• Title/Summary/Keyword: 디자인 일관성

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Research on the Curriculum for Integration of ICT+Design (ICT+디자인 융합 교육과정 개발연구)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.20 no.1
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    • pp.105-114
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    • 2017
  • Nowadays, novel and innovative technology including 3D printers, internet of things (IoT), and wearable devices are rapidly emerging. As we must constantly keep up with the most recent trends, words like convergence, multidisciplinarity, and design revolution indeed define society today. Due to the expansion of such diverse technological, industrial, and academic convergence trends, the role of design is becoming evermore essential in development of products as well as creative services. Even the government is pushing towards a 'creative economy' by encouraging ICT convergence to create novel industries as well as advanced jobs. In order to adapt flexibly to such changes in global trends, a solid academic curriculum centered around 'ICT+Design' must be developed. In the current research, we analyzed various literature and benchmarked the major universities both domestic and foreign. Also we utilized a survey-based approach against subjects who are experts or design specialists working in environments related to industry and research. In our proposed integrated ICT+Design educational curriculum, students familiarize themselves with design perspectives and methodology to creatively carry out the course. Moreover, experts from design and ICT came together in an act of 'Radical Collaboration' in which they shared their unique 'Design Thinking' in order to promote understanding and cooperation. Furthermore, industry experts have also taken part as mentors in order to create a workplace-oriented course with various integrated projects. Most importantly, the course was designed so that in addition to research, students can really get hands-on with their ideas in the creativity-integrated workplace.

Affordance in Consideration of a Feature of Platform Action Game (플랫폼 액션 게임의 특징을 고려한 어포던스)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.62-69
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    • 2013
  • A great many researches on affordance in HCI(Human Computer Interaction), product design, and cognitive science has been done investigated currently. In addition, the concept of affordances has been applied to games in the incremental trying to understand the relationship between gamers and systems. However, there are some problems to apply them to games because many researchers take ease to use, consistency, and usefulness to handle mainly in HCI rather than the property of the game into account. Consequently, the objective of the study is to investigate affordances in consideration of the features of the game, such as fantasy, variety, and fun based on the concept of them suggested in ecological psychology. A protocol analysis was conducted through the think-aloud method on the full gameplay session to platform action game as the basic genre of many game. The result of this research reveals that a static and movable affordances as a fixed state are discovered and transforming continously, appearing, and disappearing affordances as variable states are uncovered, and physical and cognitive affordances are observed. The result of this research is expected to propose the essential design guideline on the methodology of game design.

CIM Interface Technique for a Collage Promotion in the Age of Smart - Focusing on Smart Web - (스마트시대의 대학 홍보를 위한 CIM 인터페이스 기법 - 스마트 웹 중심 -)

  • Jang, Seung-Young
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.3
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    • pp.597-606
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    • 2012
  • The description of this paper was made putting the emphasis on CIM Interface configuration with a college policy program as the center whether it is suitable or not for a college promotion. CIM Interface technique for a college promotion is an expression method by visual requirements. Alternatives to a college promotion turned up which are depending on Contents, Image, Marketing strategies by visual elements. The application of consumer contents to give users information did the role of a channel inducing the users to join. Besides, an information designing enabled the information structure to be a visual expression by being grafted on content consistency. First above all, the implementation policy of such systematical formation could be found through University Identity Program-IMC useful as a branding strategy of a college promotion. Like this, a methodology which is able to increase the efficiency of college promotion through a process and a connection was established.

Seamless User Experience for Mobile User :Co-Design between Handset Manufacturer and Carrier Service Operator (모바일 사용자를 위한 휴대폰 제조회사와 이동통신사의 통합적 사용자 경험 디자인)

