• Title/Summary/Keyword: 디자인 컨셉

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A Study on Indian Brand Identity System Design ((주)세정의 인디안 B.I.System 개발에 관한 연구)

  • 김택훈
    • Archives of design research
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    • v.20
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    • pp.1-10
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    • 1997
  • In 1990s with the increasing of consumers' standard of life and change of life style, there has been an increase of import from overseas license brands and a new participation of big enterprises, as well as small and medium enterprises in local fashion market. As a leading fashion company with a long tradition and technique, the INDIAN brand of Sejung Inc. needs to establish a new image to preoccupy relative superiorty in the competition with other brands and satisfy future consumers in the present situation of 1990s. Therefore, for developing of its image, we made an investigation of three-dimentional marketing about business environment, and after setting up the B.I concept, we initiated to express a visual image. Through a made-up question after the completion of those works, we decided our logo mark and completed the entire design system, including the basic and applied elements of main design items of INDIAN B.I Finally, to maximize the effect of the brand identity, it is necessary for us to keep the principles in making the shape of design, to take care of them thoroughly, to make all the members' thinking and behavior unite concerned with the brand, and to execute continuous educational programs for practice of B.I. conciousness with the public relations when B.I. will be appeared on the market.

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A Case Study of Bandi&Luni's Bookstore Using an Online to Offline(O2O) Service Design (O2O(Online to Offline) 서비스 디자인을 활용한 반디앤루니스 서점에 대한 사례연구)

  • Lee, Sangshik
    • Journal of Korea Society of Industrial Information Systems
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    • v.22 no.1
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    • pp.117-126
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    • 2017
  • This Study Focuses on the Customer Experience Story of Bandi&Luni's Centum City branch which Offers the Different Service Concept on the Competitive Book Selling Market. Bandi&Luni's Stands as one of the Largest Bookstore Chains that has 14 Offline Bookstores and an Online Bookstore Shop. The Purpose of this Study takes Lessons from the Unique Practices and Efforts of Bandi&Lunis's Online-to-Offline(O2O) Service and Service Design. In Order to Achieve this Propose, we Investigated the History, Service Concept, Value, and Performance of Bandi&Luni's from a Variety of sources and Reviewed the Previous Literatures of O2O Service and Service Design. In order to Offer Better Customer Experience the Service should be Designed from Customer's View and be Delivered through the Lifecycle of Customers. In a era of Big Data, IOT(internet of things), AI(artificial intelligence), The Service Design Innovation using Information and Communication Technology will be needed in order to Break down the Boundaries Between Online and Offline.

The Creativity Forecasting of Design Idea Sketches According to the Ambiguity of Visual Stimuli and Idea-Sharing Situations (시각자극의 모호함과 아이디어 교류의 유무에 따른 디자인 아이디어의 창의성 예측)

  • Jang, Sun Hee
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.275-288
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    • 2016
  • A decision tree analysis was performed by categorizing the idea sketches produced in the group environment into three different levels of visual stimuli ambiguity (vague, ambiguous, and definite) and two idea-sharing situations (before and after). We then examined the predicted values for the creativity of each group's idea sketches, the factors that led to high creativity scores, and their standards. The results of the analyses indicated that the Resistance to Premature Closure, Originality, Elaboration, ness, and Similarity represented important predictors of the creativity of design idea sketches according to the level of ambiguity of the visual stimuli used and whether ideas were shared or not. The group presented with vague stimuli after sharing ideas scored the highest predicted creativity value and the group presented with definite stimuli after sharing ideas scored the lowest predicted creativity value.

Category of positive game and approach of design for game designers (게임디자이너를 위한 포지티브게임의 범주와 디자인 접근)

  • Eun, Kwang-Ha;Lee, Dong-Lyeor;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.589-594
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    • 2012
  • In the initial stage, domestic games based online concentrated on game development focusing on income for some genres. However, various contents focusing on smart environment and social network are expanded at present and game materials are developed for more various objects. So, this study intends to examine new category, positive game, from the aspect of game designer for game approach based on various objects. And, game approaching process in the category based on pleasure was organized from the standpoint of designer, for the designer approach in the precedent stage of positive game development. From the aspect of designer, systemicity of game category and design approach are necessary to expand wire-wireless environment and new environment based on the convergence media to interactive contents focusing on games.

A Study on the redesign of Songjung Beach in Busan - Design of poly units based on the research for visitors' needs - (부산 송정해수욕장 리디자인 계획에 관한 연구 - 방문객 요구조사에 따른 Poly units의 제안 -)

  • Yun, Ji-Young
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.35-44
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    • 2005
  • Songjung beach located in Busan has been developed without design concept or any specific plans for its characteristics. This study attempts to suggest design ideas with specific plans and 3D perspectives in order to develop Songjung beach based on the characteristics and needs of the visitors and provide its own identity. The research was performed in three steps: First, the researcher visited the beach and explored how the beach facilities were used. Second, the satisfaction level and needs on the beach were investigated by questionnaire. Third, the specific plans were suggested based on the above results, which included 5 poly units with restroom, shower room, snack bar, fast-food restaurant, internet Cafe and cafeteria, etc. The form and color of the poly units were decided to show Korean traditional roof image and provide unique image to Songjung beach. This study will show a good example of beach design project reflecting visitors' specific needs through the research.

