• Title/Summary/Keyword: 디자인 프로토타입

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A Study on the Strategy Programming Model for the Culture-Centered Public Design - Focus on the Prototype Phases - (문화중심형 공공디자인의 전략프로그래밍 지원모델 개발에 관한 연구 - 프로토타입 단계 설정을 중심으로-)

  • Lee, Jeong-Min;Hong, Eui-Taek
    • Korean Institute of Interior Design Journal
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    • v.19 no.5
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    • pp.95-104
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    • 2010
  • One of 21st century's main paradigms is a 'Culture', and people started to express their 'cultural desires and demands' regarding public environments. Accordingly central and local governments are paying attention to these demands from their citizens and trying to establish the policies to meet these needs. This research is done to suggest the strategy programming model to support the executions of culture-centered public designs which are based on the local resources and identities. The entire research contains three sub-topics. First topic is setting the prototype phases of strategy programming. Second topic is analyzing the associated indices for each prototype phase. Third topic is suggesting Matrix Model in which the prototype phases and their associated indices are linked. Among three topics, this paper deals with the first one - the prototype phases of strategy programming. It studies this subject in relation with Place Marketing which emphasizes the local resources and identities. The prototype phases are comprised of 3 steps for Place Strategy and 4 steps for Marketing Strategy. Place Strategy should be considered prior to Marketing Strategy because in culture-centered public design, locality has priority over other concerns. The phases for Place Strategy includes 'Resource_analyzing of local resources', 'Mission_setting a purpose', and 'Targeting_segmenting target groups'. The phases for Marketing Strategy involves 'Organization_instituting the main body and/or partnership', 'Image Positioning_setting an unique local image', 'Point_realizing the product', and 'Channel_deciding the sales promotion tools'.

Development of Cookware Product Design converging with Eco-friendly Food Culture Contents (친환경 식문화 콘텐츠를 융합한 조리기구 제품디자인 개발)

  • Choi, Tae-Ok;Lee, Ga-Yeon
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.167-173
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    • 2017
  • This study suggests the possibility of a product integration of cookware and eco-friendly food culture as a new product, not merely a product for exhibition purpose. In order to, in addition to that, reflect the design produced in this project to be commercialized, it can be considered to make prototype products through a separate production processes including 3D rendering, 3D mock up. After that, various product expansions can be considered through consultation with manufacturers. This study offers the cookware product design, such as steak fans, which can be applied both domestic and international markets; everyone can cook food or grill meats to suit their tastes. It is well suited to the modern food culture with advance functions that can't be found in the existing grill fans, and it can lead the cookware product trends that seeks the originality and innovation with its design which can get across in aspects of emotion and appearance.

A Study on a Cost-Based Information Management System for Apartment Finishing Work Items (원가기반의 공동주택 마감재 정보관리 시스템에 관한 연구)

  • Lee, Hoon-Ku;Lee, Yoon-Sun;Kim, Kyung-Sook;Kim, Jae-Jun
    • Korean Journal of Construction Engineering and Management
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    • v.11 no.1
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    • pp.29-37
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    • 2010
  • In recent years, apartment finishing work items have increasingly become more upscale and diverse, and the kinds have increased in exponential numbers. A huge amount of information about finishing work items is produced and changed in the stages of planning finishing work item design and selecting alternatives in the early days of an apartment project. However, there are many problems raised by the poor information management of finishing work items. Thus this study suggested a cost-based information management system to manage information about finishing work items generated in the initial stage of an apartment project. In order to build the suggested system, the investigator designed an information management system based on the concepts and organization of system. And after setting a scenario of selecting finishing work items by conditions including the initial information values of finishing work items, information management for each alternative, and cost fix or free condition, I implemented and applied a prototype of an information management system for finishing work items among the participants including the project manager, interior designer, and builder.

A Study on the Design of Alarms to Maintain the distance in the COVID-19 Era. (코로나19시대의 거리유지를 위한 경보기 디자인에 관한 연구)

  • Kang, Hee-Ra
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.513-518
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    • 2022
  • In the past two years, all sectors of society have been underdeveloped and suffered a significant damage due to COVID-19. In particular, people who were working in many areas of research were unable to do anything due to restrictions on meetings with people and social distancing. The purpose of this study is to develop a social distancing device that allows users to maintain the distance in accordance with the government guidelines through an analysis of people's social distancing methods in the COVID-19 society through UX Design. In order to develop the social distancing device, the distance is expressed by changing the color of LED based on research related to UI design such as ultrasonic distance sensor, battery, charging method, distance display method, etc. The outer form of the social distancing device is designed using 3D, the device is developed by installing ultrasonic distance sensor, neo-pixel module and Arduino after printing a prototype using a 3D printer, and this device is tested to develop a final product that helps the social distancing practice amid COVID-19.

