• Title/Summary/Keyword: 디자인 프로토타입

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A Process Model for Project Management of Design-Build System and Method for Constitution of Database (건축 프로젝트의 설계시공일괄 수행방식 관리를 위한 프로세스 모델 개발 및 데이터 베이스 구축 방안)

  • Kim Eui-Suk;Kim Chang-Gyo;Lee Kyung-Kook;Park Sang-Jun;Son Bo-Sik;Chun Jae-Youl
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2004.11a
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    • pp.242-245
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    • 2004
  • Recently, the design-build delivery system is being generalized in domestic construction project. The design-build system is becoming an increasingly preferable alterative to design-bid-build delivering method. In design-build project, however, a large construction company and design firm make up consortium as a design-build contractor rather than single company performs design and construction work. In this case, usually the construction companies take a leading role but due to their lack of managerial know-how in the design-build system, they could miss the merits of this approach. Therefore, it is necessary to investigated throughly the function and information flows all over the design-build project. In this research suggests a process model and database in the whole phase of design-build project. This process model and database system will also support to Improve the consistency of functional process and minimize incoherent activities in each phase of design-build project.

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A Study on Education Methods to Develope Application Programs Based on Paper Prototyping (페이퍼 프로토타입 기반의 응용 프로그램 개발 교육방안 연구)

  • Choi, Jin-Yong;Sohn, Won-Sung
    • Journal of The Korean Association of Information Education
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    • v.14 no.1
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    • pp.69-77
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    • 2010
  • As the knowledge and information society has emerged, paradigm of school education has moved to improvement of creativity and problem-solving skills of a learner. However, up to the present, ICT education in schools has shown distorted features, which are focusing on the use of application programs, out of its original purpose. This study also allows digital technology to be displayed in analog ways by applying the paper prototyping technique, which can be substituted for the programming phase that elementary school students feel difficulty to handle with. In addition, It enables practical and useful ideas to be designed, constructed and evaluated as a system, based on User Centered Design (UCD), which encourages users actively to participate in the development, rather than focus on developer. To verify the effects of education, we evaluated and analyzed concept models of a learner before and after the application development activity by applying the mental model theory. The framework suggested in this study can be applied to courseware of programming in elementary schools.

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Smart-textronics Product Development Process by Systematic Participatory Design Method (체계적인 사용자 참여형 디자인 방법론을 활용한 스마트 텍스트로닉스 제품 개발 프로세스)

  • Leem, Sooyeon;Lee, Sang Won
    • Journal of the Korea Convergence Society
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    • v.12 no.1
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    • pp.163-170
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    • 2021
  • Smart-textronics technology which enables functional textiles has recently been applied in various fields such as smart clothes, smart home and smart health care, and a variety of smart-textronics products have been developed. In this context, the smart-textronics product development process is proposed based on the systematic participatory design method in this paper. The proposed method consists of two phases: in-depth interviews and analyzing. In the phase of in-depth interviews, participants are asked to create journey maps that include activities, pain points and emotional status and to generate solution ideas with sketches and simple prototypes. In the analyzing phase, design researchers investigate the participants' journey maps, and create personas by identifying critical characteristics with the behavior pattern analysis. Then, each persona's needs are linked with value elements of the E3 value framework. Finally, pre-survey was conducted to identify smart-textronics market and a smart sofa design is proceeded as the case study to show the applicability of the proposed method.

Training in the production of effective prototypes using Core Mechanic Diagram and Unreal Blueprint

  • Choi, Bu-ho
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.75-82
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    • 2020
  • In this paper, we propose a training method to efficiently create prototypes using 'core mechanical diagram' to make game design easier and 'BluePrint', a visual scripting tool of Unreal that enables relatively easy functionality without programming knowledge. With the development of game engines, game development is becoming faster and easier, and using this, non-programmers without knowledge of game development are clearly showing a tendency to participate in game development. However, existing game development methodologies and game implementation methods require complex design processes and specialized knowledge. In order to make it easier for non-programming experts to develop games, they will simplify the complexity of existing game development methodologies, and propose educational methods that can focus on and implement the essence of game design based on cases where non-programmers have implemented prototypes themselves.

A Study on UI/UX design of mobile application of Mindfulness (마음챙김 훈련을 위한 모바일 인터페이스 디자인)

  • OH, Jun-yep;Ma, Jung-Yi;Kyu, Mam-Sang;Gim, Wan-Suk;Lee, Joo-yeop
    • Journal of the Korea Convergence Society
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    • v.9 no.11
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    • pp.179-192
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    • 2018
  • The purpose of this study is to research the design solutions that should be taken into consideration when developing mobile applications of Mindfulness Training. We aim to provide basic UI / UX design guidances for being effectiveness of mobile application of Mindfulness Training. For this purpose, We research in various aspects. Base on this, We select an approach and apply the application screen prototypes. We suggest some points for to be considered in the development of UI / IX design for mobile applications for Mindfulness Training based on obtained knowledge through this research process.

