• Title/Summary/Keyword: 목적 지향적 디자인

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Archival Platform for Everyone : Archival Design with Social Media Platform Based on User Experience Design (모두를 위한 플랫폼 사용자 경험 디자인을 중심으로 한 소셜미디어 플랫폼 기반 일상 아카이브 설계)

  • Yang, In-Ho
    • The Korean Journal of Archival Studies
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    • no.66
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    • pp.157-201
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    • 2020
  • This study started with the question "Shall we apply the existing record management method to our trivial daily records?" For the general public, we focus on media that thinks more about daily recordings and suggests a better method, suggesting a 'social platform' as a plan, and using the user's visual approach through UX design methodology. The social archive proposed in this study aims to be a 'square' where various people can gather and communicate and share. A space that can record daily life using 'record' as a basic body Purpose It aims to provide the basis for basic research in various fields, and aims to function as a space for communication of various research things such as researchers and researchers, researchers and producers. In order to maintain, focus on the prerequisites of the existing construction, the items to be researched when constructing the daily archive are 'creative methodology to change research items when building a paradigm', 'network with related organizations', 'service plans for persistence', and characteristics of social media. We discussed the possibility of social media as a social archive platform. Finally, while looking at the user experience design process, I designed some features of the social archive and suggested things to do in UX design.

A Study on the Internet Advertisement. Waking banner and e-mail type advertising the prime object) (인터넷 광고에 관한 연구 -배너광고와 이메일 광고를 중심으로)

  • 손상희
    • Archives of design research
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    • v.14 no.3
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    • pp.107-116
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    • 2001
  • Despite young age, Internet, as new advertising media, is actively studied worldwide. In 1995, the department of multimedia-related study was first founded in Technical Institute and has carried out the On Internet banner, user is not an object to accept only a message but has a specification to contact with banner actively having various motivation and desire. Internet advertising has various types but banner and e-mail type advertising are main stream. In the view point of recognition and concern rate, banner is very effective because it does not set limit to specific target, but is shown to unspecific audience. Acceding to studies, usage frequency and effect of e-mail type advertising is growing up. And e-mail type advertising is more active because it can target specific audience with various life style. If we can say banner is not so effective in spite of simply good exposure frequency, we can find theoritical background that e-mail type advertising is more effective internet advertising media because high click frequency. And we suppose that this study can be a guide line for measuring process of Internet advertising effect.

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청년기 여성의 의류상표선택과 가정환경과의 관계 연구

