• Title/Summary/Keyword: 디자인 의미개발

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A Study on Dress-up Turning as Means of Expressing Automobile Drivers' Self-identity (자동차 사용의 정체성 표출 수단으로서의 드레스업 튜닝에 대한 고찰)

  • 이호숭
    • Archives of design research
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    • v.11 no.3
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    • pp.219-228
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    • 1998
  • As automobile drivers' desires become ever diversified with the spreading phenomenon of 'characteristic automobile decorations', it is feared that the design quality may be deteriorated, while the safety be retarded in terms of performance and function. In Korea, the 'Dress-up tuning' becomes the source of the social criticism because of lack of relevant codes and professional tuning services, while automobile drivers are excessively having their automobiles overdressed ignoring the overall aesthetic aspect and functions. Under such a circumstance, this study was aimed at reviewing the practices and dress-up accessories by each automobile part of those foreign automobile makers and professional tuners who have introduced the concept of 'customizing' and developed dress-up accessories and various tuning parts only to satisfy their customers' tuning needs. It is anticipated that automobile styling would tend more to pursue a 'coordination' featuring ordinary consumers' individualistic senses, while customers' needs reflecting their life styles be more refined. Meanwhile, Korean automobile consumers have accommodated the product designs : presented within the producers' frameworks, but they are expected to pursue the design values varying according to changing structures of production, society and industry as well as the resultant design activities. In all, makers and designers are requested to be aware of such changing environment structures and thereby, explore other alternatives, or reflect seriously on the socio-cultural implications inherent in the products, namely on the production and consumption of people's favorites.

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A Study on the Effects of Urban Public Transportation Retrofitting for Sustainability (지속가능성을 위한 도시 대중교통 레트로핏(Retrofitting) 효과분석)

  • KIM, Seunghyun;NA, Sungyoung;KIM, Jooyoung;LEE, Seungjae
    • Journal of Korean Society of Transportation
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    • v.36 no.1
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    • pp.23-37
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    • 2018
  • In recent years, it is very difficult to construct and expand new infrastructures in a city center because of long-term low growth and lack of space due to urban overcrowding. So, there is a need to study a variety of Retrofitting techniques and urban applications that can lead to sustainable development while efficiently utilizing existing facilities. 'Retrofit' means a sustainable urban retrofitting as a directed alteration of the structures, formations and systems of existing facilities to improve energy, water and waste efficiencies. In this study, we applied a hierarchical network design technique that can reflect the structural hierarchy of a city to study how to retrofit public transportation routes in Seoul. The hierarchical network design means dividing the hierarchy according to the functions of hubs and connecting different hierarchies to form a hierarchical network. As a result of comparing the application results of various retrofitting scenarios of public transport, the differences of daily PKT and PHT by about 2.6~3.2% less than before the improvement address that the convenience of passengers is increased. Therefore, it is expected that if the route planning is established according to the proposed method, it will increase the number of passengers and the operational efficiency by the improved convenience of public transit passengers.

The Trend of Textile Design in the 1980s and Its Meaning in Historical Perspective (1980년대의 직물디자인 경향 및 그 사적 의미)

  • Park, Nam-Sung
    • Archives of design research
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    • v.17 no.4
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    • pp.211-222
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    • 2004
  • During the 1980s, Textile design achieved a remarkable growth in creating aesthetic effect and in establishing its standing by responding to demands of the time effectively and seeking changes proactively. This was a period when Textile design constructed its modern concept as it was attempting a qualitative improvement through advanced technology, high class, and differentiation. The advent of advanced materials through the development of textile engineering, employment of craft techniques to further cultural and artistic orientation, and restoration of decorativeness in pursuit of sensitivity, all these developments of the 1980s contributed to the rise of above characteristics. In this study, attempts are made to grasp the new trend of Textile design during the 1980s and to review diverse methods of aesthetic creation and plastic possibility which this trend presented for the Textile, and thus to recognize the role of Textile design and its importance in a new light. The new trend of Textile design during the 1980s can be summarized as follows: 1) An appreciation of the creative aspect of the Textile. As attempts are made to emphasize visual and sensitive aspects of the medium, Textile tended to become an object of art itself. 2) A new awareness of the representative and plastic capacity of the fiber material. As attempts are made to develope the creative potential of the Textile, representation of the material tended to become more diversified. 3) A recognition of the Textile as a proper means to deliver the spirit of the time. As the medium accommodates and fuses diverse cultures including traditional culture, more emphasis was place on cultural contents of the Textile. In the process of pursuing these changes, Textile design of the 1980s has also contributed to the creation of new values, laying the groundwork for its emergence as an advanced high value-added industry.

