• Title/Summary/Keyword: 디자인 평가

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The comparative study of user satisfaction on various implant engine system (다양한 임플란트 엔진 시스템에 대한 사용자 만족도 비교)

  • Lee, Du-Hyeong;Lee, Kyu-Bok
    • Journal of Dental Rehabilitation and Applied Science
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    • v.30 no.1
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    • pp.9-15
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    • 2014
  • Purpose: Implant engine system is composed of the handpiece, micromotor, control box and foot switch. The aim of this study was to evaluate the satisfaction of the implant engine systems in terms of convenience-design and to examine the relation with the experience of implant surgery. Materials and Methods: Three implant systems were evaluated: SurgicXT/X-SG20L, INTRAsurg300/CL3-09, XIP10/CRB26LX. For this comparative study, 30 dentists were included and the satisfaction was measured using a structured questionnaire. One-way analysis of the variance (ANOVA) and multiple regression analysis were used within and between the groups. Results: Total satisfaction differed from each other (P < 0.05). The convenience score was more associated with the total satisfaction than design score. Moreover, the implant surgery experience affected several assessments. Conclusion: Collectively, in a cross-sectional study model, the design of implant system significantly affects its total satisfaction and the surgery experience can be influential factor in the evaluation of implant engine system.

The PUI design evaluation principles of EBD is helpful in the dermatology clinic (사용편의성 향상을 위한 피부과 에너지베이스디바이스의 PUI 디자인 평가원칙 연구)

  • Jeong, Je-Yoon;Lee, Hae-Jin;Nam, Won-Suk
    • Journal of the Korea Convergence Society
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    • v.12 no.4
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    • pp.141-149
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    • 2021
  • In the case of an energy base device (EBD), which is used for treatment in dermatology, it is difficult to access it as a design, and because the range of users is narrow, there is a lack of research data considering the user's convenience. This study is a research paper that analyzes the problems and needs felt by doctors and nurses from the user's point of view of dermatology EBD, and seeks directions for improvement. After identifying the types and components of EBD through literature and observational research. Problems of each component of EBD were identified through a questionnaire on the use status and satisfaction level targeting users. After that, through a group discussion of experts, the principle of evaluating the usability of PUI design of Energy Base Devices was derived. The EBD's PUI design usability evaluation principle derived in this paper can be used as basic data to supplement the problems of EBD design, and is expected to improve the usability of EBD to be designed in the future.

Application of the Web Design Elements using the Aesthetic Evaluation (감성평가를 이용한 웹 디자인 요소의 활용방안)

  • 김미영;정홍인
    • Archives of design research
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    • v.17 no.3
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    • pp.413-420
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    • 2004
  • New design method has been required for web designers to grasp the proper emotion, impression, and feeling of a web site and reflect these elements in web design. It is certain that such a new methodology can be a useful design tool, although web designers have only relied on their intuition and experience to induce users to perceive specific emotion of web sites. In this study, Kansei Engineering Type Ⅰ (Nagamachi, 2002 and Park, 2000) method was applied to develop the methodology. One hundred thirty six web sites believed to convey emotions effectively were first selected by recommendation of professional web designers and twenty two web sites were finally chosen and evaluated using questionnaire. The web sites were then objectively and quantitatively assessed by measuring the degree of utilization of the design elements, balance, overall density, and homogeneity. We examined the cause-and-effect between the results of emotional and quantitative analysis by multiple regression and introduced the design methodology based on the examination. The research method and procedures applied to this study would be applicable to design studies related to the emotional inducement.

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An Empirical Test for 'applying the Rapid Prototyping Method to the User Interface Design Evaluation (사용자 인터페이스 디자인 평가 도구로서의 래피드 프로토타이핑 방법의 유효성 검정)

  • 박재희
    • Archives of design research
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    • v.13 no.2
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    • pp.103-109
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    • 2000
  • Rapid prototyping technology has been widely applied to the design process in the industry. This technology made it easy to generate a prototype which acts like a real product in logic. However, this technology has not been validated sufficiently as a usability test method. The purpose of this study was to test the hypothesis : There was no significant difference between a real product and its prototype. An experiment was designed to test it statistically. a microwave oven was selected and its prototype was generated using a rapid prototyping tool. Six subjects used the microwave oven and another six subjects used the prototype to perform five scenario tasks. As a result, there was significant difference between the real product and prototype in success rate, task completion time, and number of buttons pressed. The prototype was more difficult to operate than the real product. Therefore we should be careful when we apply rapid prototyping. technology. In the discussions, the causes of the difference were identified and some guidelines were suggested for who wants to apply rapid prototyping tool to the usability test.

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Relationship between children's design creativity and TTCT's creativity - A basic research on evaluation for developing children's design creativity - (아동의 디자인 창의성과 TTCT창의성과의 관계 - 아동의 디자인 창의성 개발을 위한 평가법에 관한 기초연구 -)

  • Kim, Eun-Ju;Hong, Chan-Seok;Hong, Jung-Pyo
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.433-441
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    • 2007
  • Creativity has very important significance to children. Although active researches and educations on other studies (for instance, mathematics, science, logics, music, etc) are being done, evaluation or development on children's creativity in design is very inadequate. Therefore, this study is a basic research to develop evaluation to judge design creativity of children as an incipient stage of educational method development to develop children's creativity in design. Evaluation categories (originality - novelty/fun, practicality-function/possibility) that can evaluate design creativity of children were drawn out based on documentary records, and as the results or performing experimental research to figure out correlativity between creativity of idea and design creativity targeting children in second grade of elementary school, subordinate provinces of idea's creativity related to design creativity were fluency and elaboration. However, it does not mean that fluency and delicacy are the only subordinate provinces of idea's creativity related to design creativity, but they are more influential compared to other provinces (creativity, abstractness of title, and resistance to premature closure) This study is to prepare basic framework of educational method to improve design creativity education of children, and has its meaning to complement what are lacked in design creativity through the educational method.

