• Title/Summary/Keyword: 아이디어 구체화

Search Result 39, Processing Time 0.026 seconds

An Improvement of User Interface for Design Idea Generation System based on WEB2.0 (WEB2.0 기반 디자인 아이디어 발상 시스템의 사용자 인터페이스 개선)

  • Choi, Eun-Suk;Chung, Seung-Ho;Kim, Dea-Yong
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.1
    • /
    • pp.37-45
    • /
    • 2010
  • WEB or Internet has given mankind an unprecedented experience in indefinite sharing of online content by original means of digitalized information, but it comes to face an empirical issue of unreasonable informational superfluity as well as a practical issue of collapsed dot.com bubble economy in 2001. Instead, a latest networking concept called 'WEB 2.0' or 'Semantic WEB' becomes embodied as a new approach to entities such as end users and content. The concept of WEB 2.0 for creating a platform on the basis of openness and collaboration has made such a technological setting that we can effectively resolve and manage unreasonable data maintenance and interface inherent in Creative Group Thinking System (CGTS), a WEB-based computer-aided idea generation system developed in 2003. Concerning decreased usability and difficulties with data maintenance due to certain issues of CGTS as a part of WEB R&D platform, such as complex display composition and inefficient data processing system, this study seeks to simplify and streamline data structure by means of AJAX and DOM as WEB2.0-based technologies, and integrate interface structure of WEB platform to focus on end users, so that it can improve interface of conventional CGTS for the purpose of realizing end user's participation through improving usability.

Sales Promotion 전략으로서의 백화점 Visual Merchandising에 관한 연구

  • 고용식;정흥숙
    • Proceedings of the Korea Society of Costume Conference
    • /
    • 2001.04a
    • /
    • pp.49-49
    • /
    • 2001
  • SP(sales promotion)전략을 지향하는 백화점은 강 한 개성으로 다양하게 변화해 가는 소비자의 욕구충 족을 위해 대 고객차원의 편의성 및 쾌적한 쇼핑환 경을 마련하며 아이디어는 항상 특별하고 새로워야 한다. SP 전략으로서의 VMD (visual merchandi sing)는 상품의 시각화계획 등 통일된 시각(visual identity) 연 출을 통해 고객의 그룹이나 개인의 취향에 맞는 타켓 마케팅 (target marketing) 으로 백 화점 은 고객 의 중심에서 그들의 삶을 윤태하게 하며 아름답고 즐거 운 소비문화를 주도해갈 수 있는 환경을 제공해야 할 것이다. 1999년 말 IMF 이후 최근 막강한 자금력과 경쟁 력을 가진 대형 외국 할인 업체의 부상과 계속되는 장기적인 경제위축으로 백화점의 마케팅활동은 기존 고객과 관련된 단기적 욕구만을 충족시키는 점에서 벗어날 수 없었다. 이렇게 심각한 경기불안과 유통환 경의 급변으로 인해 소비자의 구매력이 약화되고 매 출이 감소하는 등 백화점의 한계성과 업태간의 경쟁 이 심화되어 갈수록 진정한 서비스개념의 합리적 목 적을 띤 VMD가 SP전략의 실질적인 형태로써 존재 되어야 한다. VMD는 이러한 불경기에 대응하는 백화점의 생존 고용식 전략으로서 좀더 강하고 적극적인 글로벌 마인드 ( (global mind)를 갖고 보다 넓은 시장에 대한 장기적 안목을 필요로 한다. 특히 대 고객 감성의 글로벌화 로 광범위한 상품의 장르와 감각적인 투자로써 신 고객창출을 도모하는 한편 고객에 대한 세심한 배려 와 구체화된 전략을 통해 불황을 극복하는 등 국내 유통문화의 선진화를 가속시켜 나갈 수 있는 것이다. "손쉬운 장사벌이"라는 무책임한 사고를 버리고 철저한 고객친화의 중심에 서서 그들에게 즐거웅을 주고 풍요로운 문화의 장(場)을 마련하는 등 지금의 무한경쟁 시대에 가장 감성적인 경쟁력으로서 고객에게는 쇼핑을 통한 즐거움과 여유로움, 풍성한 정보 와 화제성, 독특한 서비스와 볼거리 등이 지속적으로 제공되어야 하며 상품의 시각화 계획인 VMD는 세 련된 드라마처럼 감동적 연출로 그 이야기가 전개되 어야한다. 고객의 구매행동을 기초로 유통시장의 무한 자유 경쟁이란 현 시점에서 판매촉진의 전략에 대한 체계 적 접근과 합목적성을 가진 VMD의 전개 방향 및 향후 백화점업계의 차별화 방안과 전략은 단순한 행 위의 출발이 아닌 주변환경과의 밀접한 연관 속에서 지극히 창조적인 예술적 자극이 요구되며 그 과정에 따른 결과적인 "반응"을 기대한다.quot;반응"을 기대한다.기대한다.