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A Study on the Attraction Factors of the Enetertainment Industry (엔터테인먼트산업의 어트랙션 요소에 관한 연구)

  • 이호숭
    • Archives of design research
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    • v.15 no.2
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    • pp.59-70
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    • 2002
  • The psychological system of human beings has gone through changes from material satisfaction to spiritual satisfaction. That is, $\ulcorner$From real goods to feel goods$\lrcorner$: much attention is not paid to physical consumption of real products but to consumption of time containing information value such as services capable of enriching and entertaining life. Entertainment is a cultural industry based on mass consumption culture. In this context, this research is designed to look into the entertainment tendency of the industrial areas and to take a look at various forms of attraction serving as the factor of absorption to users. The study indicates that the moderns impose much value on invisible goods such as experience. And the most popularized method is to appeal to clients for sensory interaction by presenting the experience of joy. Entertainment in a true sense is generated on the basis of creativity, which is a product of intuition and efforts directed toward the understanding of emotional ties with the general public characterized by uncertainty.

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Context-based Web Application Design (컨텍스트 기반의 웹 애플리케이션 설계 방법론)

  • Park, Jin-Soo
    • The Journal of Society for e-Business Studies
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    • v.12 no.2
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    • pp.111-132
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    • 2007
  • Developing and managing Web applications are more complex than ever because of their growing functionalities, advancing Web technologies, increasing demands for integration with legacy applications, and changing content and structure. All these factors call for a more inclusive and comprehensive Web application design method. In response, we propose a context-based Web application design methodology that is based on several classification schemes including a Webpage classification, which is useful for identifying the information delivery mechanism and its relevant Web technology; a link classification, which reflects the semantics of various associations between pages; and a software component classification, which is helpful for pinpointing the roles of various components in the course of design. The proposed methodology also incorporates a unique Web application model comprised of a set of information clusters called compendia, each of which consists of a theme, its contextual pages, links, and components. This view is useful for modular design as well as for management of ever-changing content and structure of a Web application. The proposed methodology brings together all the three classification schemes and the Web application model to arrive at a set of both semantically cohesive and syntactically loose-coupled design artifacts.

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A Study on Shaker's Free Design from Fashion (유행(流行)으로부터 자유로운 세이커(Shaker) 디자인에 대한 고찰)

  • Choi, Sung-Woon;Huh, Jin
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.279-288
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    • 2007
  • Today, design is not free from fashion, which emerges and vanishes temporarily, and aims at equalization. As a result, products quickly become obsolete because of fashion. This means that the span of products is determined by a social concept, which is not clarified, regardless of their functions. Usable products will gradually disappear from us and it will cause serious environmental problems, unless we can find out measures against fashion. As such, it is important to study the characteristics of the shaker's design in this circumstance. The Shaker's community has a distinguishable difference from other general societies. Temporary fashion and misled information cannot interfere with their consciousness. Religion, the life and the principle of design have developed on the same level in their community. Especially, any decoration or the difference of materials is not allowed in shaker's design. It reflects their thinking that all people are equal in the sight of God. Therefore, any decoration for social and economical superiority can not be used. Through this consciousness, they can be free from fashion or decoration. They, also, believe that they can reach perfection through practicality and simplicity. The reason why shaker's design is not disturbed by fashion is that their belief is involved in their design. Consequently, if religious or conscious contents are primarily set up, design can be free from fashion and products can be used for a long time.

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A Study on the Trends and Functions of Flexible Packaging (세미나 - 플렉시블 패키지의 기능과 동향에 대한 연구)

