• Title/Summary/Keyword: 디자인 일관성

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An Aesthetic Review on the Traditional Active Sports Wear Design - Focusing on Korean Wrestling Uniform- (전통 국기복 디자인에 관한 미학적 고찰 -씨름복을 중심으로-)

  • Yun, Eul-Yo;Park, Sun-Kyung
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.105-116
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    • 2005
  • Focusing on costume research to set image of Korean wrestling that has potential power as a traditional and cultural item, the purpose of this research is to systemize Korean wrestling uniform and offer suggestions regarding visualization, and to carry out basic ground research to develop Korean wrestling uniform design. For the basic part, I compared world wrestling and Korean wrestling in an effort to learn more about the history of wrestling uniform along with its transitional changes. And for the practical part, I studied the criterion of the current wresting and its uniform, and classified the aesthetic points of Korean wresting uniform into four categories in the view point of design ground research: tradition and uniqueness, usability and compatibility, symbolism and ornamentation, variety and unification. It is concluded that the most important part in designing Korean wrestling uniform lie in how to consistently visualize it based on the above mentioned aesthetic points. As the theoretical research on aesthetic parts of Korean wrestling uniform, this research finds its meaning in suggesting guideline for design concept and development while planning traditional and cultural costume design which will be materialized in the follow-up research.

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A Study on the creativity of the editorial design through the DTP-Focus on the stagnation of idea according to the standardization of the tool environment- (전자출판(DTP) 편집의 Creativity에 관한 고찰-Tool 환경의 정성화 따른 아이디어의 정체성을 중심으로-)

  • 김경만
    • Archives of design research
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    • v.21
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    • pp.29-38
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    • 1997
  • DTP is an innovation of publishing arts act up to the social environmental change followed by the development of the computer and using a word processer. which makes us more convenient and economical. beside. consumer's various desires for design. DTP is getting more practical owing to convenience and economization. but. There is a limit on creativity by the typical working environment. Especially. A convenient tool environment has reduced the field of creativity on account of its consistency with only solving design problems. Result of study. The tool environment has rapidly improved in working environment and process compared with the handwork editing in the past. Particularly. Accidental creations caused by the computer program probably could narrow down the idea world with consistency which is expressed as a pleasure creation. Therefore. A design idea and process should be examined sufficiently by idea sketch before using a computer for original editing. And. As editorial design is based on the aesthetic formative principles. there should be not only how to operate by the tool but also a basic editing design instruction sufficiently for the electronic page design.

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A Compare of 'Understanding' in Backward design and Taxonomy of Educational Objectives in Informatics (정보과 수업 설계에서 백워드 디자인의 '이해'와 교육목표분류학의 6단계 비교 분석)

  • Kim, JaMee;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
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    • v.22 no.3
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    • pp.25-35
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    • 2019
  • The backward design suggested in the 2015 revised curriculum takes into consideration the consistency between a goal and its evaluation, and emphasizes the essence of knowledge. However, the method for designing lesson plans is different from those of the past and, as a result, teachers in the field have experienced some difficulty in applying the design. Accordingly, this study was aimed at examining the differences between the taxonomy of educational objectives with which teachers are familiar and the viewpoint of informatics. The result of the analysis indicated no difference when applying the hierarchy of the six-sided view of the concept of understanding, of which teachers felt some difficulty in terms of applying the backward design. However, the analysis did show some similarity to the hierarchy of the six levels suggested in the taxonomy of the educational objectives. In general, when a new theory is suggested, it is very difficult for it to be accepted and applied. This study holds significance in that it suggests that a new theory must be accepted on the basis of sufficient analysis along with the necessity of efforts to be dedicated in order to increase its applicability.

Aesthetic Characteristics and UX Evaluation of Mobile Platforms (모바일 플랫폼의 미학적 특징과 UX 평가)

  • Chung, Donghun
    • Science of Emotion and Sensibility
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    • v.18 no.3
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    • pp.71-80
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    • 2015
  • Minimalism means abstinence characterized by simplicity, clarity, repetition, and exclusion while skeuomorphism means visual metaphor design characterized by retro, function, and emotion. Mobile platform interface has been developed based on those two aesthetic characteristics and user experience is evaluated using apple iOS6 and iOS7 representing skeuomorphism and minimalism respectively in this paper. Those two aesthetic designs on typography, color, and icon were tested with a sample of 35 undergraduate participants in the repeated measures design and the results showed that participants distinguished two types of aesthetic designs, and evaluated that iOS7 is superior to iOS6 on typography and identity. Comparing the levels of the three variables, aesthetic of typography, and accuracy, aesthetic and consistency of icon design were significantly differentiated and this means that although accuracy of icon design of iOS6 is superior to iOS7, iOS7 is superior in the rest of it. Overall, the participants had a positive evaluation toward iOS7.

A Study on Process from Total Brand Identity to Color Strategy Method -Food Corporation 'happy apple' Case Study (통합 브랜드 아이덴티티 전략 과정에서부터 색채 전략 과정 도출까지에 관한 연구 -식품회사 '행복한 사과' 개발사례를 중심으로)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.4
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    • pp.77-82
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    • 2017
  • The first objective of this paper is to develop the frame of design analysis and color plan strategy for the entire brand. A variety of analyses were carried out on the base of the I.R.I system and the semiotic viewpoint to develop the analysis frame for the entire brand meaning and color. The major part of the research is assigned to secure the validity of the analysis framework that is to be applied to the brand environment. Also, by SWOT analysis, analysis consistency has been maintained in design integration based on color frame. And theoretical review was made on color strategy planning. Through this, we attempt to explore the role of total brand strategy and color design requirements and analysis process. As a result, visualization of brand and color has been established by conceptualizing the ideal-type of commercial success. In conclusion, we have demonstrated the results of image analysis of whole brand through commercialization, visualization and expression through analysis and application of design process of total brand, and also showed the process of optimizing color design plan.

