• Title/Summary/Keyword: 실무디자이너

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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
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    • v.19 no.5 s.67
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    • pp.213-222
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    • 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.

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A Study on the Form-Language in Product Design -Focus on the Example of the Study from Industrial Designer- (제품디자인의 조형언어에 대한 연구 -산업디자이너의 연구사례를 중심으로-)

  • 정충모;이재용
    • Archives of design research
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    • v.16 no.2
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    • pp.243-254
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    • 2003
  • This research, we will begin our analysis of the types of research example of designers by the linguistic studies of products form. Specially, we had a mind to generate the linguistic concept of products form by the linguistic relations between tools and thinking, and analysed how activate the roles of form language in linguistic and non-linguistic areas. We understood the relations of design process about idea generation, same means of interpretation of form and the generation of form concept, by using of the roles of form language made in design process. We showed the research examples of Enzo Mari and the origins of form language in view point of design history. Also, we classified the form linguistic concerns of designers and scholars interested in design areas by dividing various factors in view point of language. Finally, through the process of this classification, the researches of form language call for further study, as more the examples of detailed design practises and the individualized form language of products than systematic researches and abstract theories about products, and emphasized this viewpoint, we suggest a going-on research theme, the individualized products' differences of form language and concerns viewpoint of inter-culture, the concept generation of form language of products can be inter-coexistent.

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A research on education model in design service sector (디자인서비스 분야의 교육모델 연구)

  • Cho, kyu-myung
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.1070-1075
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    • 2009
  • Design sector, one of the key factors defining national competitiveness and one of the creative industry, needs multi-functional and differentiated designers as its structure has changed to knowledge-intensive industry. Design sector is now following the trend of social change through frequent exchanges and joint researches with other sectors. However, education for human resource nurturing in the sector falls far short of social demand for change. As the industry still focuses on educating modeling issue handlers, the problems of excessive supply of human resources in particular sector and imbalance of supply and demand of human resources are adding extra difficulties to the already competitive designer employment market. Against this backdrop, this study recognized that design service sector, which began to be established as a new industry sector, has potential of becoming one of the new domains of movement for designers, explained the necessity of education in the field, and specified practical contents of design work. Also, It analyzed work contents of design service sector, classified them into each stage, and presented them to use in design professional nurturing education.

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Culture Management through Vision and Practical of Jewelry Design Education (주얼리 디자인 전공 교육의 비젼과 실무를 통한 문화경영)

  • Shim, Kwan-Sun
    • The Journal of the Korea Contents Association
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    • v.7 no.11
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    • pp.140-149
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    • 2007
  • Social recognition conversion of the jewelry-related industries must be preceded by changes of responsibility of both the staff in charge and educators in education objections. Based on the debate of whether or not increasing (public) interest in jewelry design will subsequently lead to bringing about vision and possibility in the form of cultural management, this paper examined the influences that logical systematization of jewelry design and educational process of jewelry designers' ethics have on the next generation of the cultural industry of jewelry. Through the education and the industry of Italy, this paper analyzed existent method of design, current trend, and new content sand cases of design management that are based on types of consumption. In addition, it also provided the developmental possibility of future culture industry, and the foundation of ethical philosophy of jewelry education that lies beyond national economic power. I intend to imply significance of how designer's perception and conduct provides the whole new conventional foundation of sympathy and sensitivity and the existent method of design.

Data Literacy Education in Design Curriculum of Higher Education Focused on Development of Design-Data Convergence Curriculum (디자인 교과과정에서의 데이터 문해력 교육에 관한 연구 -디자인-데이터 융합 교과 개발 사례를 중심으로)

  • Lee, Hyun Jhin
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.685-696
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    • 2022
  • This study explores convergence curriculum for design and data science, and applies data science knowledge on undergraduate design classes for designer's data literacy. First, related studies about data literacy education for non-data science major's, and data driven design project cases are explored, then design competency and data competency based on NCS are studied. Then this study developed 3 step design-data convergence curriculum model for designers' data literacy. The curriculum model is applied on case study classes, which are Big data and UX design(2) classes. The learning results and student's feedback of the case study classes are collected and analyzed to prove the design-data convergence curriculum, and the results provide findings and implications of the design-data convergence class case study.