  • Kim, Mi-Ja
    • The monthly packaging world
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    • s.207
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    • pp.111-125
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    • 2010
  • 최근 포장 분야 가운데 가장 빠르게 성장하는 분야의 하나로 플렉시블 패키지에 대한 인식이 커지고 있다. 미국 내 포장산업 분야의 경우, 플렉시블 패키지는 약 절반가량을 차지하는 수요를 차지하고 있다. 우리나라의 경우도 경제성과 다양한 기능성을 제공하는 플렉시블 패키지는 활용 범위가 확대되고 있다. 플렉시블 패키지의 개발이 이처럼 활발해지는 경향은 경쟁 재료와의 비용에 있어서 우위를 가지면서도 강도, 실링, 배리어 및 기타 포장 특성이 우수하고 높은 그래픽 적용성 등에 있어서 많은 장점이 강조되고 있다. 본 연구에서는 플렉시블 패키지의 개념과 국내외 현황을 고찰하고, 플렉시블 패키지의 기능을 분석하며, 앞으로의 동향과 과제를 도출하는데 목적이 있다. 연구 결과, 최근의 우수 사례와 선행연구들을 통해 본 플렉시블 패키지의 기능은 첫째, 사용의 편의와 소비자 측면에서의 구조적 기능, 둘째, 인쇄 및 시각적 측면의 그래픽 기능, 셋째, 혁신적 포장재 적용에 의한 재료적 기능, 넷째, 자원의 절감과 재료의 최소화, $CO_2$ 감소 및 에너지 절감 측면에서 미래에 더욱 중요성이 강조될 환경친화적 기능을 고찰하였다. 포장 분야 가운데 가장 빠르게 성장하는 분야의 하나로서 그 비중이 증가하고 있는 플랙시블 패키지에 대하여 새로운 재질의 적용, 마케팅 수단으로서의 패키지 기능, 소비자 요구에 따른 기능과 특성을 이해하고 앞으로의 과제를 고찰하는 것은 패키지디자인 분야의 연구에서 중요한 의미를 갖는다. 본 고에서는 (사)한국브랜드디자인학회가 발표한 제15호 논문 가운데 영산대학교 김미자 교수의 "플렉시블 패키지의 기능과 동향에 대한 연구"를 살펴보도록 한다.

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A Study on the Identity of News in the Web (인터넷 신문 사이트의 Web Identity에 관한 연구)

  • 김윤경
    • Archives of design research
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    • v.14 no.3
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    • pp.165-176
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    • 2001
  • A corporate identity is an expression of a company's personality and philosophy. From Trademarks to Letterheads, most of companies are eager to show up themselves to the audience. Nowadays the Web has quid(Iy emerged as the most influential communications media for the public. In aspects of this situation, traditional corporate identity program has to change to accord with the new media. Especially print media news has broaden their line to the Web, but most of them are lacking in the express their Identity, Therefore, it is an urgent problem to find their Identity on the Web site. In this paper, I am going to analyze the new aspects of identity in the news site on the web.

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A Study of Effective game designing processes (효과적인 게임 기획 프로세스 방안 연구)

  • Jeon, Joon Hyun;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.35-44
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    • 2016
  • The progress of the game engine make us easier to develop a game product and it is possible for one man to make a game. This means that if you have ideas about game, you can make a game as you thought only if you know how to design a game. Because the game designing is not the field that may not be used like tools and could not buy like graphical data. This study, based on the practice, presented to the understanding and guidance for people who want to know about game designing such as no experienced person and starting new game design. These contributions are supported by a detailed exploration of common understandings of game design methods so that I expect to help designing or managing the project.

Analyzing user satisfaction factors for mobile health apps (모바일 헬스케어 앱 사용자 경험 요인 분석)

  • Kim, Guyeop;Kim, Hyun K.;Shin, Yuan;Park, Gyuwon;Park, Sunyoung;Lee, Yuryeon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • fall
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    • pp.129-131
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    • 2021
  • 본 연구의 목적은 모바일 헬스케어 앱의 사용자 경험 요인을 분석하여 제안하는 데 있다. 의료 관련 앱은 주로 의료 서비스 제공자 중심의 기능으로 디자인되어 개인의 서비스 접근성이 낮으며, 데이터 활용에 대한 고려가 부족하다. 개인이 주도적으로 건강 데이터를 활용하기 위해서는 개인 - 건강 데이터 커뮤니케이션을 고려한 앱 개발이 필수적이며, 이와 관련된 사용자 경험을 평가하는 도구가 필요하다. 먼저 문헌 조사를 통해 사용 편의성, 사용 만족도, 정보 구조, 유용성, 정보 품질, 심미성 6가지 사용자 경험 요인을 수집하였다. 이후, '나의건강기록' 앱을 대상으로 사용자 심층인터뷰를 진행하여 모바일 헬스케어 앱 사용자 경험에 영향을 주는 요인을 분석하였다. 심층인터뷰 결과, 사용자 경험 요인에 정보의 이해용이성 요인이 새롭게 도출되었다. 정보의 이해용이성은 건강 정보를 알기 쉽게 제공하여, 사용자들이 어려움 없이 정보를 이해할 수 있는 능력을 의미하고 건강정보이해능력과 관련이 높다. 각 도출된 요인은 정보 주체(사용자)의 편의성, 활용성, 유지율을 높일 수 있는 모바일 헬스케어 앱을 디자인하는 데 유용할 것으로 기대된다.

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