• Title/Summary/Keyword: 디자인 컨셉

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A Study on Designing a System for Effective Anaesthetic Procedure in the Near Future (근 미래 수술실에서 효율적인 마취과정을 위한 시스템 디자인 연구)

  • Yang, Sung-Ho
    • Journal of the HCI Society of Korea
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    • v.3 no.1
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    • pp.19-26
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    • 2008
  • In the medical environment today, new technology has compelled new work paradigm, as it has been other areas of our lives. However it is very difficult to see the changes that have been taken place, even though new computer technology has changed the medical industry so rapidly. In this study, new concept of human computer interaction focusing on tangible interaction for anaesthetic procedure in an operating theatre has been explored with a 5 years technological and social perspective. This project is not intended to redesign the equipment itself but to focus on enhanced human computer interaction concepts. The exper iment shows that how new technology affects anaesthetic nurses' work in an operating theatre in the near future to improve quality of the medical service by helping to increase work efficiency and enhance patient satisfaction. As a result of the study, the KEY brings new visions to the anaesthetic nurses via various types of interaction. Thanks to the KEY, the nurse is really free from the machines so that he can keep attention to patient most of the time during the whole operation. The discussion in this study is still preliminary, and further elaboration is strongly needed. It might be certain that additional further studies, such as high-fidelity prototyping and logistical user testing, should be followed not only to refine and communicate the ideas to audiences, but as a means of stimulating and generating further ideas.

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Analysis of Developing Contents of 2005 Renault Samsung Motors Corporate Brochure (2005 르노삼성자동차 Corporate Brochure Contents 개발 분석)

  • Suh, Kyong-Won
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.241-249
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    • 2007
  • This article addresses considerations, processes of drawing concepts and design approaches in compiling a corporate brochure set in the practice of editorial design. A well-made brochure does not simply refer to listings of the current state of a company and a fantastic visualization of their visions. It necessarily involves the utilization of strategic core keywords appropriate to the industry, proper and classy metaphors that fit the target, a certain harmony between direct and indirect narratives, and bringing all of these aspects under the hat of creative and purposeful design in a single brochure. Thus, it also calls for variety and changes to captivate the eye when leafing through brochures. 1. Does the brochure reflect accurate diagnoses on the position of the market environment, the industry and their needs? 2. Does it offer solutions to given tasks, does it claim to be able to solve problems a company may have, does it satisfy their expectations, and does it cover the topics in an in-depth manner? 3. Referring to questions 1 & 2, does it address existing cases of competitors, leading players and global trends? 4. Does it have an appropriate design language that can communicate intrinsic issues and global trends as well as appropriate rhetorical visual aids that stand out?

A study on the method of developing Scenario for Service Design in Ubiquitous computing environment -Focused on UC service development for Future home life (유비쿼터스 컴퓨팅 환경 하의 서비스 디자인을 위한 시나리오 개발 방법론에 관한 연구 미래 가정의 UC(Ubiquitous computing) 서비스 개발을 중심으로)

  • 심민정;이은종;안재순;김창수;김성운
    • Archives of design research
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    • v.17 no.3
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    • pp.403-412
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    • 2004
  • Ubiquitous computing will bring on comprehensive changes of environment. We need to understand how this change will change human life and what will be needed in this circumstances. Then we have to develope the appropriate sonics in ubiquitous computing environment. The design of ubiquitous computing environment has the concept of designing human life. Thus to develope the scenarios which are able to predict human life is to make a foundation of developing design concepts effectively. However there is a gap due to the lack of the dear methodology between the analyzing trend of technology and the process of estimating the future life and developing the service scenarios. So, most of the scenarios which have developed up to now do not present the service that exactly reflects all the complicated and pluralistic sides of environment. The service in the ubiquitous computing environment should take the form of grasping the user's context and offering the information with the most adequate way. Therefore we have to know when they need services, where they use services and what kind of services they want. It means that we should understand the life and the environment of user clearly and wholly with the prospect of developing service. We also need the method for developing UC(ubiquitous computing) service based on this. This study focuses on the future family life and analyzes the user's context from a point of view of service development and in this ground, we have progressed the research about the methodology to develop the UC service scenario for suggesting the service. Through the applying of this methodology, we could analyze the user's context systematically and could make the best use of the analyzed data for proposal service idea. And the UC service scenarios which reflect future life on the basis of various use's context could be developed.

