• Title/Summary/Keyword: 메시지 디자인 특성

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An Exploratory Study on the Importance and Performance Analysis of Health Message Design Principles (건강증진 메시지 디자인 원리의 중요도와 실행도에 관한 탐색적 연구)

  • Choi, Hyoseon;Cho, Young Hoan;You, Myoung Soon
    • The Journal of the Korea Contents Association
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    • v.14 no.6
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    • pp.307-318
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    • 2014
  • This study investigated how people perceived the importance of health message design principles including gist presentation, usefulness of content, format, and intuitive design and how well a webzine article published by Korean Ministry of Food and Drug Safety was designed in terms of the four design principles. This study also explored what individual characteristics influenced the perceptions of health message design principles. A total of 294 adults participated in the survey, and their responses were analyzed with the Importance-Performance Analysis method. Participants perceived that usefulness of content was most important in the text design; gist presentation was most important in the visual design; and format was well designed in both text and visual messages. This study showed that it is crucial to improve the quality of visual health messages particularly in terms of gist presentation and intuitive design. We also found that individuals' interest in health played a significant role in the perceptions of health messages. These results were discussed in regards to principles and strategies for the effective design of health messages.

Content Analysis of Webzine for Gist-based Health Message Design (핵심정보 중심 건강 메시지 디자인을 위한 웹진 내용분석)

  • Cho, Young Hoan;Choi, Hyoseon;You, Myoung Soon
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.192-204
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    • 2014
  • Gist-based message design is essential in the Internet in which a lot of health messages are created and shared constantly. This study intended to identify the characteristics of health messages in a webzine and explore a way to design gist-based health messages. A total of 72 webzine articles published in Korean Ministry of Food and Drug Safety were selected, and text and visual messages of the articles were analyzed in terms of content types, the frequency and position of gists, and intuitive expression. The articles were also categorized regarding the characteristics of health messages through cluster analyses. This study found that most texts of the health articles consisted of facts and methods, while most visual messages represented concepts. In addition, both text and visual messages had limitations in presenting a gist effectively. It was also necessary to explore an effective way to improve an intuitive understanding of jargon and quantitative information in health messages. Based on these findings, this study provided suggestions for the design of gist-based health messages in the Internet.

Smart IoT Service Users' Compliance with Personal Information Protection Behavior: An Empirical Study on the Message Design Features to Induce Installation of Software Updates (스마트 IoT 서비스 사용자의 개인정보 보호 행동 준수: 소프트웨어 업데이트 유도를 위한 메세지 디자인 특성에 관한 실증 연구)

  • Lee, Ho-Jin;Kim, Hyung-Jin;Lee, Ho-Geun
    • Informatization Policy
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    • v.31 no.2
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    • pp.82-104
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    • 2024
  • Smart home services are growing rapidly as the development of the Internet of Things (IoT) opens the era of the so-called "Connected Living." Although personal information leaks through smart home cameras are increasing, however, users-while concerned-tend to take passive measures to protect their personal information. This study theoretically explained and verified how to design effective software update notification messages for smart home cameras to ensure that users comply with the recommended security behavior (i.e., update installation). In a survey experiment participated in by 120 actual users, the effectiveness of both emotional appeals (i.e., security breach warning images for fear appeals) and rational appeals (i.e., loss-framed messages emphasizing the negative consequences of not installing the updates) were confirmed. The results of this study provide theoretical interpretations and practical guidelines on the message design features that are effective for threat appraisals (i.e., severity, vulnerability) of smart home camera users and their protection motivation.

A Study on the Message Framing Types of Sustainable Marketing Campaigns of Luxury Impacting Perceived Consumer Effectiveness and Brand Trust (럭셔리 패션 브랜드의 지속가능 마케팅에서 메시지 프레이밍 유형이 지각된 소비자 효과성과 브랜드 신뢰에 미치는 영향 연구)

  • Min-Jung Kim;Eun-Jung Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.245-252
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    • 2024
  • This study sought to identify the interactive relationship between the individual cognitive characteristics of perceived consumer effectiveness and the impact of the message framing type of a fashion brand's sustainable marketing on consumers' brand trust. As a result of the study, it was confirmed that the fashion brand's message framing type increased consumers' perceived consumer effectiveness, and that the recipient's perceived consumer effectiveness each influenced the formation of consumers' trust in the brand. It was confirmed that the fashion brand's message frame directly had a positive effect in forming consumers' brand trust.

