• Title/Summary/Keyword: 디자인 프로토타입

Search Result 214, Processing Time 0.033 seconds

A Study on the Development of Product Design Database Based on Product Attributes (제품속성을 기반으로 한 제품디자인 데이터베이스 개발에 대한 기초적 연구)

  • 박정순;이건표
    • Archives of design research
    • /
    • v.12 no.2
    • /
    • pp.133-144
    • /
    • 1999
  • Considering product as mass of information, it is very critical for designers to have good means of accessing to and organizing information on products. However, designers conventionally depend on their experience, bunch of catalogues, or short visit to some fairs for gathering information on products. There are no systematically organized information for designing new products. If any, those are ones developed by market researchers or engineers who speak fundamentally different language from designers. It is needed to develop the information system through which designer can get insights on the essence of product and communicate information with various persons involved in new product planning. At first, the design information in product planning is discussed and the necessity of development of new design information system is emphasized. Then, product is understood as a composite of various attributes and a set of fundamental attributes of product is defined by surveying and summarizing existing theories of product attributes: namely technological, human, and market attributes. The possibility of new design information system is explored by analyzing various relationships between attributes of different products. Computer program 'DISPP' displays various visual information of product itself, perceptual map, trend slope, profile chart and general information of manufacturer, style, color, price, size. Finally, findings of thesis are concluded and further prospects of the study are proposed.

  • PDF

Development of Strategy Programming Model for the Culture-Centered Public Design : A Focus on Analyzing the Associated Indices of Place Strategy (문화중심형 공공디자인의 전략 기획을 위한 관련지표 분석 : 장소전략 수립단계를 중심으로)

  • Lee, Jeong-Min;Hong, Eui-Taek;Lee, Han-Na;Jung, Bo-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.9
    • /
    • pp.137-153
    • /
    • 2011
  • Citizens of 21st century which is called to be the era of 'Culture' express their cultural desires in their public environments. Governments found that these needs can be satisfied through the culture-centered public designs which are based on the local resources and identities. This research suggests the strategy programming model to support these projects. It aims at not suggesting the conceptual process model, but developing the practical supporting model with options to choose. Thus the indices which are related to each prototype phases of programming process are analyzed through the case analyses with qualitative approach. This paper focused on analyzing the indices for Place Strategy which includes the phases for Resource, Mission, and Targeting. Altogether, 81 indices are analyzed.

A Study on Voice User Interface for Domestic Appliance (가전제품의 음성 인터페이스 디자인 적용에 대한 연구)

  • Hong, Ji-Young;Jeon, Myoung-Hoon;Han, Kwang-Hee;Chae, Haeng-Suk
    • Science of Emotion and Sensibility
    • /
    • v.10 no.1
    • /
    • pp.55-68
    • /
    • 2007
  • This paper describes a Voice User Interface(VUI) method and a design guideline tool which supports the studies for domestic appliance. This issue covers specification of user requirement and selection of appropriate VUI to represent speech generation. The criteria for paper is interaction design to enhance user engagement. The studies were carried out to measure prototype of domestic appliance such as a refrigerator, a washing machine, a Gimchi refrigerator, an oven range, a dishwasher and an air conditioner. This paper is presented a study of user preferences and suitability. The results of these findings to voice interface design are discussed and it is suggested that VUI guideline and optimal prototyping can provide a useful application tools in the design process.

  • PDF

Development of the Design Prototype for Funtional Men's Outdoor-Wear Jacket (기능성 아웃도어 웨어의 등산용 남성 재킷 프로토타입 디자인)

  • Im, Min-Jung;Seo, Moon-Jung;Park, Ju-Yeon;Kim, Young-In
    • Journal of the Korean Society of Costume
    • /
    • v.61 no.4
    • /
    • pp.152-168
    • /
    • 2011
  • The purpose of this study is to develop a design prototype of outdoor-wear which is suitable for trekking. For achieving this purpose, 6 factors(bodice, sleeve, hood, pockets, opening, hem-line) considered for clothing function were selected, classified, and complemented based on the survey of literature and the research of 185 designs in 12 outdoor-wear brands. The results are as follows; The removable hood and 4DM sleeve style with the elastic band and velcro for the cuffs was the most preferred in the detail design on the brand research. And also the ventilation function and 1 or 2 diagonal in-seam pocket, covered zipper was preferred. Based on this result, two design prototypes of men's outdoor-wear for trekking were suggested; jacket 1 has a slim waist line and a hip length. Front opening has a zip and placket for windproof effect. There is a detachable hood with stopper around the head line. 4DM sleeve and elastic band inserted at the end of sleeve, so that prevent the hem-line raising. Two inseam pocket is placed slightly diagonal. Jacket 2 is a hood jacket with a york. The Jacket has a little roomier in waist and a hip length. Front opening is fastened by a waterproof zip. It has a 4DM sleeve and a princess line to make it placed two pocket which have ventilation functionality.

