• Title/Summary/Keyword: 디자인 컨셉

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A Study of Feature-Extraction from the Specifically Intended Product Designs (제품의 특성추출을 통한 디자인 적용 방법에 관한 연구)

  • Hyoung, Sung-Eun;Cho, Un-Dea;Cho, Kwang-Soo
    • Science of Emotion and Sensibility
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    • v.10 no.1
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    • pp.87-98
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    • 2007
  • The aim of this study is to grasp the features of the object which reveals its own specific purposes, and to apply them to the product concept and design forms when designers develop products. For this study, the subjects of the experiment were chosen to fill out a basic questionnaire, and an image analysis of them was performed. After the analysis, the functional design elements of the subjects were extracted and coded. They preyed the correlation between the results of the image analysis and the characteristics of the subjects. The questionnaire was carried out to determine the characteristics of the subjects. As the features of specific products were extracted through this experiment, they can be used as basic data to analyze consumer needs and to better understand the products when we design for them. This can be useful fundamental data enabling designers to understand products easily and to establish concepts for their designs. In the case of the MP3 player in this study, the results of the image analysis of it are turned out to be sound quality, compatibility, portability, employment, interface, and personality. Their respective related features were investigated as well. The important features of designing the MP3 player were presented. Through this fundamental study, it will be possible to understand consumer's needs more effectively, which will bring about the development of the fundamental basis of various fields in design.

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Applying Caricature Concept for Face Recognizable Humanoid Creature Design (인물인식을 위한 휴머노이드 크리처 디자인의 캐리커처 컨셉 적용)

  • Suk, Hae-Jung;Lee, Yun-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.19-27
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    • 2011
  • The humanoid creatures like Na'Vi in 'Avatar' remind the audience of a few actors' faces in the movie, enhance realism in film through combining CG and Live action which are related to the story. The design of face-recognizable humanoid creature is expected to be used in many ways; not only in film, but also in newest media. This research proposes to apply the main concept of Caricature which is 'exaggeration' of distinctive face elements from their prototypes for 'likeness' with the subjects. Also, it provides the idea of extracting the distinctive features of a face and combining the exaggerated subject as those features with an imaginary creature-other species, alien, etc. Finally, it proves the effectiveness of the design process with some experiments.

A Research on the Development of Design for Traditional Active Sports Wear - Focusing on Korean Wrestling Uniform - (전통 국기복 디자인 개발에 관한 연구 - 씨름복을 중심으로 -)

  • Yun, Eul-Yo;Park, Sun-Kyung
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.5-14
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    • 2006
  • This is the follow-up research on aesthetic review for Korean wrestling uniform design and deals with practical design evolvement of Korean wrestling uniform. The process and contents of the research was based on the outcome of the ground research. I studied Japanese wrestling and marketing strategy of its uniform, which enjoy added value as well as elevated worth as cultural item, and then compared it with our traditional wrestling. In addition, I divided practical designs into color, material and style according to concept for further research. The most important factor in designing traditional wrestling uniform can be found in harmonization of tradition and modernism. It is essential to operate and manage design in consistent and systematic way that can harmonize with modern sports marketing and designs, which contains national sentiment and contemporary mind. Designing Korean wrestling uniform with consistent concept based on aesthetic parts of Korean wrestling uniform, this research is meaningful as an exemplary for traditional and cultural item design as well as national costume.

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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 Impact of Smart Tourism Application Service and Design Concept on the Intention to Continue Using (스마트 관광 애플리케이션 서비스의 효과와 지속 사용 의도를 위한 디자인 컨셉에 대한 연구)

  • Wang, Tuo;Dong, Hao;Zhang, Xindan;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.279-290
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    • 2022
  • The popularization of mobile Internet applications has accelerated the development of smart tourism industry. Based on TAM and VAM theories, this paper studies the influencing factors of tourism App users' willingness to continue using through complex network and data analysis methods. Through the research, it is found that the improvement of service level and design concept of smart tourism application can accelerate the aggregation of complex networks and improve user engagement. At the same time, reasonable price service experience value, convenience service experience value, interactive service experience value, emotional design perception, ease of use design perception, entertainment design perception and other factors can have a direct impact on users' intention to continue to use, and there is a significant correlation. The smart tourism App's convenience and price advantage are the root of its competitiveness. The design concept can affect users' emotional experience and perceptual experience, and help smart tourism App improve users' satisfaction.

A Study on the continuance of illogical thought in the process of creative thinking (창조적 발상과정에 있어서 비논리적사고의 지속에 관한 연구)

  • 오근재
    • Archives of design research
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    • v.13 no.1
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    • pp.237-245
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    • 2000
  • The designer get through a doorstep of ideation to obtain a design concept, which consequently achieves the successful design. However, the ideation with creativeness may not always be given as much as an effort is made. It is readily recognized as the ideation released is naturally limited to a resonable and logical frame structure. Conversely, the successful ideation can be obtained through illogical thought given in a while. The thinking method suggested in effect preview can thus satisfy the demand of lateral thinking, which can lead to the creativeness as a thinking model as well as amenably advertising concept in a final step of advertising plan. Finally, it is concluded that from the brain function theory, the unique role of each side of brain can not practically influence on an art work performance successfully achieved.

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A Study on Game Developing Idea Expressions by Using Web Based Conception System -The effects of using idea tips during the conceptual initial process of game development- (웹 기반 컴퓨터 지원 발상시스템을 이용한 게임개발 아이디어 발상에 관한 연구 -게임개발 초기 컨셉 디자인에서 아이디어 Tips 활용과 효과를 중심으로-)

  • You Jae-Seol
    • Journal of the Korea Society of Computer and Information
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    • v.9 no.3
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    • pp.143-148
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    • 2004
  • It is important the initial process during game development - the stage where creative idea expression is needed - decides the chance of success. CGTS(Creative Group Thinking System) is a web based system made for that particular-conceptual-step. As for this study is to show the conversion of ideas and the synergy effects of the tips given. Based on the facts, conceptual needs will be more strengthen during the initial stage. The intention of this study is to improve the game developing process.

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