Practical Study for Developing Graphic Design Adopting Systematic Theories of Typography (타이포그래피의 체계적 이론을 활용한 그래픽디자인의 실무적 발전 방안)

  • Lee, Ki-Bok;Hong, Young-Il
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.80-91
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    • 2010
  • Typography is very important for the delivery of information and for its aesthetic functions, typography focuses on facilitating faster and easier legibility for audience in modern society. But analysis for pre-studies for typography are limited in trend in the center of Kinetic Typography, dissolution of typography and territory extend as well as its typography analyzed by plastic arts aspects to acutely requiring expressing strategy and study based on typographic theory in working-level are insufficient. This study is to apply systematic theory to typography in order to suggest guidelines for increasing utility of typography for graphic design. It presents case studies, organized by theme, focusing on graphic design artworks featured in world-renowned specialty publications like the Creative 38 Annual Awards during 2008 and 2009. For practical help to designers engaged in various projects, it also suggests practical tactics for development that may enhance creative strategies in the creation of designs adopting typography. This study offers systematic usage methods of typography to the practical graphic designers and expected to contribute to the development of graphic designs that stimulate the visual senses of their audiences.

A Study on the Textile-Design and Fashion-Design through the CAD system (CAD 시스템을 이용한 텍스타일 design과 패션 design에 관한 연구)

  • Yang, Lee-Na;Choi, Na-Young
    • The Journal of Natural Sciences
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    • v.8 no.2
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    • pp.225-236
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    • 1996
  • Computer simulation methods for three area of textile design, wearing, and design were developed by using CAD system, and its results were applied to pattern design simulation. Textile design created by using the CAD system was applied to T-shirt schematization. Created wearing, printing, and knitting design respectively were applied to women clothing, children's wear, and men sweater. In this rearch, several equipped since various color working, materials, pattern development and swift intention decision of goods direction are possible on the moniter. Third, many goods order are rushed within short time because spot direction are possible on the moniter. Third, many goods order are rushed within short time because intention decision of buyer could be induced and embodied design almost reflection the buyer's will on the spot before production of goods and samples. Forth, time and expense were saved to get the information in terms of design information systematically and could be managed annually. Fifth, creative design development can be not only availed but saved the service expense of outside orders and the traffic expense.

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Graphic Design Curricula to Improve Practical Skills Contents (실무수행능력 향상을 위한 시각디자인 교과과정 연구)

  • Kim, Hee-Jun;Park, Seong-Hyoen
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.76-87
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    • 2016
  • The purpose of this study is to examine university graphic design curricula to cultivate creative specialized manpower equipped with practical skills. To attain the goal, this author investigated the curricula of four-year, three-year, and two-year universities located in the capital area including Seoul and interviewed those working in 10 specialized design companies located in Seoul and Incheon. According to the findings of analyzing the curricula, four-year, three-year, and two-year universities all emphasize practices based on projects and inquiries more rather than the mastery of basic design. Among the areas, publication graphic designs are emphasized the most, and the next are visual multimedia designs. However, advertising marketing designs are not or hardly emphasized in the curricula. But specialized university education demanded by those specialized design companies is the education emphasizing the mastery of basic design more rather than practices based on projects and inquiries. Concerning the cultivation of specialized graphic designers having central roles as the pillars of knowledge industry or creative industry demanded in this age, it is needed to have a new perspective to reorganize specialized education grounded on close cooperation and favorable relationship between universities in charge of specialized education and those specialized companies.

Specialized manpower trainning system for Technology-friendly game graphic designer (기술친화형 게임그래픽디자이너 인력양성 특성화 방안)

  • Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of the Korea Convergence Society
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    • v.8 no.11
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    • pp.257-262
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    • 2017
  • The success or failure of the Korean game industry is a key issue for the creation of competent and talented human resources for the production of competent contents. The purpose of this study is to elucidate how to characterize and educate human - friendly game graphic designers with global competitiveness. The success of multi-disciplinary education will be maximized when cooperation with the responsible professors, the active will of the professor, the educational vision of the school, and real-time and active administration are supported In this study, based on the analysis of demand and supply of the human resources in the game industry, we found out that the game industry requires specialized manpower of technology-friendly game graphic designer who has the creativity, practical. application ability, and the international competency. In addition, we suggested ways of linking the curriculum with the local industries and related organizations such that they could be well educated as experts in related fields.

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.