A Study on the establishment of a Street Environment image Identification - Centering on developmental examples and design factors for establishment of city image identity of Gwang-ju - (가로환경의 이미지 정체성 수립에 관한 연구 - 광주광역시 도시이미지정체성 수립을 위한 디자인요소 개발 사례를 중심으로 -)

  • 윤봉식
    • Archives of design research
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    • v.15 no.3
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    • pp.83-92
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    • 2002
  • In the 21st century, as localization is reinterpreted as an important part of globalism and as local culture is recognized as a device to increase the competitive power, every city is trying to develop its identity and improve its image while coping with change of the international and domestic environment. Therefore, basic research was preformed to establish the city image identity of Gwangju and as a result, an ideological slogan " City of Light and Life, Gwangju" and basic factors were developed. This study aims to analyze the condition of the city, focusing on design factors that the city image is comprised of, and establishes a long-term strategy for urban environment development by considering the developmental potential of the city. and focuses on case studies for establishment of an image suitable for Gwangju. Case studies focusing on the urban environmental development were presented and the results were applied to Gwangju. From the results, further studies can be pursued according to a long-term strategy. strategy.

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Improvement of the Brand Image for Automakers By Design Identity (자동차 메이커의 디자인 아이덴티티를 통한 브랜드 이미지 제고)

  • 이호숭
    • Archives of design research
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    • v.12 no.4
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    • pp.161-170
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    • 1999
  • In recent days, consumer's product selection various with diverse life style, not simply with income class. This in why diversified demand and diversified products appear in every industry, which means the success or failure of business relies on tis ability to yield the best productivity under the condition of diversification. The purpose of this study is to discuss how an automaker can create its unique identity and brand image in automobile industry and what's brand role and value, under the recognition that clarifying a target market in development process is indispensable to developing a product of higher marketability. By building and applying a product of higher marketability. By building and applying a brand-unique consistent design identity, it's intended to meet the increasing requirements of product attribute for symbolism or sensitivity so as satisfy or exceed customer expectation.

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Construction of a Retargetable Compiler Generation System from Machine Behavioral Description (머쉰 행위기술로부터 Retargetable 컴파일러 생성시스템 구축)

  • Lee, Sung-Rae;Hwang, Sun-Young
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.5B
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    • pp.286-294
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    • 2007
  • In ASIP design, compiler is required for performance evaluation of processors being designed. The design of machine specific compiler is time consuming. This paper presents the system which generates C compiler from MDL descriptions. Compiler generation using MDL can support user retargetability and concurrency between compiler design and processor design. However, it must overcome semantics gap between compiler and machine. To handle this problem, the proposed system maps behavioral descriptions to library which contains abstract behavior for each tree pattern. Using mapped instructions and information on register file usage, the proposed system generates back-end interface function of the compiler. Generated compilers, for MIPS R3000, ARM9 cores, have been proved by application programs written in C code.

A Study on the Kiosk UI Reflecting the Elderly's Characteristics (고령자의 특성을 반영한 패스트푸드점 키오스크 UI 연구)

  • Hong, Seung Yoon;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.19 no.4
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    • pp.556-563
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    • 2019
  • This study was conducted to improve the use experience of elderly people in fast food kiosks which are actively utilizing 'un-tact' technology. First, the Kiosk design analysis criteria were discussed through literature research. Then, the UI screens of McDonald's, Lotteria and Burger King, which are currently serving kiosks in Korea, were divided into colors, layouts and buttons. Next, the usability evaluation and survey of the elderly revealed problems with the interface design of the current kiosk. As a result, older people do not recognize buttons without an outline as buttons, and errors occur when layout changes or when viewing is complicated. In addition, horizontal navigation and vertical layout menus were error-free, and the design of buttons was error-free with the same color for the same function. Research shows that the Kiosk UI design is preferred by older people. First, buttons in the form of outline or solid are recommended. Second, vertical binding of buttons combined with images and text is recommended. Third, the screen layout should be consistent with the direction of view flow and manipulation, and should avoid increasing the number of menus and information. Fourth, page navigation is recommended in horizontal form and menu arrangement is vertical form. Finally, buttons that perform the same function are efficient for buttons to use the same color, and for different functions, applying a complementary colors can reduce confusion.

Design Evaluation of Parent-child Interactive Game Furniture Based on AHP-TOPSIS Method (AHP-TOPSIS 방법에 기초한 부모-자식 인터랙티브 게임 가구의 설계 평가)

  • Wang, Jiaqi;Pan, Younghwan
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.235-248
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    • 2022
  • Through the research on the design evaluation index of parent-child interactive game furniture, it is convenient for designers to quantitatively analyze the design advantages and disadvantages of related products, which is of positive help to control and improve the design quality. Combined with AHP and TOPSIS, this study proposes the evaluation model of three design criteria and 26 design indexes. After expert scoring, calculation, and consistency test of each index, the weight value of each design index is obtained, and the index is classified according to the importance of each index. Finally, eight essential indicators, eleven secondary indicators, and seven general indicators are classified. A case study was conducted with TOPSIS, and the design samples of three parent-child climbing game furniture were analyzed. Finally, the three samples' relative proximity was 0.505, 0281, and 0.640, respectively. The research shows that the AHP-TOPSIS method can scientifically and effectively sort and screen the advantages and disadvantages of design schemes and provide a reference for the research and development of related products.