  • PDF

A study on factors Affecting Performance Assessment of Small and Medium Business R&D Project (중소기업 기술개발사업 성과에 영향을 미치는 요인에 관한 연구)

  • Kim, Yong-Sung;Han, Kyeong-Seok
    • Journal of Digital Contents Society
    • /
    • v.19 no.3
    • /
    • pp.595-603
    • /
    • 2018
  • Recently, the government has been interested in the creative economy in order to create new added value through industries and cultures, jobs, and growth engines for talented people who have creative ideas. The government emphasized technology commercialization as a core task for the realization of the creative economy in the '5th Technology Transfer and Commercialization Promotion Plan' based on the 'Technology Transfer and Commercialization Promotion Act' in order to ensure that the technologies developed through R&D projects lead to new industries and job creation. It is necessary to study what kind of variables are influenced by specific variables in the utilization and process of the developed technology to lead the results as the proportion of national R&D budget is increasing and it is linked to the achievement of R&D purpose. Therefore, an empirical study was conducted to measure factors affecting performance for practitioners who evaluate the performance of SME technology development projects. As a result, Readiness, Technological Performance and Competency Assessment effect Performance Assessment positively.

The Effects of the Process-based Mathematics Children's Verse Writing Activities on Mathematics Achievements and Attitudes (과정중심 수학 동시 쓰기가 학생들의 수학 학업성취도와 수학적 태도에 미치는 영향)

  • Park, Hyun Chul;Park, Mangoo
    • Journal of the Korean School Mathematics Society
    • /
    • v.18 no.2
    • /
    • pp.187-201
    • /
    • 2015
  • The purpose of this study was to examine the effects of using process-based writing poems in the elementary mathematics classrooms. For this study, we chose 128 elementary school students to examine their mathematical achievements and attitude towards mathematics when using process-centered writing poems in the elementary mathematics classrooms. Process-based mathematics and writing programs developed mainly on the geometry units were composed of four levels, idea generation, idea selection, use and idea organization grouped into similar sections in order to separate into two sections. The results of the practice of this study's problem can be summarized as follows. First, the process-based mathematics and writing activity of geometry had a positive impact on academic achievement in mathematics. Although there was not a significant difference in the fourth and fifth grades, significant differences in the fifth and sixth grade were found. Second, in regards to attitudes in mathematics, process-based mathematics and writing activities had a positive impact. In particular, the improvement of mathematical attitudes was evident in all grades. It confirmed the effective facilitation of interest and enjoyment towards learning mathematics by 4th, 5th and 6th graders who had undertaken these mathematics classes.

A Study on the Organizational Framework and Essential Elements of World Realms in World Regional Geography Subject (세계지리에서 권역 단원의 조직 방안과 필수 내용 요소의 탐구)

  • Jeon, Jong-Han
    • Journal of the Korean association of regional geographers
    • /
    • v.21 no.1
    • /
    • pp.192-205
    • /
    • 2015
  • This study proposes a device for the organizational frameworks and essential (content) elements of world realms in world regional geography subject. Here, the term 'organizational framework' means the method of realms division, reasonable number and naming of realms, and approaches to reams inclusively. And the term 'essential elements' designate the core elements as big ideas that every student must study through world reams. To approach these thesis, the author suggests that there is a growing trend of a combined regional concept to apply for reams division, that it is necessary to rationalize the number of realms and to prepare rather a synthetic approach to realms than a single one. And then, the author presents five essential elements as big ideas of world reams that composed of four by thematic approach and one by global-issue approach. But, this study emphasizes that in organizing the essential elements for a realm it is a better strategy to bring elements selectively with a realm because certain element fulfils function specially to certain realm.

  • PDF

A Study on UX-centered Smart Office Phone Design Development Process Using Service Design Process (서비스디자인 프로세스를 활용한 UX중심 오피스 전화기 디자인개발 프로세스 연구)

  • Seo, Hong-Seok
    • Science of Emotion and Sensibility
    • /
    • v.25 no.1
    • /
    • pp.41-54
    • /
    • 2022
  • The purpose of this study was to propose a "user experience (UX)-centered product development process" so that the product design development process using the service design process can be systematized and used in practice. In a situation in which usability research on office phones is lacking compared to general home phones, this study expands to a product-based service design point of view rather than simple product development, intending to research ways to provide user experience value through office phone design in smart office. This study focused on extracting UX-centered user needs using the service design process and developing product design that realizes user experience value. In particular, the service design process was applied to systematically extract user needs and experience value elements in the product development process and to discover ideas that were converged with product-based services. For this purpose, the "Double Diamond Design Process Model," which is widely used in the service design field, was adopted. In addition, a product design development process was established so that usability improvement plans, user experience value elements, and product-service connected ideas could be extracted through a work-flow in which real users and people from various fields participate. Based on the double diamond design process, in the "Discover" information collection stage, design trends were identified mainly in the office phone markets. In the "Define" analysis and extraction stage, user needs were analyzed through user observation, interview, and usability survey, and design requirements and user experience issues were extracted. Persona was set through user type analysis, and user scenarios were presented. In the "Develop" development stage, ideation workshops and concept renderings were conducted to embody the design, and people from various fields within the company participated to set the design direction reflecting design preference and usability improvement plans. In the "Deliver" improvement/prototype development/evaluation stage, a working mock-up of a design prototype was produced and design and usability evaluation were conducted through consultation with external design experts. It is meaningful that it established a "UX-centered product development process" model that converged with the existing product design development process and service design process. Ultimately, service design-based product design development process was presented so that I Corp.'s products could realize user experience value through service convergence.