A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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A Study of Software Development Method with Visual Presentation Language - Case Study Architecture Total Solutional Software (시각적 언어를 사용한 소프트웨어 개발 프로세스에 관한 연구 - 건축 통합 솔루션 소프트웨어 개발을 중심으로)

  • 김성곤
    • Archives of design research
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    • v.15 no.3
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    • pp.103-114
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    • 2002
  • Recently, it is more important to do part of software designers for developing user-centered software. They produce visual document for helping communication between developers and visual diagram for analyzing user need factors based on user scenario. Case study of architecture real dispatch service can show developing samples. It is important to produce visual document for one combined opinion between developers in process of defining of development boundary, main concept development, selecting of development system. And visual document process with visual language by software designer is step for recognizing of user need factors before developing interface design in process of collecting design factors of user and environment and analyzing design factor by user scenario. Also, in process of interface and prototype development, it need visual document for peaceful and concord process between developers. Those visual documents with visual language could help to define developers role and duty, user-centered concept development and various interface development proposal during software developing.

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Design and Analysis of a Wrist Rotation Module Prototype for Partial Hand Amputees: Effects on Upper Limb Movement (부분 손 절단자를 위한 프로토 타입의 손목 회전 모듈 디자인 제안과 상지 움직임의 영향 분석)

  • Seoyoung Choi;Wonwoo Cho;Keehoon Kim
    • The Journal of Korea Robotics Society
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    • v.18 no.4
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    • pp.367-375
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    • 2023
  • Most partial hand amputees experience limited wrist movement, which hinders the efficient functioning of upper limb, affecting hand-to-use coordination and the usability of the prosthetic hand. This limitation can lead to secondary musculoskeletal issues due to repetitive compensatory movement patterns. However, current partial hand prosthetic lack rotational wrist movement due to challenges in accommodating various hand shapes and limited space. In our study, we proposed a prosthetic hand with a wrist rotation module for partial hand amputees, aiming to reduce compensatory movement. To validate the proposed wrist rotation module, we conducted motion analysis during reach-to-grasp task. Furthermore, during the Jebsen-Taylor hand function test, we evaluated both the effect on upper limb movement and the usability of the prosthetic hand, comparing configurations with and without the wrist rotation module. The results showed that the prosthetic hand equipped with rotational wrist movements reduces compensatory movements and promotes efficient upper limb movement patterns. This finding highlights the value of incorporating a wrist rotation module in prosthetic hands to improve upper limb movement for partial hand amputees.

A Study of Universal Web USER INTERFACE Design for a Disabled (장애인을 위한 유니버설 웹 유저 인터페이스 디자인에 관한 연구)

  • Lee, Joong-Yeub
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.4
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    • pp.191-200
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    • 2007
  • This study was identify web interface design factors for increasing information processing and attention for mentally disabled men. Gaining information via the internet is becoming pivotal in today"s society as the internet is becoming the center of knowledge and information. The goal of this study is to present the guideline of web interface design for the disabled men who are alienated in gaining information from the Internet. If the internet were more user friendly to the disabled men, they would be able to spend more time in doing what they enjoy and also in self development, with the information gained on the internet. This study investigated current portal sites to understand the present situation, surveyed and interviewed the disabled men, and researched literatures on how the disabled men perceive various stimulants and also researched documents for previous guidelines on interface design for them. This study investigated internet sites which the disabled men use to gather information about products and which entice their purchasing desires. The conclusion is that the usability can be improved by eliminating visual dizzy elements in the pages, simplifying the layout and the menu designs which represent the information architecture.

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Module-type bicycle accessory design research focusing on bicycle user convenience by applying S Foam Core (S Foam Core를 적용한 자전거 사용 편의성에 중점을 둔 모듈형 자전거 액세서리 디자인 연구)

  • Park, Yu-Jin;Song, Sung-il;Kang, Seung-Min
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.29 no.1
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    • pp.32-38
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    • 2019
  • Carbon material was used for the new module-type bicycle accessory focusing on the user convenience through service design methodology. In the case of using the existing carbon material, the impact could not be endured while riding the bicycle and there was the case of breaking. To resolve this kind of problem, the new type of material (S Foam Core material) was applied. The intensity, twist intensity, shock absorbing power, and vibration were measured for the existing carbon material and the S Foam Core material. As a result, the S Foam Core material showed more outstanding results than the existing carbon material. This study produced prototype with the S Foam Core material to verify the performance through tests and report the result.

Digilog Book Interaction Design Using Augmented Reality(AR) (Focused on Children's Books) (증강현실(AR)을 활용한 디지로그 북 인터랙션디자인 연구 (아동 서적물 중심으로))

  • Jung, Yong-Won;Ju, Min-Kyung;Kim, Yong-Ho
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.425-433
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    • 2020
  • Digilog book using augmented reality is a form that augmented reality is implemented by illuminating the camera embedded in the mobile image on the page registered as an image marker after downloading the application, which shows a fragmentary limitation in the content implementation method. Therefore, in this study, we proposed a pop-up multi-tracking method that enables two-way interaction in a digit log book using augmented reality technology. Through this, we commissioned an authorized agency to test the technical differentiation of augmented reality content for two prototypes of existing book-type Digilog Book and Pop-up-type Digilog Book. A test report was issued. The pop-up type digit log book suggested in this study enables the user to implement the interactive contents according to the user's action (movement). This can induce the interaction between the virtual image and the printed picture book and give the learner an interest and immersion, so that it is possible to express the interaction of the digital log book.