• Title/Summary/Keyword: 보편적 디자인

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웹사이트 디자인 평가모형 개발 및 적용에 관한 연구

  • 이국철;최금영;이성현
    • Proceedings of the Korea Database Society Conference
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    • 2002.10a
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    • pp.22-50
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    • 2002
  • 인터넷 시장의 폭발적인 성장과는 대조적으로 닷컴기업들의 위기가 최고조에 이르는 상황에서 생존을 위한 수단으로 수익모델을 찾아 대부분의 닷컴기업들이 변신을 시도하고 있다. 그러나 현재 보편적으로 상용화되고 있는 수익모델은 이미 몇 가지로 한정되어 있으며 본격적인 유료화를 위한 서비스나 컨텐츠의 수준을 향상시키기 위해서는 대규모의 자본을 투입해야 하는 상황에서 기존 진입기업과의 경쟁을 하기에는 여러 가지로 많은 한계점을 가지고 있는 현실이다. (중략)

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Development of Standard Model for Traditional Pavilion (전통정자의 표준모델 개발)

  • Hong, Kwang-pyo;Sim, Daesup;LEE, Hyukjae
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.387-395
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    • 2020
  • The standard model of Korean pavilions can embody the beauty of the Korean traditional and reflect the trend of the times, develop a universal and realistic model, and at the same time promote Korean traditional beauty internationally. Therefore, the purpose of this study is to develop a standard model for living, industrializing, activating and globalizing Korean traditional pavilions while inheriting our own traditional technologies and preserving the legitimacy of Korean pavilions through a case study of Korean traditional pavilions. Considering the case analysis and modern trends, the plan was carried out in each part to present standard models for the representative types of traditional pavilion, Samojeong, Yukgakjeong, and Palgakjeong. The standard model has made some changes in design trends, including the installation of handrails and handrails to enhance utilization while considering legitimacy. The standard model presented in this way reflects the current design trend and can be changed in different forms depending on the trend at that time. The standard model of Korean pavilions developed this time can be said to be a universal and realistic model, while reproducing the beauty of Korean tradition.

편집 디자인의 이해 - 색의 이해와 인쇄

  • Kim, Ho-Mun
    • 프린팅코리아
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    • v.8 no.5
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    • pp.108-111
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    • 2009
  • 인쇄라는 과정은 다양한 분야로 구성되어 있으며 서로 다른 분야에서 어떤 작업이 이루어지는지 모르는 경우가 대부분이다. 가장 보편적인 출판을 위한 종이 인쇄 과정은 크게 디자인(Design), 프리프레스(Prepress), 프레스(Press), 포스트프레스(Postpress)로 구분할 수 있다. 인쇄 작업과 컴퓨터 기술이 결합하면서, 그 이전에 비하여 훨씬 다양한 색상을 구현할 수 있게 되었다. 하지만, 아직도 인쇄물에서 원하는 색상을 얻지 못하거나 색상 오차가 발생하는 경우가 종종 있다. 이런 사고가 어떤 원인에 의하여 발생하는지, 사고를 미연에 방지하기 위해서는 어떤 지식이 필요한지 알아보고자 한다. 이번 연재에서는 색과 인쇄의 원리에 대해서 알아보겠다.

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Study on icon types used in SNS of visual communication centered on Facebook, Instagram, KakaoTalk icons (시각적 커뮤니케이션의 SNS에서 사용되는 아이콘 유형 연구페이스북, 인스타그램, 카카오톡 아이콘을 중심으로)

  • Lee, kyoung-min;Choi, you-mi
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.357-358
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    • 2019
  • 최근 스마트폰이 대중화되면서 SNS에서 아이콘의 사용성은 점점 높아지고 있다. SNS 아이콘은 다양하게 진화되고 있으나, 동일한 의미를 제공하지 못한 채 혼란을 일으키고 있는 실정이다. 따라서 아이콘의 커뮤니케이션 의미에 따른 유형을 분류 제시하고 이러한 현 사용의 문제점을 발견하는 것이 본 연구의 목적이다. SNS에서 아이콘은 강한 의사전달력이란 속성을 가지고 그 역할이 중요하게 부각되고 있으나 효과적으로 의미를 전달하지 못하는 부분의 문제점을 해결하고자, 다양한 SNS에서 같은 의미에 다른 표현 방식의 아이콘을 추출한 후, 설문조사와 인터뷰를 통해 어떤 아이콘이 가장 효과적으로 의미 전달을 할 수 있는지 고찰해 보았다. 그 결과, SNS에서 사용되는 아이콘은 보편적, 중의적, 상충적, 브랜드 4가지 유형으로 요약되었으며, 두세 가지 유형으로 공통으로 속하는 아이콘도 있었다. 본 연구결과 아이콘의 디자인 시 아이콘 유형이 표준화에 대한 추가 연구 필요성을 제안한다.