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Designing and Evaluating Websites from both Users' and Designers' Perspectives (웹 디자인의 요소 평가: 이용자 관점과 디자이너 관점의 비교 연구)

  • Lee, Jee-Yeon;Kim, Sung-Un
    • Journal of the Korean Society for information Management
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    • v.20 no.2
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    • pp.1-26
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    • 2003
  • Diverse disciplines such as information science, computer science, cognitive science, and industrial design, are activity engaged in the website evaluation research efforts. Information scientists emphasize the importance of user-centered and user-friendly website design, which is also easy to use, This idea is based on the understanding that the users and the designers are different set of people. In addition, information scientists consider the practice of maximally incorporating user inputs during the website design to be very important guideline. However, this study is based on a newly emerging population of website users who are also designers. 218 study participants evaluated the websites that they designed in comparison to the websites designed by others. According to the survey data analysis, the study participants considered the content delivery, design simplicity, design consistency, and link access of the websites to be equally important from both users' and designers' perspectives. However, the content organization, rich content, and screen composition were underestimated from the designers' point of view whereas these factors were considered to be important from users' point of view.

캡스톤디자인을 활용한 학습성과 평가

  • Kim, Jeong-Yeop;Kim, Seong-Dong;Lee, Hui-Won
    • Journal of the KSME
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    • v.52 no.9
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    • pp.35-39
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    • 2012
  • 공학교육인증에서 필수 교육요소인 캡스톤디자인은 학생들의 전공교육을 마무리하는 종합설계 교과목이다. 이 글에서는 서울과학기술대학교 기계시스템디자인공학과에서 수행하고 있는 캡스톤디자인 교육과 이를 활용한 프로그램 학습성과 평가에 대해서 간략히 소개한다.

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The Effect of Design Factors from Casual T-shirt on Sensibility of Consumer (캐주얼티셔츠의 디자인요소가 소비자감성에 미치는 영향)

  • 남혜진;이주현;조길수
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.11a
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    • pp.1321-1327
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    • 2003
  • 본 연구에서는 캐주얼 티셔츠의 디자인을 평가하는 감성 요소를 도출하고, 이것이 소비자 감성에 미치는 영향을 분석하여, 그 결과를 토대로 효과적인 캐주얼 티셔츠 디자인 프로토타입을 제시하였다. 캐주얼 티셔츠 디자인에 대한 소비자 감성의 주요 하위차원으로는 맵시, 평범성, 활동성의 요인이 도출되었다. 또한 캐주얼 티셔츠의 collar형태, 장식유형, 로고의 위치와 크기 그리고 인구 통계학적 특성이 소비자 감성에 영향을 미칠 것이라는 가설에 대한 분산 분석의 결과, 여러 항목에서 유의한 차이를 얻었다. 본 연구에서 의미 있는 감성 효과를 나타난 디자인 세부 요소들은, 캐주얼 티셔츠의 디자인 기획 시에 체계적인 평가기준으로서 활용될 수 있을 것으로 기대된다.

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A Study on the method Education of Basic Floral Design (베이직 플라워 디자인 기초교육 방법)

  • Wang, Kyung Hee;Chung, Jin Hee
    • Journal of the Korean Society of Floral Art and Design
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    • no.45
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    • pp.47-56
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    • 2021
  • It was applied by making the models such as the prior learning (e-learning), modeling by manual, learner's practice, 1:1 teaching coaching, self evaluation, coaching behavior assessment(primary, secondary), and self-directed practice. First, the cognitive practice education through the prior learning is very essential in the practice of floral design. Second, the practice class of floral design is a class where the professor generally set an example first, and the learners followed. Third, this study was to prepare the checklist, reflect it through the self evaluation, and prepare the evaluation form in accordance with the element, principle, and technical parts of floral design about the finished works. Fourth, contrary to the existing class completing within the class hour, the practice class is a process of trying to do self-directed practice, returning to home. Fifth, this study was to evaluate the works the learner made once again through the sketching and photographing by placing the work process of portfolio at the last step. To conclude, this study has found that such series of process through six steps on the practice form by the learner only would be excellent teaching learning model to improving the basic capacity of floral design. Accordingly, the development of teaching materials related to this and adaptation in the field in the future is considered as it will be very helpful to the learners' self-directed learning.

A Study on the Children's Hospital Waiting Room Environmental Graphic Design to Ease Phobic Psychology (심리적 공포 완화를 위한 아동병원 대기공간의 환경 그래픽 디자인 연구)

  • Yin, Xiang-Hua;Zhang, Chao;Yoo, Woo-Jong
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.401-412
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    • 2022
  • Children will present phobic psychology in the special environment in hospital. Therefore, children's psychological emotions should be taken into account in the construction of the hospital environment. After that, the three stages and seven emotional factors which stimulate children's emotions will be summarized and applied to the graphic performance in children's hospitals, so as to alleviate children's fear. Plus, through the analysis of domestic and foreign cases, the graphic representation types of children's hospitals are divided into modern design, illustration design, three-dimensional design, interactive design, and these emotional factors are integrated into the graphic representation for evaluation. Here comes the evaluation results: there are little or no emotional factors in modern design; there are less emotional factors in illustration design and three-dimensional design due to less feelings and experiences. However, the results show that children feel much better from all aspects because there are more emotional factors with the help of interactive design. Based on the above evaluation results, here comes the graphic design guidelines for children's hospital waiting room.