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Personalized reminiscence therapy digital service design proposal -Focusing on patients with mild dementia- (개인 맞춤화 회상치료법 디지털 서비스 디자인 제안 -경도 치매환자를 중심으로-)

  • Kim, Hye-sun;Choi, Dong-ha;Kim, Jae-yeop
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.299-308
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    • 2021
  • This study aimed at identifying the significant effects and effectiveness of patients with mild dementia when using personalized reminiscence therapy digital services using AI voice technology. In the process of interpreting the results of stakeholder interviews, the design idea of personal customization using voice AI technology was derived, and prototypes were created and usability tests were conducted in the first and second rounds. The main results are as follows: Since reminiscence therapy itself is highly influenced by personal experience and can receive customized care guides based on treatment status and results through customized treatment programs, the concept of personalization can improve the quality of treatment than existing treatment methods. However, it is expected that the usability of the service will further increase if we study micro-interactions that can prevent errors and increase usability, as issues that may arise due to the forgetting cognitive characteristics of mild dementia patients are observed.

Development study of New Weaving Structures by Korean Traditional Patterns - Focus on Tteoksal Patterns - (한국 문양을 활용한 직물 구조 디자인 개발 - 떡살무늬를 중심으로 -)

  • Yoo, Hyun-Ah
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.190-197
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    • 2008
  • Weaving design which is to be designed based on the machine words threading and treading is characterized by its strong limitation of expression. The concept of design has been set based on the patterns on the wooden rice-cake mold which arechosen from many Korean traditional patterns since the expressions of patterns limited by the wooden rice-cake mold is easy to be grafted upon each other. Particularly, literal patterns and geometrical patterns contain religious desire and wishes that are generated from man's fear and wonder about Nature rather than from the pursuit of beauty which is general characteristics of patterns. Based on these images, the twill technique, especially threading of Sally Nielson's rosepath which is easy in formal expressions is used to design Korean style patterns into the weaving structure. It is hoped that this study will provide an opportunity to introduce Korean style patterns to the weavers of the world and that the weaving designs will actively be utilized in the Korean industries so that they can acquire high value-added assets and commercialize our superior culture, thus being of great help to developing our cultural industr.

A study on the design for the road bike frame made by carbon fiber materials (나노탄소섬유소재(Carbon fiber)를 활용한 로드형 자전거에서의 프레임 디자인 개발에 관한 연구)

  • Kim, Ki-Tae;Kim, Hyun-Sung;Kang, Seung-Min
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.27 no.4
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    • pp.178-185
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    • 2017
  • Carbon fiber frames are actively developed for developing carbon fiber frames as the material of the next generation of bicycle frames, and are currently being developed with carbon fiber frames, hardness, shock absorption, light intensity, and strength. The carbon fiber bike models require a premium, differentiated design concept, which is essential to the development of a conceptual and differentiated design, requiring the development of essential structural structures, safety and refinement, and more of their own identity. In this study, a personal and unified image was derived from the research of the needs of consumers and image analysis process and then in the practical design work, the road bike bicycle frame design was proposed targeting the frame on the basis of carbon fiber materials.

Sportive Kiosk Interface Design using Tangible Interaction (촉각적 인터랙션을 활용한 유희적 키오스크 인터페이스 디자인)

  • Lim, Byung-Woo;Jo, Dong-Hee;Cho, Yong-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.5
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    • pp.155-164
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    • 2008
  • Kiosk is an unmanned information system arranged in public places or commercial spaces so that a user may utilize information conveniently. Unlike a personal computer, it targets varied users' brackets, so we have to consider a user's characteristic in designing Kiosk Interface. However, in reality, the Kiosks of public places like subway stations are of Interface Design without considering users and become almost useless with serviceability falling. In this study, we attempt to point out such problems and suggest the concept as to the Interface Design in the public places for a more positive promotion method. For this purpose, we are about to look into the concept of Tangible Interaction and Interspace and the recreation experienced in the process of interaction between a human and a computer and study the sportive Kiosk Interface Design in the Interspace using the principle of the Tangible Interaction. For the conceptual Model in this study, we referred to ARTCOM(ART+COM) Project.

A Study on Comparative Amount of Idea Thinking between Brainstorming and Webstorming (브레인스토밍과 WebStorming의 아이디어 발상량(發想量) 비교 연구)

  • Han, Kyung-Don;Park, Dea-Woo
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.8
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    • pp.189-196
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    • 2011
  • To develop a creative design concept, amount of idea thinking between team members is important. In the process of planning to proposal brainstorming helps clarification of problems and allows a creative solution. Here, idea generation is to express thinking into words, and greater amount of idea is more valued than to choose one fine idea at first. This paper studies actual processes of brainstorming, and we utilize network services upgraded in Web and multimedia techniques to develop idea with arrangement. We compare the amount of idea generation by groups and topics with Brainwriting and Braindrawing of Webstorming, without limitation of space and time. Then, we propose a creative idea thinking by analyzing the characteristics of design team members in various aspects. This result will contribute in improving national potential value and design competitiveness by the help of design and IT, on product research and marketing.