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Analysis of Video Advertisement Production Direction based on Generation Z Lifestyle and SNS Status (Z세대 라이프스타일과 SNS 현황을 바탕으로 한 영상광고 제작 방향 분석)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.539-544
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    • 2023
  • In this study, several important aspects were studied in producing video advertisements based on the lifestyle and SNS status of Generation Z. Generation Z highly values participation and interaction due to the nature of SNS, so SNS advertisements should be produced in a way that induces active interaction with viewers and accepts feedback. Here's a summary of the main parts. It prefers various content formats of Generation Z that consume information. Advertisements should be produced in various formats such as text, images, and videos, and should have flexibility suitable for various platforms. Because each SNS platform has its own characteristics due to platform specialization, this study suggests that advertisements analyze the characteristics of the platform and use the appropriate content strategy for the optimized platform. As an emphasis on value proposition, we propose an advertising format setting to focus on what value the product or brand provides. It is important to clearly emphasize the advantages and intrinsic value of a product or service in video advertising, and in conclusion, we propose to focus on the case of increasing interest by adopting modern and trendy design of storytelling as an attractive and unique design method of aesthetic design and visual effects. Considering these factors comprehensively, the research value of this paper will be able to establish an effective SNS marketing strategy by producing video advertisements that match the lifestyle and SNS usage characteristics of Generation Z.

Development of Textile Design for Fashion Cultural Products - Focusing on Traditional Korean Patterns - (패션문화상품을 위한 텍스타일 디자인 개발 - 한국전통문양을 중심으로 -)

  • Hyun, Seon-Hee;Bae, Soo-Jeong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.6 s.165
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    • pp.985-996
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    • 2007
  • The purpose of this study is to analyze the symbolism of traditional Korean patterns which reflect an emotional cultural background of Korean people, to apply modernized and developed patterns to Textile Design for fashion cultural products, and to explore productive direction of developing designs of fashion cultural products. The process of developing Textile Design of fashion cultural products which applied symbolism of traditional Korean patterns was conducted as follows. Firstly, based on '05 S/S-'07 S/S fashion trends, a design concept wat decided(man-urban ethnic style, woman-romantic ethnic style). Secondly, motive was abstracted from selected traditional patterns to develop into modem patterns. Thirdly, items were selected according to symbolic meaning of traditional Korean patterns. Man's items included shirts, necktie, and handkerchief which were highly preferred by Korean and foreign visitors. Finally, developed textile designs were diagrammed by item using textile CAD and an illustrator 10 and presented as images. The following results were obtained. First, textile designs for fashion cultural products, in which apply traditional patterns may reflect the understanding of traditional aesthetic beauty and philosophical approach by applying symbolic significance inherent in patterns as well as the aesthetics of the patterns. Second, traditional patterns have been recognized as old fashioned to consumers because they have been often used for traditional handicrafts or folk products. If their unique shapes are changed or simplified, emphasizing images, and trend styles and colors are used, they will be recreated as a modem design. Third, textile designs using traditional patterns may provide various images and visual effects according to techniques and production methods. Then, the method will be applied to many items. Finally, since traditional patterns in fashion cultural products can be used as our unique design elements, they can be utilized as the source of design inspiration for the development of value-added products.

The Understanding for Acceptance of Kitsch and Vernacular concepts in Product Design (키치와 버내큘러 개념의 제품디자인 수용을 위한 이해)

  • Ryu, Seung-Ho;Moon, Charn
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.199-208
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    • 2005
  • This study analysis if the concepts of kitsch and vernacular remains as cultural elements for product design. Because their function and aesthetic value have vivid possibilities for general product design fields. For the purpose, this study limits its range within post modernism, kitsch, and vernacular, and analyzes their relationships. Against functionalism, post modernism had cultural pluralisms to approach into popular styles, and some of them was amusing design. That post modernism designs stimulated human beings' emotion by decorations or some symbolic forms from specific objects is similar to the symbolism, regionalism, or pluralism of kitsch or vernacular. Kitsch is a free style that is not limited in any specific trends. It is a Meta culture that has influenced into various fields including design, so kitsch does not have a parallel position with a product or design. In product design, kitsch is the behavior and result of imitating existing objects' images. It could have amusement according to which objects are imitated. So if human beings feel amusement by kitsch, it could be same as the direction of post modernism. Kitsch is determined by design atmospheres. They cannot be specified abjectly, and can be different according to people. With symbolism and regionalism, kitsch and vernacular appeared according to people's needs. While kitsch is consumer's tastes-oriented, vernacular is cultural tradition-oriented. Kitsch has symbolism that specifies products' functions or design concepts, and it is a communication method between human being and products. Because vernacular is province-oriented, it has a lot of styles according to regional living environments and cultural differences. So vernacular design reflects continued traditional lifestyles. By restorative memory, regionalism, cultural pluralism, amusement, and symbolism, kitsch and vernacular could be understood the sub or parallel concepts of post modernism. They might be easily miss-understood mixed concepts that have western and national characters. But in kitsch and vernacular concept, modernizing pas by using the pluralism of post modernism should be considered positive. So, the range of the further study is also supposed to be focused on more widened fields to, to establish cultural identification in design.