The Development and the Application of Product Design Database for Product Opportunity Analysis (제품기회탐색을 위한 제품디자인 데이터베이스 구축과 이의 활용)

  • 박정순;이건표
    • Archives of design research
    • /
    • v.12 no.4
    • /
    • pp.119-128
    • /
    • 1999
  • Product opportunity analysis in product planning is to analyze the feasibility for success over the detail product concept, and to grasp the new possible market based on exploring the trends of market and product itself. Therefore, the correct analysis and insight with various data of product and market is needed for product opportunity analysis. As product environment changes rapidly, it is especially important to collect more plentiful informations, and to put these information to practical use pertinently. It is consequently indispensible to clarify the types of information to be needed and to construct product database. However, there has no meaning to gather simple information which is lying here and there. Product database has to be systematically organized and each product information is to be transformed into contextual one. This study clarifies a conceptual framework of product design database based on product attributes and develops prototype of product database for product planning. Case study of camera is exemplified for analyzing the product trends and exploring product opportunity with developed product database.

  • PDF

Investigation into a Prototyping Tool for Interactive Product Design: Development, Application and Feasibility Study of MIDAS (Media Interaction Design Authoring System) (인터랙티브 제품 디자인을 위한 프로토타이핑 도구: MIDAS의 활용 사례 및 유용성 연구)

  • Yim, Ji-Dong;Nam, Tek-Jin
    • Archives of design research
    • /
    • v.19 no.5 s.67
    • /
    • pp.213-222
    • /
    • 2006
  • This paper presents MIDAS (Media Interaction Design Authoring System), an authoring toolkit for designers and artists to develop working prototypes in new interaction design projects. Field research were conducted to identify the requirements and a case study of designing new interactive products was carried out to examine the feasibility of the new tool. MIDAS provides easier ways of integrating hardware and software, to manage a wide range of electric input and output elements and to employ 3D Augmented Reality technology within conventional multimedia authoring tools, such as Director and Flash, which are popularly used by designers. MIDAS was used in case study projects of design education as well as by voluntary designers for evaluation. From the result of case studies, it was found that many design projects were successfully accomplished using MIDAS. Designers who participated in the projects reported that MIDAS not only helped them to concentrate more on ideation but also was very easy to use as they implemented the physical interface concepts without advanced engineering skills. It is expected that MIDAS can also support prototyping in interactive media an, tangible user interface development and related human computer interaction fields.

  • PDF

The Suggestion of Design Thinking Process and its Feasibility Study for Fostering Group Creativity of Elementary-Secondary School Students in Science Education (과학 교육에서 초·중등학생의 집단 창의성 함양을 위한 디자인적 사고 프로세스의 제안 및 타당성 검토 연구)

  • Lee, Dohyun;Yoon, Jihyun;Kang, Seong-Joo
    • Journal of The Korean Association For Science Education
    • /
    • v.35 no.3
    • /
    • pp.443-453
    • /
    • 2015
  • In this study, we suggested the design thinking process that was possible to be introduced in science education and also examined the validity of the process in terms of group creativity. To do this, the design thinking process applicable to science education was selected from a variety of design thinking processes developed abroad, and then the process was modified and supplemented. We created the education program based on the developed design thinking process and applied it to high school students. The results revealed that we could offer the design thinking process through the five stages: 'understanding knowledge', 'empathy', 'sharing perspective', 'generating idea', and 'prototype'. With the results of the application of the program, we could confirm the relationship building and information seeking attributes in the understanding knowledge stage and the user-orientation, relationship building, and interpersonal understanding attributes in the empathy stage. We could also find the organization of the team attribute in the sharing perspective stage and the analytical strategic thinking attributes in the generating idea stage. Finally, the communication and analytical strategic thinking attributes in the prototype stage were confirmed. All of the key attributes of the group creativity found from skilled professionals were not confirmed from the students. However, we could ascertain the possibilities that the students should experience the process of group creativity and learn the relevant values through the developed design thinking process.