A study on Emotional Fashion Design Using Light (빛을 활용한 감성 패션디자인 연구)

  • Jo, Min-Yeong;Choe, Gyeong-Hui
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.214-217
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    • 2009
  • 현대 패션분야에서 디자이너들의 예술적 표현의 주제이자 매체로서 활용되고 있는 빛은 보다 감성지향적인 방향으로 발전되는 추세로서, 빛을 활용한 감성 패션디자인에 대한 표현 방법과 조형적 특성을 분석하는 것은 매우 의미있는 일이다. 패션디자인에서 빛을 표현하는 방법으로는 빛의 반사, 이미지 표현, 발광, 투사에 의해 독창적으로 응용되어져 표현되어 왔으며, 다양한 빛의 표현을 위해 재료의 물성을 조작함으로써 얻을 수 있는 빛의 유희, 명암이나 형태, 색채를 통한 빛의 재현, 발광물질이나 인공광에 의한 발광, 프로젝터를 통한 빛 이미지 등 다양한 표현방법이 활용되고 있었다. 빛이 활용된 감성 패션디자인의 조형적 특성으로는 상호작용성, 영상성, 투명성, 실험성으로 분류되었다. 상호작용성은 착용자의 행위에 의한 변형과 신체의 변화나 감정의 변화에 의한 불빛이나 영상 패턴이 바뀌는 등 형태나 컬러, 영상의 변형 등 착용자의 메시지 전달이나, 감정표현, 신체보호, 그리고 재미를 유발하는 효과를 자아내는 것으로 나타났다. 영상성은 디지털 이미지를 활용한 것과 내부 광원에 의한 발광성으로 분류되며, 드레스에 장착된 수많은 LED 에 의한 영상을 만들거나 이미지를 확대시키는 방법으로 표현된 영상성은 심미적인 효과가 우선시되었다. 투명성은 주로 비닐, 플라스틱, 기능적 소재 등 투명한 소재들을 이용하여 대부분 재료의 특성이 조형적 특성으로 분석되었고, 외부와의 개방성과 위장가능성의 효과를 준다거나, 투명한 재질에 이미지가 변화하는 이미지의 중첩성과 같은 효과를 나타내었다. 실험성은 새로운 실험적 도구로서의 패션을 표현하고자 할 때, '빛'을 매개체로 하여 관심을 유도하고 재미를 더해주며, 신비주의적 환상이나 호기심을 불러일으키는 효과를 나타내었다. 이처럼 빛을 활용한 패션디자인은 빛을 매개체로 하여 다양한 표현방법으로 활용이 가능하며 특유의 조형적 특성을 가지고 있음을 알 수 있었다.

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Fancy Text Service App (팬시 문자 서비스 앱)

  • Kim, Young-Chul;Joo, Sang-Woo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.457-460
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    • 2014
  • 본 작품은 학생들의 캡스톤디자인 작품이다. 현대인들은 자신의 감정을 특정한 문자를 통해서 상대방에게 전달하고자 한다. 하지만, 현재 모바일 폰의 문자 메시지는 텍스트 위주의 평범한 문자를 보내기 때문에 자신의 감정을 표현하기에는 불충분하다. 따라서 본 작품은 텍스트 기반의 문자 서비스를 탈피하여 편지지와 아이콘을 활용하여 지산의 감정을 표현할 수 있는 모바일 편지 서비스 앱이다. 본 작품은 바쁜 현대인의 특성상, 자신의 필체가 악필일 경우가 많아 꺼려하고 있다. 당장 자신의 글씨를 고치기에는 시간이 부족한 경우도 많고 동시다발적으로 메시지를 전하고 싶어 하는 사람들에게 항상 지니고 있는 스마트폰으로 자신의 진심이 느껴지고 특별한 편지를 제작 하여 전송을 하고자 개발하였다.