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A Study on Development of Prototype Test Train Design in G7 Project for High Speed Railway Technology (G7 고속전철기술개발사업에서의 시제차량 통합 디자인 개발)

  • 정경렬;이병종;윤세균
    • Archives of design research
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    • v.16 no.4
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    • pp.185-196
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    • 2003
  • The demand for an environment-friendly transportation system, equipped with low energy consumption, and low-or zero-pollution has been on the increase since the beginning of the World Trade Organization era. Simultaneously, the consistent growth of high-speed tram technology, combined with market share, has sparked a fierce competition among technologically-advanced countries like France, Germany, and Japan in an effort to keep the lead in high-speed train technology via extensive Research and development(R&D) expenses. These countries are leaders in the race to implement the next-generation transportation system, build intercontinental rail way networks and export the high-speed train as a major industry commodity. The need to develop our own(Korean) 'high-speed train' technology and its core system technology layouts including original technology serves a few objectives: They boost the national competitive edge; they develop an environmental friendly rail road system that can cope with globalization and minimize the social and economic losses created by the growing traffic-congested delivery costs, environment pollution, and public discomforts. In turn, the 'G7 Project-Development of High Speed Railway Technology' held between 1996 and 2002 for a six-year period was focused on designing a domestic train capable of traveling at a speed of 350km/h combined and led to the actual implementation of engineering and producing the '2000 high-speed train:' This paper summarizes and introduces one of the G7 Projects-specifically, the design segment achievement within the development of train system engineering technology. It is true that the design aspect of the Korean domestic railway system program as a whole was lacking when compared with the advanced railroad countries whose early phase of train design emphasized the design aspect. However, having allowed the active participation of expert designers in the early phase of train design in the current project has led to a new era of domestic train development and the implementation of a way to meet demand flexibly with newly designed trains. The idea of a high-speed train in Korea and its design concept is well-conceived: a faster, more pleasant, and silent based Korean high-speed train that facilitates a new travel culture. A Korean-type of high-speed train is acknowledged by passengers who travel in such trains. The Korean high-speed prototype train has been born, combining aerodynamic air-cushioned design, which is the embodiment of Korean original design of forehead of power car minimized aerodynamic resistance using a curved car body profile, and the improvement of the interior design with ergonomics and the accommodation of the vestibule area through the study of passenger behavior and social culture that is based on the general passenger car.

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사용성 평가 비디오 정보 분석방법에 관한 연구

  • 김병욱;이건표
    • Proceedings of the ESK Conference
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    • 1998.04a
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    • pp.81-86
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    • 1998
  • 제품의 사용성 평가에 주로 이용되고 있는 방법의 하나인 비디오 프로토콜 분석(Video Protocol)은 정 보의 질과 양적 측면에서 다른 방법에 비하여 우위에 있다고볼 수 있다. 그러나 비디오 프로토콜 분석 은 많은 물적, 시간적 비용의 투자가 필요한 방법이다. 이러한 문제점들은 컴퓨터의 정보 관리 기능을 활용한다면 충분히 해결될 수 있는 것들이다. 이에 '사용자 중심 디자인을 위한 컴퓨터 지원 시스템 개발' 의 일환으로 사용자중심 디자인 프로세스의 마지막 단계인 개발된 제품의 사용성 평가에 활용될 수 있는 컴퓨터 지원시스템으로써 컴퓨터를 활용한 비디오 정보 분석방법에 관하여 연구하고자 한다. 본 연구는 사용성 평가 비디오 정보를 분석할 수 있는 컴퓨터 지원 시스템을 개발하는데 그 목적을 두고 있다. 사용자 의 기초정보를 파악하는 단계, 사용성평가에 이용되는 제품의 정보를 설정하는 단계, 사용성의 다양한 측면 정보를 비디오정보로부터 추출하는 단계, 추출된 정보와 제품정보, 사용자 기초정보를 연관지어 분석하는 단계, 그리고 마지막으로 분석된 정보로부터 디자인개선의 컨셉을 도출하는 단계 등에 컴퓨터를 활용할 수 있는 통합적인 사용성 평가 컴퓨터에서 제어가 쉽게 이루어 지도록 하고, 이를 화면에 재생시키면서 관찰자가 필요한 정보를 실시간에 분석하고 기록할 수 있는 모든 지원 도구들을 포함하여, 이러한 기록이 자동적으로 분석정보로 활용되어 다양한 측면에서 제품의 사용성평가를 이룰 수 있도록 한다. 또한 분석정보를 도표화하고 분석과 정보검출, 정보생성 단계들 간의 피드백이 원활히 이루어 질 수 있도록 하여분석의 정밀도를 높일 수 있도록 한다. 니즈 데이터베이스가 확충되면 각 사용상황하의 사용성 문제 해결안뿐만 아니라 서로 관련이 있는 사용상황간의 연계 연구를 통해 좀 더 광범위한 개념의 제품 개발도 가능해 질 수 있을 것이다.와 만족도와의 관계 및 이상형에 대해 구체적으로 파악할 필요가 있다. 또한, 신체에 대한 이상형은 시대의 여러 여건에 따라서 변화할 수 있으므로 의복 착용자가 의복을 통해서 표현하고자 하는 이상형의 시대적 변화를 살펴볼 필요가 있다. 따라서 본 연구에서는 신체에 대한 인식도 및 만족도, 이상형에 대한 설문지 조사와 신체측정을 통하여 신체 크기에대한 만족도를 객관적인 척도로 고찰하고, 이상형과 실제 체형에 관하여 고찰하고자 한다. 도한, 1992년도 자료와의 비교를 통하여 시대에 따른 신체만족도와 이상형의 변화를 파악하고자 한다. 이를 기초로 한 의복원형 제작 및 의복 디자인에 대한 연구를 통해 의복의 맞음새가 좋을뿐만 아니라 의복착용자들 에게 심리적 만족을 줄 수 있는 의복 제작에 도움이 될 수 있을 것이다.적입지로 분석되었다.등 다양한 모형들을 고려해 본 뒤, 적절한 모형을 적용할 것이다. 가로망 설계 모형에서 신호제어를 고려하기 위해서는 주어진 가로망에 대한 통행 배정과정에서 고려되는 통행시간을 링크통행시간과 교차로 지체시간을 동시에 고려해야 하는데, 이러한 문제의 해결을 위해서 최근 활발히 논의되고 있는 교차로에서의 신호제어에 대응하는 통행배정 모형을 도입하여 고려하고자 한다. 이를 위해서 지금까지 연구되어온 Global Solution Approach와 Iterative Approach를 비교, 검토한 뒤 모형에 보다 알맞은 방법을 선택한다. 차량의

