• Title/Summary/Keyword: 디자인.공예

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Effect of the Design Management Strategy on the Industrial Craft Product Purchase Intention (디자인 경영 전략이 산업공예 제품 구매의도에 미치는 영향)

  • Kim, Jong-Sun
    • The Journal of the Korea Contents Association
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    • v.13 no.9
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    • pp.111-120
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    • 2013
  • As craft is representing the historical culture of one country based on the old cultural characteristics and traditions of the regions in our life and is also representing the contemporary cultural culture, the interest in the crafts is becoming bigger and bigger as days pass by. However, despite this potentiality for growth, the craft that we encounter is not reflecting the ever-changing environment of the times, is failing to go beyond the folk art industry level of 1970s to 1980s. Although most of the industrial craft corporations have highly developed craft technology, but the products are not sublimated into marketable products. Also, so far schemes for development of industrial craft have not been many and studies on industrial craft in a sense of the design management have not been performed. Accordingly, this study intends to survey the effect of the design management strategy on the industrial craft product purchase intention in the industrial craft. The main contents comprehended in the study process are as follows. The design management strategy affects the industrial craft product purchase intention. Among the lower elements of the design management strategy, which are cost reduction-oriented design strategy, image-oriented design strategy and the market-oriented design strategy, the image-oriented design strategy and the market-oriented design strategy showed to affect the industrial craft product purchase intention. Especially, the image-oriented design strategy showed to affect the industrial craft purchase intention more than the market-oriented design strategy does.

A Study of Case Studies on Craft and Design Convergence Education Programs -Focus on Kookmin University 「TeamTeam Class」 Curriculums- (디자인·공예 융합 교육 프로그램 사례연구 -국민대학교 「팀팀Class」를 중심으로-)

  • Park, Jung-won
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.327-335
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    • 2021
  • The tendency of the current times require education to focus on convergence, and the same applies to the essence of ceramics and design base imagination and creativity. For effective integration, a wide range of experimentations is required both in terms of academic and methodic approaches. This study analyzes the [TeamTeam Class] curriculum, converging ceramics with design initiated in the second semester (autumn semester) of 2020. Through reference materials on ceramics and design convergence education, it was possible to classify the following 5 categories: Subject, Method, Management, space and communication. The aim of the study is to find resolutions to overcome existing issues and problems in search of more effective methods. Although this study is based on convergence education, [TeamTeam Class] at Kookmin University, I hope to extend it further to also consider education after COVID-19.

A Study on Korean Contemporary Crafts in 1970 Age (1970년대 한국현대공예의 동향 연구)

  • 곽대웅
    • Archives of design research
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    • v.12 no.4
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    • pp.5-14
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    • 1999
  • From the middle of 1970s were founded new basis for the development of craft through the co-operation of the civilians and the authorities. First, Korean Culture and Art Foundation founded in 1973 held the 'Invitation Exhibition for the Craft Artists All over the Country' in 1974 and 1975 and The National Museum of Modern Art held the 'Exhibition of Modern Korean Handicraft Art' in 1975. Second, the policy emphasizing the export and tourism provided the basis for the development of design for export goods and souvenirs of tour. H\therefore the exhibitions of such goods were held by many organizations. ] In 1970s departments of craft and design were newly established in the universities so that the third generation of Korean craft was on the rise and their groups began to hold exhibitions in commercial galleries. Reflecting on such circumstances, 1970s was the period of blossom for Korean craft while 1960s was a sprouting season.

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A Study on the Social Role in Craft Design (공예디자인의 사회적 역할연구)

  • 김명란
    • Archives of design research
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    • no.18
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    • pp.199-207
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    • 1996
  • Today craft design becomes of the declining ind-ustry by the advanced machine technology. Criticism of Ruskin and Morris about the industrial Revolution has a great influence until the present. The purpose of this study is to develop a new craft movement to conceived new craft's social role is placed emphasis on education for the whole man.

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A Study on Craft Design Using Storytelling -Focusing on the story of the Byeoljubujeon- (스토리텔링을 활용한 공예디자인에 관한 연구 -별주부전 이야기를 중심으로-)

  • Choi, Jung-Hwa
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.359-366
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    • 2017
  • As the quality of life increases and the aesthetic value of the product is emphasized, it tend to consider the sensitivity of consumers in designing goods. The importance of storytelling is becoming more prominent as the purchasing factor of products shifted from the center of the product to emotional of products. In this paper, the purpose of developing emotional marketing craft design using storytelling is to understand the storytelling concept and analyze the case of craft design using storytelling. Craft is an easy-to-value or aesthetic value of the goods in the fields of design, diversity and originality can be pursued and has unlimited potential. Now, in addition to the semantic value of expressive values with a consumer sensibility needs requires the development of this research craft crafts design industry has established itself as a high value-added industry could do more to take advantage of the Foundation.