  • 이은실;이명희
    • Proceedings of the Korea Society of Costume Conference
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    • 2001.04a
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    • pp.46-47
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    • 2001
  • 본 연구의 목적은 청년기 여성의 국내 및 외국 의 류상표선태과 가정의 가치지향성 및 물리적 가정환 경과의 관계를 조사하며. 상표선택에 따른 상표결정 동기의 차이를 파악하고 의복구매 후 만족도에 영향을 주는 특성을 조사하는 데 있다. 연구방법은 질문지법을 사용하였으며, 조사대상은 서울시내 여고생과 여자대학생 408명이었다(여고생 224명, 여대생 184명). 가정환경변인 측정도구는 정원식의 '가정환경진단검사'중에서 가정의 가치지향 성을 사용하였으며. 사회상승주의, 물질주의, 전통주 의에 관한 내용을 포함하였다. 상표선택은 최근에 구 입한 캐주얼웨어의 상표에 대한 내용과 구입희망 상 표를 조사하였으며, 상표결정동기는 5점 척도의 10 문항을 사용하였다. 가정의 물리적 환경은 부모의 학력, 사회계층, 주거공간을 조사하였으며, 인구통계적인 변인으로 학년, 연령, 용돈을 조사하였다. 조사기 간은 2000년 4월이었다. 본 연구의 결과는 다음과 같다. 첫째, 여고생 및 여대생이 구입한 의류상표는 국 내상표가 24.0%. 외국 상표가 37.5%. 상표명을 기억 하지 않는 상표무관심 집단이 38.5%였다. 구입희망 상표는 외국상표가 48.8%. 국내상표가 26.0%. 무관 심집단이 25.2%로서 구입한 상표보다 구입희망상표 의 경우 외국상표가 더 높은 비율을 나타냈다. 둘째, 가정의 가치지향성은 국내 및 외국의류상표 구입집단에 따라 유의한 차이가 없었다. 그러나 가정 의 가치지향성 중에서 사회상승주의는 구입희망 집 단에 따라 유의한 차이가 있어, 외국상표 구입희망 집단은 가정의 사회상승주의가 높았고, 상표무관심 집단은 사회상승주의가 낮았다. 따라서 사회적 지위 상승을 추구하는 가치관을 지닌 가정의 청소년들은 부모의 가치관에 영향을 받아 외국상표 의류를 희망 하여 의복을 통해 신분상승을 추구하려는 정도가 높은 것으로 해석된다. 셋째, 국내 및 외국 의류상표 구입집단운 부모의 학력, 가정의 사회계층 및 주거공간과 유의 한 관계가 있었다. 아버지와 어머니의 학력이 대졸 이상의 경우 는 외국상표를 더 많이 구입하였고, 부모띄 학력이 고졸인 청소년은 상표 무관심집단이 많았다. 또 상류 층은 외국상표 및 국내상표를 구매한 비율씨 비슷하 게 높았으나 하류층은 상표 무관심집단이 더 많은 편이었다. 구입회망상표와 사회계층 및 주거공간과 는 유의한 관계가 없었다. 따라서 청년기 여성은 가정의 사회계층과 관계없이 외국상표의 구입을 희망 하는 정도가 높다고 할 수 있다. 넷째, 외국상표 구입 집단은 국내상표 구입 집단 보다 상표를 미리 결정하는 경우가 더 많았고. 백화 점에서 구입하는 정도가 더 높았다. 또한 여대생은 의류상표선택과 용돈이 유의한 관계가 없었으나 여고생은 유의한 관계가 있었다. 다섯째. 외국상표 구입집단은 국내상표 구입집단 보다 주위 사람의 상표와 상표의 명성이 더 높은 구입동기로 작용하였으나. 품질, 유행, 할인가, 디자인, 가격, 착용감은 유의한 차이가 없었다. 여섯째, 상표결정동기 중 할인가 구매는 가정의 사회상승주의 및 물질지향주의와 유의한 정적 관계 가 있었고, 적절한 가격도 물질지향주의와 정적 관계 를 나타냈다. 가정의 전통주의는 의복의 디자인과 부 정적인 관계, 상점의 위치와는 정적관계가 있었다. 따라서 전통주의적인 가치관을 지닌 가정의 자녀는 편리한 상점의 위치가 상표결정동기로 작용하는 데 영향을 주는 특성임을 알 수 있다. 일곱째, 의복만족에 동시에 영향을 주는 요인은 디자인, 면안성, 타인의 착용( - ). 상표의 명성, 외국 상표선택, 의복품질로 나타났으며. 6개 변인을 통한 설명력은 24.4%였다. 즉 상표를 결정할 때 디자인, 편안성, 상표의 명성, 의복품질을 고려하며. 주위사람들이 착용한 상표를 고려하지 않을수록 만족도가 높았으며, 외국상표를 선택한 집단일수록 만족도가 높았다. 종합적으로 볼 때 가정의 사회상승주의가 높은 청년기 여성은 외국상표 구입을 희망하는 비율이 높고 부모의 사회경제적 지위가 높을수록 외국상표 구입 빈도가 높았으며. 외국상표를 구입한 여성은 의복구 매 후 만족도가 높았다. 또한 청소년들이 외국 의류 상표를 구매하는 데에는 상표의 명성과 타인의 옷차 림이 영향을 주었으나, 타인의 착용에 영향을 받는 정도가 높을수록 의복 구매 후 만족도는 낮아진다고 할 수 있다.

