 본 연구는 다음과 같이 진행하였다. 첫째, 문헌조사와 정보 수집을 통해 셰어하우스의 개념과 특성 등을 이론 고찰하였다. 둘째, 국내의 청년 대상으로 셰어하우스 사례들을 조사하였다. 셋째, 셰어하우스 사례들을 특성에 따라 유형을 분류하고 유형별로 분석하였다. 연구 결과에 따르면 셰어하우스에 대한 관심은 점차 높아지고 있으며, 특히 개인 주거공간과 커뮤니티 공간이 결합된 셰어하우스의 형태를 볼 수 있었다.

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