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A study on the attribute of infotainment design (인포테인먼트 디자인의 개념 연구)

  • Oh, Byung-Keun
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.229-240
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    • 2006
  • It is very important issue in information design to improve information efficiency by adapting interesting factors in changing circumstance of information communication. The concept of infotainment is utilized in designing information contents in a way of combining entertainment factors with information itself based on various media and representation technologies. The information arousing user's attention, which includes interesting factors, is persuasive message comppared to the informative message conveying only information itself. The reason why infotainment is persuasive is because it makes the user absorb deeply in the information during the process of understanding by sensorial stimuli, cognitive interest, and situational interest. The sensorial stimuli originates from the expression elements of information design. The cognitive interest from the user's intellectual activities has a try to overcome mental block when user confronts with the redundant expression in the manner of unexpectedness and inharmony. The situational interest originates from user's optimum experience by the flow of satisfaction. Therefore, the attribute of infotainment is defined with the stimuli, the redundancy, and user's satisfaction. Its design elements consist of physical factors, organizational factors, and psychological factors. The physical factors through sensorial stimuli are utilized by visual manipulation such as visual analogy or visual pun, multimedia, and moving expression. The organizational factors through redundant expression bring user's imagination by adapting storytelling, event, and interaction in the process of understanding information. The psychological factors through expression of entertainment interests such as humor, play, and game give users psychological satisfaction with the flow. In conclusion the concept of infotainment can be adapted when the design factors should be integrated with its attributes, or the conveying information should go well with its purpose and characteristics.

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A Study on the Design of Computer Game as a Communication Design (커뮤니케이션 디자인으로서의 컴퓨터게임 디자인)

  • 서승택
    • Archives of design research
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    • v.12 no.2
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    • pp.147-154
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    • 1999
  • This is a suggestional thesis for fu. ;her study on computer game design. We can understand the computer game design as a new form of communication design.The particular qualities of computer game as communication is: 1. computer game is not a mere recording of past events but a creative reproduction by the player.; 2. its production procedure is a multiple structure of program engineering and multimedia design. Computer game design should be more than just production of visual image or technical results. It could be the design of "fields for training of identity".ity".uot;.

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Recognition Type of Message Expressed on Fashion -Focusing on 20's Women-

  • Cha, Su-Joung
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.4
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    • pp.149-159
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    • 2021
  • This study wanted to analyze the types of recognition of messages expressed in clothing for women in their 20s who wear a lot of clothing and fashion products with text. It was intended to provide basic data necessary for the production of typography clothing and fashion products by considering the subjective evaluation of how women in their 20s type the characters expressed in fashion and the characteristics of each type. This study was conducted with the Q method, and the QUANL pc program was used for analysis. Type I thought that letters were a design element and fashion, and the characters expressed in clothes were recognized as images. Type 2 thought it was important that the characters expressed in the clothing were recognized as messages, and that the characters had social messages and period reflections. Type 3 preferred that letters be combined with casual clothes and valued the formability of the characters. Type 4 preferred characters to represent brands and liked to be placed in large positions. In the future, it is thought that additional research by various age groups and genders and detailed research should be conducted to identify differences in font, color, and sentence length.

A Study on IISS Software Architecture of Combat Management System for improving modifiability

  • Park, Ji-Yoon;Yang, Moon-Seok;Lee, Dong-Hyeong
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.2
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    • pp.133-140
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    • 2020
  • The IISS(Integrated Interface Storage System) software uses communication methods such as DSS(Data Sharing Service), UDP to perform the function of sending all messages from the Combat Management System to the analytical computer. Because IISS software handles all message used in the Combat Management System, the source code is large and has a highly dependent feature on message changes. Modification of software is a task that requires a lot of labor, such as series of software reliability test. so research has been conducted to reduce software development costs, including minimizing software modifications. In this paper, We study the method of messages receiving and architectural structure improvement to minimize reliance on message changes in the Combat Management System and improve the modifiability. Reduced message dependency by changing the way DSS and UDP protocols are communicated to Packet Sniffing. In addition, Factory Method Pattern were applied to improve the software design. Test comparing existing software and development elements have confirmed that the software has improved its modifiability and reuse.