• Title/Summary/Keyword: 디자인 평가

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Evaluation of Gusset Plate Connection Stiffness in Braced Frames (가새 골조에서 거싯 플레이트 연결부의 강성 평가)

  • Yoo, Jung Han
    • Journal of Korean Society of Steel Construction
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    • v.21 no.2
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    • pp.105-113
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    • 2009
  • To improve braced frame performance, the connection strength, stiffness, and ductility must be directly considered in the frame design. The resistance of the connection must be designed to resist seismic loads and to help provide the required system ductility. In addition, the connection stiffness affects the dynamic response and the deformation demands on the structural members and connections. In this paper, current design models for gusset plate connections are reviewed and evaluated usingthe results of past experiments. Current models are still not sufficient to provide adequate connection design guidelines and the actual stress and strain states in the gusset plate are very nonlinear and highly complex. Design engineers want simple models with beam and column elements to make an approximate estimation of system and connection performance. The simplified design models are developed and evaluated to predict connection stiffness and system behavior. These models produce reasonably accurate and reliable estimation of connection stiffness.

Design Evaluation Model Based on Consumer Values: Three-step Approach from Product Attributes, Perceived Attributes, to Consumer Values (소비자 가치기반 디자인 평가 모형: 제품 속성, 인지 속성, 소비자 가치의 3단계 접근)

  • Kim, Keon-Woo;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.23 no.4
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    • pp.57-76
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    • 2017
  • Recently, consumer needs are diversifying as information technologies are evolving rapidly. A lot of IT devices such as smart phones and tablet PCs are launching following the trend of information technology. While IT devices focused on the technical advance and improvement a few years ago, the situation is changed now. There is no difference in functional aspects, so companies are trying to differentiate IT devices in terms of appearance design. Consumers also consider design as being a more important factor in the decision-making of smart phones. Smart phones have become a fashion items, revealing consumers' own characteristics and personality. As the design and appearance of the smartphone become important things, it is necessary to examine consumer values from the design and appearance of IT devices. Furthermore, it is crucial to clarify the mechanisms of consumers' design evaluation and develop the design evaluation model based on the mechanism. Since the influence of design gets continuously strong, various and many studies related to design were carried out. These studies can classify three main streams. The first stream focuses on the role of design from the perspective of marketing and communication. The second one is the studies to find out an effective and appealing design from the perspective of industrial design. The last one is to examine the consumer values created by a product design, which means consumers' perception or feeling when they look and feel it. These numerous studies somewhat have dealt with consumer values, but they do not include product attributes, or do not cover the whole process and mechanism from product attributes to consumer values. In this study, we try to develop the holistic design evaluation model based on consumer values based on three-step approach from product attributes, perceived attributes, to consumer values. Product attributes means the real and physical characteristics each smart phone has. They consist of bezel, length, width, thickness, weight and curvature. Perceived attributes are derived from consumers' perception on product attributes. We consider perceived size of device, perceived size of display, perceived thickness, perceived weight, perceived bezel (top - bottom / left - right side), perceived curvature of edge, perceived curvature of back side, gap of each part, perceived gloss and perceived screen ratio. They are factorized into six clusters named as 'Size,' 'Slimness,' 'No-Frame,' 'Roundness,' 'Screen Ratio,' and 'Looseness.' We conducted qualitative research to find out consumer values, which are categorized into two: look and feel values. We identified the values named as 'Silhouette,' 'Neatness,' 'Attractiveness,' 'Polishing,' 'Innovativeness,' 'Professionalism,' 'Intellectualness,' 'Individuality,' and 'Distinctiveness' in terms of look values. Also, we identifies 'Stability,' 'Comfortableness,' 'Grip,' 'Solidity,' 'Non-fragility,' and 'Smoothness' in terms of feel values. They are factorized into five key values: 'Sleek Value,' 'Professional Value,' 'Unique Value,' 'Comfortable Value,' and 'Solid Value.' Finally, we developed the holistic design evaluation model by analyzing each relationship from product attributes, perceived attributes, to consumer values. This study has several theoretical and practical contributions. First, we found consumer values in terms of design evaluation and implicit chain relationship from the objective and physical characteristics to the subjective and mental evaluation. That is, the model explains the mechanism of design evaluation in consumer minds. Second, we suggest a general design evaluation process from product attributes, perceived attributes to consumer values. It is an adaptable methodology not only smart phone but also other IT products. Practically, this model can support the decision-making when companies initiative new product development. It can help product designers focus on their capacities with limited resources. Moreover, if its model combined with machine learning collecting consumers' purchasing data, most preferred values, sales data, etc., it will be able to evolve intelligent design decision support system.