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The Impacts of Design Orientation on Brand and Reputation Orientation (기업의 디자인 지향성이 브랜드 및 기업의 명성 지향성에 미치는 영향)

  • Syh, Yong-Gu;Hong, Sung Jun;Yu, jongpil
    • Asia Marketing Journal
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    • v.9 no.1
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    • pp.73-102
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    • 2007
  • The paper aims to examine the relationships among a company's design, brand, and reputation orientations. DBR (Design, Brand, Reputation) have been regarded as invisible growth engines for companies and draws a lot of interests among Brand, PR and IR mangers recently. We have tested 3 hypotheses and have developed a relationship mechanism how to develop those three key intangible marketing assets. We have conducted 131 interviews with company managers who are involved in DBR activities, used Structural Equation Model (SEM) to estimate those relationships. It was found that a company's design orientation influenced the company's brand orientation positively and this brand one influenced reputation orientations consequently. However, design orientation does not show any significant relationship with a company's reputation orientations. Thus, there is a D->B >R chain mechanism concerning these 3 intangible marketing assets. Finally, the implications of this study and suggestions of further studies are discussed.

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Product Image Concentration System as a Design Strategy to Build Corporate Brand Image (기업 브랜드 이미지 구축을 위한 디자인 전략으로서의 제품 이미지 집중 체계)

  • Kim, Hyun
    • Archives of design research
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    • v.16 no.2
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    • pp.375-384
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    • 2003
  • This study is on the strategy for establishing successful corporate brand image, by understanding the need for increasing brand value based on the level of brand recognition. In order to carry this out, the PICS (Product Image Concentration System) is suggested, which includes Brand Image Analysis on a high-level, Product Image Programming based on the result of the image analysis, and Product Image Coherency Assessment and Management, resulting in setting up a guideline for gaining competitive advantage and brand management. Brand Image Analysis is a method that utilizes image association to understand brand disposition by analyzing the association pattern among available visual materials to measure the corporate and brand image inclinations. As the next step, Product Image Programming establishes design philosophy and principles based on the analysis of brand image, and the Visual Programming is a process for visualizing the intended product image direction. Lastly, Product Image Coherency Assessment examines whether to incorporate design philosophy and principles or not to arrive at an agreed evaluation criteria for developing designs coherent with the brand image. The PICS (Product Image Concentration System) is a practical method for increasing a company' competitive advantage and managing brand. The expectation on this system is to provide a guideline for applying brand image in design process more objectively. For further study, diversification of image spectrum based on expressive keywords and comparative analysis on images as well as a product image interpretation program to understand the order of visual materials will be necessary.

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Case Study on the Library Service Innovation Applying Service Design Methodology (서비스디자인 방법론을 적용한 도서관서비스 혁신 사례분석)

  • Lee, Byeong-Ki
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.3
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    • pp.71-92
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    • 2016
  • Service design is a process and methodology for innovating or creating service. This study analyzed library case that applied service design method to library service innovation and creation. The object of this case studies include 7 library such as Copenhagen's municipal library, State Library of Victoria, Carnegie Library of Pittsburgh, Georgia institute of technology library, North carolina state university library. This study analyzed separately to service design requirements, stake-holders, period, process, tools, result and main feature. The implications obtained through this case study are as follows: (1) The design of the library service are focused on user-centered services, future service creation. (2) The service design for library is designed by the collaboration of all stake-holder. (3) From the point of view of period, the service design is continuous, and it has a nature of the project. (4) The service design in library focus on user experience, processes and prototypes development and application. (5) The service design in library are applied to the new tool such as blue print, customer journey map, touch-point, shadow, persona. (6) The purpose of the service design in library is improved and created services, and is has holistic approach.

A Study on Planning Car Interior Design through Two Dimensional Lay-Out (2D LAY-OUT을 통한 자동차 실내디자인 계획 방법 연구)

  • 유연식
    • Archives of design research
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    • v.11 no.2
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    • pp.215-226
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    • 1998
  • As late as middle of 1980s, what was referred to as new model cars consisted, on the premise of a standardized packaging layout, principally of the endeavor to transform their style images by changing little by little the form of layouts almosts similar to or with larger bodies than those of the old model ones. Afterwards even in the period of competition of engeineering and mechanical body styles for reducing fuel cost and improving comfortability in riding, the standardized packaging layout did not change visibly, simply trying to ameliorating commercialism through high output and high efficacy on the engineering part. Today the sudden prevalent motorization in every walk of life has brought about the development of the car industry, thus producing surplus supply and technical standardization. This phenomenon of technical standardization leads the concept of the renovation of car design to a way quite different from that of the past and so may be said to be confronted with an era that requires genuine-sense car design in a way. It seems that interior design plans are of much more importance than external shapes. This is because the effort for enhancing comfortability to keep car passengers' needs of transportation is one of the essences of car design. The objective of this study consists in inquiring into how to plan motorcar interior design, an essential prerequisite in determining the external or of a car, obtaining data needed via analysis of interior design plans of the car models that have won favorable criticism from consumers, thus contributing to the use of the data obtained for reference in car design activities in a genuine sense.