Usability Evaluation and Development of Design Prototyping for MP3 Smart Clothing Product (MP3 스마트웨어 제품 상용화를 위한 디자인 프로토타입 개발 및 사용성 평가 연구)

  • Chea, Heang-Suk;Hong, Ji-Young;Kim, Jun-Hee;Kim, Jin-Hyung;Han, Kwang-Hee;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.331-342
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    • 2007
  • This study focused on developing MP3 smart clothing products and usability evaluation. MP3 smart clothing which was developed in this study contains e-textile keypad and a kit. The kit consists of MP3 Player, remote controller module and ear phone, and are easy to assemble and dismantle. And usability evaluation about MP3 smart Clothing which was developed in this study contains e-textile keypad and a kit. For making the MP3 Smart clothing, e-textile signal line and keypad was developed and a metal connection ring also was manufactured to adhere closely e-textile signal line to keypad. The last products are two kinds of MP3 smart clothing, jacket style of MP3-YSJ(Yonsei Smart Jacket) and safari style of MP3-YSS(Yonsei Smart Safari). Then usability evaluation conducted two times about MP3 smart clothing developed. Usability evaluation is classified by a module evaluation and an item evaluation. The module evaluation measured external appearance, material, a music controller, an ear phone(or a mini speaker) and connector. The item evaluation measured social acceptance, feeling of wearing, utility, easiness of maintenance and safety. The module evaluation described totally positive results in the first usability evaluation about MP3-YSJ 1.0 and MP3-YSS 1.0. The item evaluation shows a lower score in the social acceptance, especially the easiness of connector maintenance and the social acceptance of music-controller in MP3-YSJ 1.0 and MP3-YSS 1.0. The second usability evaluation conducted with improved products by the first usability test results. Results from second item evaluation indicated needs to improve the easiness of connector & music-controller maintenance and the social acceptance of music-controller in MP3-YSJ 2.0. In MP3-YSS 2.0, the easiness of material management and the social acceptance of music controller & connector needed to improvement. In particular, users felt inconvenience in the social acceptance because of e-textile keypad arrangement. To outweigh this disadvantage, further study is needed about keypad interface of the music controller.

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A Study of One-to-One Custom Application for Breast Cancer Patient -Focusing on Service Design Methods- (유방암 환자를 위한 1:1 맞춤형 애플리케이션 연구 -서비스 디자인 방법을 중심으로-)

  • Chae, Min-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.367-373
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    • 2017
  • The study aims to suggests mobile application service that helps to reduce physical and mental suffering after surgery for breast cancer patients constantly increasing. At first, I analyze literature research to understand the breast cancer and similar services for achieving study purposes. After I finally design a mobile application that offers to customed one-to-one specialist coaching service focused on post-treatment management by using a double diamond design process model. In detail, first, I analyze the current program and comprehend user needs through interviews with the person such as breast patient, protector, nurse, salesperson in cancer center. Second, I specify the entire scenario, concept and keyword based on the persona and the customer journey map representing user. Third, I propose the mobile application for the ultimate goal by producing prototype to effectively communicate with specific functional descriptions. I hope this service will improve the quality of their lives.

The Study on the Internet-based Virtual Apartment Remodeling and Auto Estimation Simulator (인터넷 기반의 아파트 리모델링 및 자동 내역산출을 위한 시뮬레이터 디자인 연구)

  • 서재은;김성곤
    • Archives of design research
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    • v.15 no.1
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    • pp.191-202
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    • 2002
  • As family types have been diverse, patterns of living and living space became diverse as much as users are. Therefore, it is needed to provide various remodeled design of living space corresponding to changes of users'living patterns, and to provide these remodeling process to users directly on the web. In this paper, use scenario for the Internet-based Virtual Apartment Remodeling Simulator is researched as an export system to remodel space in accordance with users diverse lifestyle paradigm and the website is developed. The study consists of four parts. First, the general concept of remodeling, including the range and types of remodeling, are defined, and the misleading terms in this field are reviewed and organized by secondary research Second, fixed factors and variable factors are differentiated in the complex building for residence and business that was decided as a basic building type in this study. Third, there needed a database for consulting, final material, pre-estimation real estimation for simulation of remodeling. This database was introduced along with floor plan and elevation. Finally, the remodeling simulator is presented by the case study developed on the web. The system structure and use scenario are also presented. In order to present and inspect design alternatives, prototype was produced. The Final simulator was enhanced by defeating problems regarding interface efficiency and missing information of existing online site.

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Ubiquitous Data Warehosue;Integrating RFID with Mutidimensional Online Analysis (유비쿼터스 데이터 웨어하우스;RFID와 다차원 온라인 분석의 통합)

  • Cho, Dai-Yon
    • 한국IT서비스학회:학술대회논문집
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    • 2005.05a
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    • pp.215-221
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    • 2005
  • 최근 RFID가 비즈니스의 여러 분야에서 추적시스템을 중심으로 도입되기 시작하고 있으며, 이러한 시스템들이 기업에 괄목할만한 효율성의 중가와 비용의 감소를 가져올 것으로 기대되고 있다. 한편, 기업의 대용량 정보저장고로 사용되어 온 데이터 웨어하우스는 생태적으로 과거의 정적인 데이터를 분석하도록 디자인 되었으며, 온라인 분석도구인 OLAP은 데이터 웨어하우스에 저장된 정적 데이터를 분석하는 도구로 사용됨으로 의사결정 지원의 역할을 하고 있다. 그렇다면 RFID를 통하여 실시간으로 수집되는 정보가 OLAP과 결합할 경우 그 정보는 추적과 같은 단순한 정보분석이 아니라 실시간 기반의 보다 중요한 의사결정을 위하여 사용될 수 있을 것이다. 본 연구에서는 데이터 웨어하우스의 정보소스를 확장하기 위한 노력의 일환으로 RFID와 데이터 웨어하우스의 통합모델을 제안한다. 그와 함께 RFID 기기를 통하여 수집된 실시간 기반의 동적인 정보를 분석할 수 있는 OLAP을 제시하고 있다. 그리고 이러한 개념을 프로토타입으로 구현함으로서 유비쿼터스 컴퓨팅 기술의 핵심을 이루고 있는 RFID가 데이터 웨어하우스에 정보소스를 제공할 수 있으며 온라인 분석도구와 결합될 경우 보다 강력한 의사결정 지원도구가 될 수 있음을 보여 준다.

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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.