Case Study: Children's Participatory Design associated with the Kindergarten (사례: 유아 교육 기관과 연계한 어린이의 참여적 디자인 방법)

  • Park, Hyun-Mi;Choi, Seung-Eok;Jin, Young-Gyu;Cho, Soo-Ho;Park, Sang-Hyun;Woo, Joo-Kyung
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02b
    • /
    • pp.246-251
    • /
    • 2006
  • 참여적 디자인은 사용자의 경험을 디자인 하기 위한 방법으로, 사용자 자신이 디자인의 주체가 되어 자신의 아이디어를 적극적으로 제안하고 반영하는 방법을 말한다. 우리는 만 3~5 세의 미취학 아동을 참여 디자인의 사용자 대상으로 하였으나, 이 연령대의 어린이는 자신의 의사를 제대로 표현할 수 있는 능력이 부족하여 자신의 느낌과 생각을 정확히 전달하기 어려우므로 전통적인 참여적 디자인 방법을 그대로 사용하는 것은 어렵다. 본 논문에서는 사례를 통하여 실제 어린이 사용자를 대상으로 한 참여적 디자인 방법을 소개한다. 실제 유치원과의 긴밀한 연계를 통해 진행하였으며 현직 유치원 교사가 전체 디자인 프로세스에 참여하였다. 디자인 아이디어를 도출하고 검증하는 단계와 프로토타입의 파일럿 테스트 단계에서 어린이들이 직접 참여하였으며, 그들의 반응과 의견이 디자인에 적극적으로 반영되었다. 본 연구는, 어린이 제품의 디자인을 위해 실제 어린이 교육 기관과 연계한 새로운 형태의 참여적 디자인 방법의 개발과 적용에 대한 사례를 보여준다.

  • PDF

The Design of a Crutch as Mobility Aids for the Handicapped in the Lower Extremity (하지 장애인의 보행보조를 위한 목발 디자인 연구)

  • Yang, Sung Ho;Oh, Kwang Myung
    • Design Convergence Study
    • /
    • v.17 no.3
    • /
    • pp.55-70
    • /
    • 2018
  • This study was conducted as a part of long-term project on the development of a set of design guidelines for a crutch as mobility aids for the handicapped in the lower extremity and the suggestion a practical solution for a crutch design. The purpose of this study is to develop a design of a crutch and a set of prototypes that reflects the characteristics of crutch-gait and has a realistic possibility for mass production-based industry. TOGO, a axillary crutch as the result of this study, shows a number of characteristics distinguished from ordinary crutches. These are (1)Minimize the shock associated with planting of the crutch tips by improving the form and structure of crutch tip and axillary pad, (2)Ergonomically designed crutch in accordance with users' body movement while walking on crutches, (3)Easy length control to maximize mobility and maneuverability by changing the cross section of the crutch revolutionary, (4)Minimize possibilities of safety hazards, and (5)Attractive shape of the crutch to keep user self-esteem. The revolutionary crutch derived from this study results has been patented, and the company is seeking to mass-produce and find ways to commercialize it after reviewing the potential problems that may arise in the mass production environment.

The Effects of Design Thinking in High School Chemistry Classes (디자인씽킹 기반 고등학교 화학 수업의 효과 연구)

  • Yang, Heesun;Kim, Mi-Yong;Kang, Seong-Joo
    • Journal of the Korean Chemical Society
    • /
    • v.64 no.3
    • /
    • pp.159-174
    • /
    • 2020
  • The purpose of this study is to examine 'Design Thinking' based Chemistry Class program as an education strategy for core competence of creative convergence talent. The program stages were modified and supplemented into eight stages, including 'Knowledge Understand', 'Empathy', 'Sharing perspective', 'Ideate', '1st Prototype', '1st Test', '2nd Prototype', and '2nd Test', so that the 'Design Thinking Process in Science Education' can be applied to the chemistry class. Considering the linkage between the 2015 and 2009 revised national curriculum, the achievement criteria were selected, and the lesson plans and student activity sheet were developed according to the themes to be met. Four thematic educational programs were developed and applied to Chemistry I for the second grade of high school students from March to August. The results were verified through qualitative data analysis of the class scene and pre- and post-test based on inventories of 'Empathy' 'STEAM educational competence', 'Problem solving process'. As a result of applying the developed program, 'empathy' showed a significant improvement in empathy with others and empathy with the problem situation. In 'STEAM educational competence', there was a significant enhancement in science and design competence. In the 'problem finding process', the problem definition, problem solution design, and problem-solving review were significantly improved in the 'problem-solving process'. The results of this study provided implications for the applicability of design thinking - based chemistry classes and its educational effect.