Schematic Design Using a Design Tool based on Three Dimensional Bubble Diagrammatic Technique (3차원 버블 다이어그램 기법을 지원하는 디자인 도구를 이용한 개략 디자인 방법에 관한 연구)

  • Lee, Yun-Gil;Park, Jae-Wan;Choi, Jin-Won
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.57-62
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    • 2006
  • 건축디자인 초기단계에서 다이어그램은 아이디어 및 디자인 해결방안을 도출하기 위한 분석 도구로써 중요한 의미를 지닌다(Wang, 1999; Do, 1997). 이러한 다이어그램은 시각적 디자인 피드백을 가능하게 함으로써 건축디자인 실무 및 교육에서 필수적인 디자인 도구라고 할 수 있다 (Schon and Wiggins, 1992; Gross, 1996; Kurmann, 1998). 최근에 IT 기술이 건축분야에 적용됨에 따라, 건축가들의 전통적으로 고려되어 왔던 인간의 행동, 자연현상, 건축재료, 건축부재, 대지조건 외에 다양한 IT 기술과 관련된 정보를 분석하고 고려할 필요성을 가지게 되었다. 그러나 이러한 다양한 IT 기술은 건축적인 요소들과 접목되어 적용되기 때문에 건축가들은 디자인 초기단계부터 IT 기술의 접목이 가능한 디자인 도구를 필요로 하게 되었다. 즉, 이는 IT 정보와 공간정보와의 관계 및 적용을 건축가가 빠르게 이해하고 분석하고 이를 디자인에 반영할 수 있도록 도와주는 시각적 다이어그램 표출이 가능한 디자인 도구가 필요하게 되었다. 본 논문에서는 다양한 IT 기술과 공간 정보의 다양한 형태의 관계를 나타내는 3 차원 버블 다이어그램을 이용한 계략 디자인 방법을 제안하고, 이를 기반으로 3 차원 버블 다이어그램을 지원하면서 건축 디자인 초기단계에 이용 가능한 디자인 도구를 개발한다. 본 연구에서 개발된 디자인 도구는 정보의 유형에 따라 다양하게 형태를 변화시킬 수 있는 노드(node)와 연결선(edge)로 구성되고, 저장된 특정 건축정보는 다이어그램으로 생성된 디자인 대안을 평가하는데 사용된다. 일종의 DSS(Decision Support System)인 본 시스템은 디자인 초기단계에서 3 차원 디자인 아이디어를 제공할 뿐만 아니라 다양한 디자인 대안을 빠르게 생성하고 이를 실시간으로 평가함으로써 디자인 효율성을 증가시킬 것이다. 본 시스템은 유비쿼터스 기술이 적용된 신도시에 생성될 통관관제센터 디자인에 실험적으로 적용되었다.

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Research On Development of Usability Evaluation Contents and Weight of Importance for the Fire Detector Product (화재감지기 제품디자인 사용성 평가항목 개발 및 이해관계자 가중치평가 연구)

  • Jung, Ji-Yoon;Lee, Sang-Ki;Kim, Ji-Hyang;Yun, Su-Ji;Jang, Gi-Yong;Lee, Sung-Pil
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.404-412
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    • 2019
  • The purpose of this study is to develop the usability evaluation contents based on the needs of different stakeholder's related to the usability of the product, and to derive the design direction and apply it as the evaluation standard by applying the product design based on the results. I created a stakeholder map for a fire detector product and identified stakeholders related to usability. Based on 3 factors(Physical, cognitive, emotional) of the usability evaluation, I conducted survey on the building users and the building managers who have different requirements. There are 12 directions (ease of installation, durability, maintainability, additional functionality, effectiveness, attractiveness, visibility, consistency of information, environmental harmony, consistency, Image suitability, reliability). Through weighted analysis of three usability evaluation factors, I found factors were ranked in the same order of importance, but they were different in importance figure. Based on the results of the survey, overall product usability aspects were improved but effectiveness and environmental coordination aspects needed to be improved.