Form Based Classification System for Building Database of Handmade Product E-Commerce (공예품 이커머스 데이터베이스 구축을 위한 공예품 조형 디자인 분류체계 개발)

  • Cho, Ikhyun;Lee, Saya;Kim, Chaehee;Lee, Joongsup;Lee, Eunjong
    • Smart Media Journal
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    • v.10 no.4
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    • pp.54-62
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    • 2021
  • As the volume of online e-commerce transactions increases, items diversify and the classification becomes complicated. E-commerce platforms that specialize in dealing only in one area are emerging, and the area is diversifying. Three problems were identified by researching the craft online e-commerce platform, one of the various types of professional e-commerce platforms. First of all, although craft materials are diversified and complex on the platform, the existing craft e-commerce system is fragmented in structure to categorize complex crafts, making it difficult to accurately present search results that meet various criteria. Second, although appearance is the main reason for purchasing artifacts, it is rare for users to categorize them according to appearance, so they have to judge and filter each work directly. Finally, the language entered when searching for artifacts by non-technical experts is not reflected in the language used to categorize artifacts in the taxonomic system, so the language used for searching is highly accurate. Therefore, the purpose of this study is to add and consider complex attributes in the field of technology to meet the search criteria. Properties to be added must include the main appearance in the search for artifacts. In addition, the government aims to develop a taxonomic system that can reflect non-experts' search languages in the search of works through artificial intelligence natural language processing technology.

A Study on the Improvement of the Education System of Craft Design according to Convergence (융복합에 따른 공예디자인의 교육시스템 개선에 관한 연구)

  • Chun, Jung-Jin
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.291-297
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    • 2021
  • The current formal and memorized design repetition training and practice is wandering in the uniform flat design thinking expression. To change these two-dimensional current issues into a three-dimensional design method, set the direction for each grade level under the integrated convergence educational goal and carry out projects step by step to understand design, the principle of spatial composition, the introduction of traditional design history, and the overall design of craft design. Creative and practical skills such as approach should be cultivated. Designers can only be produced through systematic education and training. In order to lead society and succeed, a designer who has experienced solutions and countermeasures on how to adapt themselves to the demands of various changes in the times must come to the field. Education experts insisted on innovation of the organizational structure and subject of the education system, and emphasized the importance of education in response to the rapid pace of change in the 21st century. This study aims to propose an educational system that combines academic research with a structural approach to tasks by setting a project that reflects the needs of society for convergence practice in which design and adjacent disciplines are linked through understanding and analysis of these issues.

The Possibility of Design Creation by Convergence of Contemporary technology and Traditional Craft (신기술과 공예의 융합을 통한 디자인 창작의 가능성)

  • Ha, Euna
    • Korea Science and Art Forum
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    • v.25
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    • pp.463-475
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    • 2016
  • As the transition to the digital age in the late 20th century, the intrinsic value of the craft, the emotional values of human, has been noticed as an alternative to overcome the adverse effects of the modernism of the industrial age. To introduce experimental tries which convergence of contemporary technologies and elements of traditional craft, and to inspire artists and present the new possibility of creation to them who want to take advantage of craft emotion as the elements of creation is the purpose of this study in the current digital technology age. First, the meaning and value of craft in modern times and digital media and hybrid creation environments are theoretically investigated based on previous studies and literature. Second, design cases produced by combining digital technology as a tool and craft elements are classified for substantial understanding of the design. Thirdly, identify the design characteristics presented through case studies and suggest the new possibility of creation. The results of the study are as follows. Reject typical types highlight the functional role and try free express conversion, e.g. form, material, texture, making process etc. Extracts the various elements that can be applied and search combining ways, because the convergence of digital technology and the craft is sufficient to activate the human emotion. Interaction between the craft and the digital medium is made actively. Craft accepts digital form, the craft appeared again as the contents of the digital. the traditional and digital method appropriately fused and utilized depending on the situation in process.

A Study on the Improvement of UI Design for Online Craft Learning Platform (온라인 공예 학습 플랫폼 UI디자인 개선 방향 연구)

  • Jang, Hui-Su;Nam, Won-Suk
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.145-156
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    • 2020
  • Recently, as a culture that values work-life balance has become more important in society as a whole, interest in hobbies and leisure activities that will enrich life is increasing. This phenomenon is due to an increase in platforms where people can enjoy and learn hobbies online. Among them, craft-related content is growing rapidly, and as offline education has been brought online, learning immersion has been reduced online. Therefore, in this study, we want to identify current problems in online and offline craft learning and seek ways to improve UI design to solve them. To this end, we conducted a literature survey on the online learning platform, online craft learning platform and UI design, and based on this, conducted case investigation and analysis to derive the third stage of the learning process of the online craft learning platform. Subsequent surveys showed that as a result, the online craft learning platform was able to find improvements in terms of differentiating the content exploration process, visualizing the craft progress stage, ease of working with video tools, and providing smooth feedback, and in addition to the need for a device for active learning. Through the results of this study, we hope to expand the craft content market by making it easier for users to enjoy the contents provided on the online craft learning platform.

A Study of Regional Culture related Events -Analysis focusing on Integrated Case Studies of Cheongju City and Cheongju University- (지자체와 대학의 융합적 접근에 의한 지역발전 연구 -지역문화행사를 통한 청주시와 청주대학교의 융합사례를 중심으로-)

  • Park, Jung-won;Lee, Ki-Hoon;Kim, Joon-Yong
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.387-395
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    • 2021
  • The study looks into the prospect of expanding interdisciplinary education by examining case studies related to the subject activating economy and understanding the nature of cultural potential of different regions around Korea. The objective is to integrate regional societal for co-existence of cultural events with university being the educational entity for development. The study analyzes the internationally recognized craft event known as the Cheongju International Craft Biennale founded in 1999. For twenty years the Cheongju Industry Cultural Promotion Foundation has organized the Cheongju Craft Biennale and the study researches on the collaborative aspect between the foundation and Cheongju University's Department of Craft and Design. The value of the event is predominant and the locality has clearly been shown.