  • Pan, Young-Hwan;Jeon, Sun-Ju
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.175-178
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    • 2006
  • 1990 년대부터 본격적으로 시작된 국내 휴대폰의 역사는 불과 10 년 사이에 전체 인구 중 3600 만명 이상의 가입자가 휴대폰을 사용하고 있는 모바일 강국으로 발전하였다. 국내 이동통신사들의 다양한 서비스 전략과 단말 제조사들의 다양한 기술의 발전으로 휴대폰은 단순한 전화기능만을 담당하는 커뮤니케이션 디바이스(Communication Device)에서 다양한 VOD, AOD 서비스들의 도입으로 엔터테인먼트 디바이스(Entertainment Device)로 발전했고, DMB, TV, MP3, 카메라 등 다양한 디바이스들이 결합된 컨버전스 기능성 기기(Functional Device)로 발전해 가고 있다. 이런 과정에서 사용자들은 휴대폰에서 다양한 경험을 하게 된다. 본 연구는 다양한 매체와 디바이스가 결합 된 모바일 환경 속에서 이동통신사와 제조사의 관점에서 분석한 자료를 바탕으로 하나의 통합된 경험을 사용자들에게 제공할 수 있는 방법을 고찰해 보고자 한다. 휴대폰을 만드는 제조업체가 수행하는 경험 디자인은 이동통신사에 상관없이, 자사의 경험 통일성(identity)을 강조하게 되고, 이동통신사는 제조업체와 상관없이 자사의 경험 통일성을 강조하게 된다. 통일성 뿐만 아니라 기능이나 직무(task)의 중요성도 다르기 때문에 경험 디자인을 위한 우선순위도 다르게 된다. 이것의 결과는 모두 사용자가 떠 앉게 된다. 즉 사용자의 경험이 복잡해지게 되고 이것은 장기적으로 제조업체 및 이동통신사 모두에게 불이익을 주게 된다. 본 논문에서는 제조사와 이통사를 위한 사용자 경험 모형을 세웠고, 각 요소별로 접근 방법의 차이에 대해 논의를 하였다. 사용자가 휴대폰 경험에서 혼돈을 적게 하기 위해서는 제조사와 이통사의 인터랙션은 서로 일관성이 있어야 하고, 스타일 부문에서는 서로간의 입장차이가 좁히기 쉽지 않으므로 둘 다 사용자의 선택의 폭을 넓혀주는 방향으로 진행을 한다. 기획단계에서 부터 협력을 함으로써 양사의 갭을 줄일 수 있다.

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A Study on the Evaluation System for Night Lighting Design of Chinese Ancient Building by using AHP Method (AHP 기법을 활용한 중국 고건축물 야간경관 조명디자인의 평가에 관한 연구)

  • He, Shun-Ping;Hong, Kwan-Seon
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.291-303
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    • 2019
  • For cities with ancient buildings at core areas, night lighting is an effective means to demonstrate their history and culture. In this regard, night scenes of these ancient buildings are evaluated from multiple aspects, such as color rendition, brightness ratio affected by ambient light and technological realization of lighting facilities. This study builds a visual evaluation system for night scenes of ancient buildings based on three dimensions, namely ancient architecture carrier performance, visual perception and technological realization, and explains specific evaluation sub-criteria one by one. In addition, this study adopts Analytic Hierarchy Process (AHP) to analyze the impact of each sub-criteria item on the weight of the whole evaluation system, and conducts a consistency test to show that the evaluation system meets the reasonable requirements of hierarchy setting. Moreover, relative importance of each sub-criteria item may be determined based on their corresponding weights.

Design of Character Emoticon based on Sex for Efficient Emotion Communication (효율적인 감정 전달을 위한 성별 기반 캐릭터형 이모티콘 디자인)

  • Lee, Hyun-Ki;Yang, Janghoon
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1641-1652
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    • 2018
  • In this study, a design of emoticons based on sex was studied through Kansai engineering method. First, we developed emoticon prototypes according to a design guideline derived from existing related literatures. Then, the design guidelines was updated from the survey results on the properties of emoticon, and the two sets of modified emoticons were developed from them. Another survey was executed to evaluate the degree of emotional expressions on the three types of emoticons developed in this way. A small number of emoticons were found to be designed fulling the researcher's intention. However, in many other emoticons, it was difficult to find a consistent characteristics. Even though it was observed through detailed analysis that one of the main causes of this result was lack of detail in the design guidelines, the results of this study are expected to be used as basic data for the development and application of character - type emoticons suitable for male and female users' emotional expressions in future researches.

The Works of Sheila Levrant de Bretteville with Reference to Intersectionality (교차성(intersectionality)의 관점에서 바라본 실라 르브랑 드 브레트빌의 작품세계)

  • Kim, Lynn;Park, Soo-Jin
    • Journal of the Korea Convergence Society
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    • v.10 no.5
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    • pp.149-156
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    • 2019
  • This study adopts 'intersectionality' as a key concept of Sheila Levrant de Bretteville's design works. As a method of research, this research suggests the definition of intersectionality, from the idea of black feminism. Analysis of the features are such as 1) Typography of speech, 2) Collection of narrative, and 3) site specific installation. The inclusion of the various situations of the individuals reflected in the design throughout de Bretteville's works has made it possible to guarantee the intersectionality. De Bretteville overthrows the context of the power in which the design is placed, embracing forgotten or less illuminated positions. As a result, this research could derive three implications such as 1) visualization of invisibility, 2) subjectification of object, and 3) demarginalization of marginality. The perspective of the intersectionality are in line with the values of contemporary Korean society and might be an insight for researchers who want to establish a design philosophy.