집중조명 / 성공적인 E-business의 관건 'Web Usability'

  • Lee, Eun-Jong
    • Digital Contents
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    • no.11 s.90
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    • pp.50-57
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    • 2000
  • 무한 경쟁의 E-business시대에서 가장 강력한 경쟁력 제고 수단의 하나로 평가되는 디자인. 디자인이라는 단어는 이제 누구에게나 친밀하며 누구나 디자인의 중요성을 강변하고 있다. 그러나 과연 디자인에 대한 올바른 이해가 이루어지고 있는가에는 의문의 여지가 있다. 웹에서의 디자인의 역할을 외관에서 느낄수 있는 심미성을 향상시키는 것 정도로 인식하고 있기 때문에 디자인에 의한 경쟁력 제고가 단순한 외관의 변화에 그치는 경우가 대부분인 것이 현실이다.

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The Effect of Design Factors from Casual T-shirt on Sensibility of Consumer (캐주얼 티셔츠의 디자인 요소가 소비자 감성에 미치는 영향)

  • 남혜진;이주현;조길수
    • Science of Emotion and Sensibility
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    • v.6 no.4
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    • pp.51-60
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    • 2003
  • The objectives of this study are to identify sensibility factors involved in evaluating casual T-shirts design, and to analyze its effect on consumer sensibility, The consumer sensibility in evaluating casual T-shirts design consisted of three sub-dimensions, those are, 'stylishness', 'commonness', and 'activeness'. This study revealed that design factors of casual t-shirts, such as collar style, detail, position of logotype, size of logotype and demographic trait, have significant impact on the consumer sensibility. A few of scientific design methods were derived from the result of this study. A series of effective casual T-shirt prototypes, which was designed using these scientific methods, was presented to demonstrate how to achieve desired consumer impression. The derived scientific methods are expected to be used for specific valuation basis in design planning.

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A Study on the evaluation method of the design (인지패닉 상황에서의 디자인 사용성 평가 방법에 관한 연구)

  • 최인환
    • Archives of design research
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    • v.15 no.1
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    • pp.225-233
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    • 2002
  • People's thinking and aging ways, which are spread in the abnormal situation called the reoognition panic, are different from those in the normal situation. So the design which is applied to this situation have the different points to be considered. The design in the abnormal situation is as important as that in the normal situation. This study is to evaluate the basic usability of the icons which are applied to this situation. The basic data about the recognition course, icon and metaphor have been collected and analyzed, and then the experiments based on this have been planned. The proprieties and conclusions about the ways have been generalized through accomplishing and analyzing the planned experiments. The most important meaning of this study is to suggest the examples of the usability estimating ways of the design works in the abnormal situation where the recognition panic may happen with high frequency. I hope that this study will be used for checking and improving in advance the difficulties of using the design which may happen in the real situation, by using actively the similar ways to this experiment.

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Development of Module for Consumer Content Area Based on the Backward Design (백워드 디자인(Backward Design)에 기초한 소비 단원의 수업 모듈 개발)

  • Lee, Gyeong Suk;Yoo, Taemyung
    • Journal of Korean Home Economics Education Association
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    • v.27 no.2
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    • pp.95-119
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    • 2015
  • This study discussed the major notion of backward design placing emphasis on performance and evaluation, and clarified the concepts of 'understanding' and 'enduring understanding' based on the literature of Wiggins and McTighe and previous studies. This study also developed a sample curriculum module for a consumer unit for 7 class hours based on the 'Understanding by Design' template. This study concluded that backward design can contribute to achieving student's high performance from evaluation planning prior to actual instruction, to utilizing learning with higher order thinking and skills by analyzing key concepts, and to reconstructing curriculum contents considering a teacher's perspective, students' needs, and each school's situation and context.

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