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A Direction of Emotion Design for Future MP3 Players by Trend Analysis (추세분석을 통한 미래 MP3 플레이어의 감성디자인 방향 모색)

  • Lee, Yu-Ri;Yang, Jong-Youl
    • Science of Emotion and Sensibility
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    • v.10 no.4
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    • pp.511-521
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    • 2007
  • It is very important that design based on preference of consumers who continuously change. Therefore, the method that can decide on the design concept which a consumer can prefer in future points of time that a design is released is necessary. There may be various ways to decide a design concept, but trend analysis is one of the best ways to be able to satisfy consumer preference. The purpose of this study is to provide a process that can give a direction of MP3 player design oriented consumer emotion. For the purpose, we considered about trend analysis as the ways that can present the design direction that can grasp a change of continuous preference, and a consumer can prefer with early bases in future points of time of a consumer. In this empirical research, we decided on design elements and levels of the elements after collecting 228 MP3 players released from 2000 to 2007, and carried out trend analysis through homogeneity analysis by SPSS program. In the result, we knew that future consumers also will regard emotional experience consumption as important. So, MP3 player design will be developed into consumer emotion-oriented design. We predict 4 trends for a future MP3 player design. 1. Development of high-priced MP3 player with various multimedia functions. 2. Development of MP3 player with basic functions. 3. Development of new convergence products with MP3 function. 4. Development of new MP3 player based on flash memory. If designers can infer a future MP3 player design from this design trend results, the probability that can occupy competitive advantage in their competitions will be high. Therefore this study can be useful.

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A Study on the Usability of Real-Time Remote Lecture Platform for Effective Learning Experience -Focused on ZOOM UI design layout- (효과적인 학습경험을 위한 실시간 원격강의 플랫폼 사용성 연구 -ZOOM UI디자인 레이아웃을 중심으로-)

  • Chung, Seung-Jae;Lee, Younjoon
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.395-401
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    • 2021
  • In the digital era, Korean universities are using real-time remote lecture platforms as a tool for learning. However, it is confusing due to low usage experience problems, and usability studies are needed. The purpose of this study is to measure, analyze, and propose gaze tracking and learning experiences according to the UI design layout of ZOOM. A total of 30 subjects were selected to conduct eye tracking and survey when learning. The experiment showed that grid layouts have a higher emotional realism and learning satisfaction than other layouts. Furthermore, it turns out that participants focused the most attention on grid layouts. Therefore, for high learning experience, grid layouts and layouts that visually highlight participants and induce communication are needed.

Structuring of Integrated Design System Based on Emotion Process Model for Successful Brand Image Building (성공적 브랜드 이미지 구축을 위한 감성 처리 모형 기반의 통합 디자인 체계 구성)

  • Kim, Hyun
    • Science of Emotion and Sensibility
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    • v.11 no.1
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    • pp.57-68
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    • 2008
  • With the shift of consumer’s spending behaviors further into emotionally-driven purchases, the role of brand is becoming even more important, which in turn, expands design’s role in the brand image strategy. The contact point between the consumers and the brand is the primary channel for building strong brand image through experience. Therefore, it is critical to comprehensively plan and manage the consumer contact point for any brand. Given the changing market conditions, the objective of this study is to define and structure an integrated design development and management system for building successful brand image. In order to do so, the research analyzed the characters of brand image, the conditions for consumer experience and the roles of emotion. The analysis into the correlation between images and emotion process model yields three natures of an image. The image 1) is based on empirical decisions, 2) expresses and conveys emotional aspects and 3) builds mental values through a sense of sympathy. Through case studies of successful designs that meet all three characteristics, the roles of a brand icon in building strong brand image and the needs for integrated design approach for implementation are defined. The methods for integrated design include 1) providing a focal point through brand image positioning, 2) utilizing visual themes based on brand image plot, 3) building a Total Identity Program to holistically manage brand images and 4) developing brand icons for brand image reinforcement.

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