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Providing a Direction to Interactive Design Education According to the Changes in IT Environment -Focusing on College Education- (IT 환경 변화에 따른 인터랙티브 디자인 교육의 방향성 -대학교육을 중심으로-)

  • Hong, Eun Jung
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.265-276
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    • 2014
  • This study observes innovation demand in design education according to IT environment in change, and explores reasonable directivity of design education according to fluctuations in media and technologies by presenting academic possibility of interactive design field and its education paradigms for universities. In order to achieve highly added values through interactive design complying with social demand, accompanying researches and academic frames are to be prepared, in particular with independent academic domain frame in universities, this study presents an educational directivity by recognizing important establishments of related curriculum that must be proceeded. This study has made a contribution in addressing the necessity of establishment of individual academic domain for interactive design and also setting up the domain of interactive design. It has been concluded that technological understanding beyond conventional design education, management of complex issues in consideration, and methodology of differentiated education in corresponding to the situation needed as well as typical educations of conventional technologies should be provided for satisfying innovation demand in the domain of interactive design.

An Evaluation of Library Websites with Universal Design Perspectives (유니버설 디자인 관점에서의 도서관 웹사이트 평가에 관한 연구)

  • Han, Seung-Hee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.22 no.2
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    • pp.201-220
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    • 2011
  • The library is a social institution that should ensure all users' information access rights. In this study, the concept of universal design is analyzed as a theoretical basis that library Websites should be accessed equitably by all kinds of users, and an evaluation criteria is developed based on the principles of universal design. The Websites of 7 regional central libraries are evaluated with suggested criteria and the ratio of compliance of universal Web design is measured. In the result, the most of the Websites are showed not only high performances on the area of (1) Web accessibility and (2) usability, but low performances on the area of (1) equitable use and (2) flexibility in use.

청대 피령의 조형적 특성

  • 박현정
    • Proceedings of the Korea Fashion and Costume Design Association Conference
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    • 2004.06a
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    • pp.34-38
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    • 2004
  • 복식사 연구의 의의 중 하나는 고대 복식 자료를 현대 패션 디자인에 활용하는데 있다. 현대 패션디자이너들은 전통 복식의 스타일, 소재, 색, 문양 등에서 디자인 영감을 얻고 있다. 이러한 측면에서 본 연구에서는 고대 아시아 북방 민족들에게서 시작되어 중국 본토에 보편화되었으며 청조에는 관복의 구성품목으로 제도화된 피령에 대해 살펴보고자 한다.(중략)

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Droog Design ; the mentality and the activities (네덜란드 디자인 그룹 ′Droog Design′에 관한 연구)

  • 김유진;문무경
    • Archives of design research
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    • v.15 no.2
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    • pp.157-168
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    • 2002
  • A contemporary design which might accept diversity through the coming materialised world and the development of communication of technology Quickly, would have no more new design value with such a design thought that is still fixed by general and principle rule. Because there are a lot of requirements of new relationship between humans who are going to have more sensitivity and things which are born continuously Even though Droog Design is a young design group, they have been recognised by the design community for their experimental approach and re-think not only as a function but also as a concept of existing things. Their thought is that humans have been given a better quality of life through design, and that there should be responsibility for abuse in the material world and has to do with the improvement of things related with human life. Particularly when dealing with form-giving they endow it not just as a tool but also as a sensitivity and experience with both human and human-made artifacts. Like A design mentality of Droog Design, which is extraordinary originality and methodological skills, is a stimulus on a contemporary design.

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Abusive Game Deisgn and Introspect Game play through Goffman's frame analysis (프레임 분석을 통한 불쾌한 게임 디자인(Abusive Game Design)과 반성적 게임플레이)

  • Ganbold, Uyanga;Yu, Hui-Beom;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.51-60
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    • 2017
  • The interrelation between abusive game designers and players are revealed and considered as one of the game arts by Miguel Sicart. This study is based on the frame analysis of Ervin Goffman. The player centered game design, in the case of a digital game, is penetrated into the frame, and player's experience and game frame at the same level can be assumed as positive down-keying. Conversely, confusion of the game is experienced by the players and perceptions about the games are required. The term of Miguel Sicart, generated the abusive game design in the view of the game art, considers both common game and design of the game, respectively. Nevertheless, the abusive game design refreshes the reflections of players in a game and presents possibilities of bridging the designs of standard games through the techniques and devices.

Application of Universal Design in Public Library Services (공공도서관 서비스의 유니버설디자인 적용에 관한 연구)

  • Kim, Bo-Il;Cho, Hyun-Yang;Kim, Jong-Ae
    • Journal of Korean Library and Information Science Society
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    • v.42 no.4
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    • pp.181-201
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    • 2011
  • The recent diversification of society surrounding libraries is influencing the services of libraries. This study suggested the directions of public library services from the aspect of the universal design based on the analysis of related systems and cases to provide all users with universal services in accord with the nature of public libraries amid rapidly changing social environment. This study suggests four directions: the "universal design" which is the keyword for pursuing universality of public library services; the pursuit of economic value of public library services based on the universal design; the universal design for the improvement of perception of public library services; change in policies and systems related to public library services through the application of the universal design.