A Framework for using Design Pattern with the XML (XML을 이용한 디자인 패턴 활용구조)

  • Kim, Woon-Yong;Choi, Young-Keun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.10a
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    • pp.335-338
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    • 2001
  • 디자인패턴은 디자인 경험을 표현하기 위한 새로운 메커니즘으로 미래의 유사 상황에서 다시 적용될 수 있는 과거에 잘 정의된 설계에 대한 정보를 기록하는 것이며 소프트웨어 개발 설계에서 재사용성을 증가시킨다. 그러나 광범위한 관심과 활용에도 불구하고, 패턴명세와 활용은 주로 개발자의 수작업을 통해 이루어지기 때문에 일관된 형태의 분석과 활용이 어렵다. 이로 인해 오류 발생 빈도를 높일 뿐 아니라 프로그램 개발이 어렵고 많은 시간을 필요로 한다. 따라서 본 논문에서는 디자인패턴을 구조화된 전자문서로 표현하기 위한 XML 표기방법과 디자인패턴 활용시스템 구조를 제시한다. 또한 이러한 표기법과 활용구조를 통해 소스코드 자동생성 지원 시스템을 제시하고, 적용 예를 보이고자한다. XML을 이용한 구조화된 문서활용은 소스코드 생성시 사용자들에게 더 작은 코드를 작성하게 만들고, 더 안정된 시스템을 구축한 수 있게 한다. 또한 XML의 다양한 기술에 접목함으로써 패턴 활용을 극대화할 수 있다.

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A Study on Intelligent Image Database based on Fuzzy Set Theory (퍼지이론에 기초한 지적 감성검색시스템에 관한 연구)

  • 김돈한
    • Archives of design research
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    • v.14 no.4
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    • pp.5-14
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    • 2001
  • Among Human Sensibility-oriented products a gap between the images that designers try to express through that product and users emotional evaluation becomes an issue. The data on the correlation between image words used for design evaluation and images used in the design process are especially significant. This study based on these correlations suggests a Fuzzy retrieval system supporting styling design with images and image words. In the system, the relational data are demonstrated by Fuzzy thesaurus as correlation coefficient from the degree of similarity among image words. And the degree of similarity is produced based on image evaluation. Image retrieval is conducted by the algorithm of Fuzzy thesaurus development, 1) among image words, 2) images to image words, 3) image words to images and 4) among images: 4 different modes are provided as retrieval modes. Also transfer between modes is carried by direct operating interface, therefore divergent thinking and convergent thinking is supported well. The system consists of operation for the gap and the measurement unit of emotional evaluation, and visualization units. Under unified interface environments are set in order for consistency of the operation.

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A study on camping brand's BI formation and branding strategy - Focused on related word research based on big data for sensible approach & market research for cognitive approach (캠핑 브랜드의 브랜드 아이덴티티(BI) 구축 및 전략 - 감성·인지적 접근을 기반으로 한 빅 데이터 및 마켓조사를 중심으로 -)

  • Choi, Soo-Ah;Lee, Ae-Jin
    • Journal of Communication Design
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    • v.63
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    • pp.336-347
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    • 2018
  • Nowadays, in Korea, the number of campers is increased over 5 million. Many Korean camping brands have excellent qualities however, a lot of times weak brand identities to be globally known. The purpose of this study is to provide helpful sources to have strong brand identities, add more values based on related word research from big data and market research. The data is to be analysed by sensible & cognitive approaches. The keywords for the sensible research are 'camping, camp, camping brand, and camping design'. Then 17 representative oversea brands and 10 Korean brands were analysed for the market researches. From related word research from big data, we can find out the thinking process of potential consumers, how people communicates to exchange information, and what can be the sources to add brand values. Also from the market researches, we were able to find that successful brands have distinctive brand identities, stories, logos with representable colors and they continuous produce signature designs and own way of color matching.