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A Study on the Deformable Art Pavilion Spatial Expression Characteristics (가변형 아트 파빌리온 공간 표현특성에 관한연구)

  • Du, Bo-Yu;Hong, Kwan-Seon
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.23-34
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    • 2019
  • The space before modern times is fixed and closed, then that after modern times is flexible and open. Based on the concept of space, the modern art exhibition hall gradually shifts from the interior space of a building to the outdoor space, giving birth to the concept of outdoor art pavilion. Based on this background, we analyzed and learned about the latest deformable art pavilions, focused on the investigation of its space performance characteristics and the case analysis, fully understood the design principles of deformable pavilions, and proposed the basic design directions and strategies for future research. Firstly, through learning the theories of transformable space, the characteristics and concept range of deformable space are understood. Secondly, based on the preliminary research and analysis of art pavilions, the performance characteristics are summarized. Thirdly, the pattern of deformable space and the method of reflecting the characteristics of deformable space are investigated based on cases. After summarizing the case analysis, we identified the differences of different art pavilions between deformable modes and space characteristics, and analyzed the causes. This work provides a basis for distinguishing the transformation patterns of the deformable space, and reveals the changes in space concepts and the expansion of space meaning in future architectural space design.

User Gestures as a Voluntary Action in Products Design - Focused on a Gesture Discovered in User Positive Action to Transform Products (제품디자인에 있어서 자발적 행위로의 유저제스처 -사용자의 긍정적 제품변형행위에 관한 제스처를 중심으로-)

  • 진선태;우흥룡
    • Archives of design research
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    • v.17 no.2
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    • pp.95-104
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    • 2004
  • Creativity is a important keyword for users as well as for main design organization who needs it. But little attention has been given to the aspect of user's creativity, also there has been a few attempt to apply it into design development until now. Nowadays in design areas, user's experiences and actions are changing the passive states receiving meanings into the active states creating meanings voluntarily. It is resonable to suppose that creative stage is important for users and they have the possibility of new ideas of uses and creating new productions. User's experiences of objects includes that of being formed or supported previously and that of voluntary interpretations acquired for himself, which it may be the possibilities predicted in design process or unknown user's action areas. It is likely that creative use process by themselves are the actions applied and deviated from usability and function by main design organization, also creative productions are arranged and made by users. These have a scope of examination and research in probability that is occurs frequently in user. In this research, approaching with a term, 'User gestures', User gestures are the characteristic action areas based on user's voluntary behaviors, where are revealed a unessential and non-operational function as a action itself and various transformation and creation of products as a outcome of action. This fact proves clearly that user gestures have a worth of alive spectrum to observe aspects of user culture and could be a attractive approach to seek easily new design concept for designer and developer. A further direction of this study will be following areas, Ethnography methods research of user gestures, Cultural research to phenomenon of user design and UGSBD(User gesture scenario based design) research. And it seems probable that they are applied in design development as follows, User initiative customization products, User participatory recycling products and creativity-experience design.

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