A Case Study on the Risk Sharing Structure of Service Contracts in Global Logistics Outsourcing: Comparison of Korea with Foreign Companies (국제물류 계약에서 리스크 공유에 대한 계약서 조항 사례연구 : 국내와 해외 기업 간 비교를 중심으로)

  • Kim, Jin-Su;Song, Sang-Hwa
    • International Commerce and Information Review
    • /
    • v.15 no.1
    • /
    • pp.35-65
    • /
    • 2013
  • In December 2012, the Ministry of Land, Transport and Maritime Affairs and Ministry of Knowledge Economy held a commission and distributed a standardized logistics contract between the shipper and the logistics companies in order to spread and to promote contract standardization. With such background in place, this study examines the leading research on different types and attributions in present logistics contracts in order to propose guidelines for creating contract clauses that would lead to a win-win relationship among the parties involved in the logistics outsourcing relationships. This study further compares and contrasts the concreteness of local and international logistics contracts through case studies, and provides practical thought-provoking points on concretization of clauses on potential risks and additional expenses for local logistics companies when signing logistics contracts. Firstly, the composition and contents of both local and international logistics contracts are similar in the way that both deal with the basic principles between the concerned parties such as the following: contract terms, validity, scope of work, operational procedures, payment terms, and dispute resolutions. Secondly, for flexibility of potential dispute resolution, both logistics contracts define the definition of dispute and follow the classical contractual approach of dispute resolution through third-party arbitration. Thirdly, compared to local contracts, international logistics contracts provide more concretized and specific clauses on the occurrence of potential risks and hazards; on the other hand, compared to international logistics contracts, it seemed that local contracts contained more clauses in favor of the shipper. This research then suggests ideas to eliminate the classic tradition - logistics companies enduring the damages that occur as a result of the structural differences between the shipper and the logistics companies - through efforts to actively negotiate in advance the predictable problems and risks and by reflecting the mutually agreed points in the contract, and further offers guidelines on contract concretization for distribution of standardized logistics contracts in the future.

  • PDF

The Visualization of Conceptual Thinking with its Verbal / Visual Information for Design Development (그래픽 태블릿(Graphic Tablet)에 의한 개념적 디자인 사고의 시각화 프로세스에 관한 연구)

  • 우흥룡
    • Archives of design research
    • /
    • v.14 no.2
    • /
    • pp.217-224
    • /
    • 2001
  • Graphic thinking for the idea sketches brings about variations between abstract realm and concrete one, and between conceptual realm and perceptual one. When design information is projected to the thinking process, some images are generated, and transformed. We reviewed the sketching devices for computerization to deal with a lot of design data in the computing environment. The LCD Tablet can be a substitute for the Pen & Paper to get rid of irksome tasks at handling the design data. Using a protocol analysis technique, we examined the influences of different design information, which is consisted of verbal concepts and/or visual images, and abstract information and/or concrete one. The findings show that there are no significant differences of influences between verbal/visual information and abstract concrete information at the conceptual design. These facts support that graphic thinking process is progressed with the perceptual and mental image.

  • PDF

Comparison of Recurring Decimal Contents in Korean and Japanese Mathematics Textbooks (우리나라와 일본 수학 교과서의 순환소수 내용 비교)

  • Kim, Bumi
    • Journal of the Korean School Mathematics Society
    • /
    • v.25 no.4
    • /
    • pp.375-396
    • /
    • 2022
  • In this paper, to provide an idea for the 2022 revised mathematics curriculum by restructuring the content of the 2015 mathematics curriculum, the content elements of recurring decimals of textbooks, which showed differences in the curriculum of Korea and Japan, were analyzed. As a result of this study, in Korea, before the introduction of the concept of irrational numbers, repeating decimals were defined in the second year of middle school, and the relationship between repeating decimals and rational numbers was dealt with. In Japan, after studying irrational numbers in the third year of middle school, the terminology of repeating decimals is briefly dealt with. Then, when learning the concept of limit in the high school <Mathematics III> subject, the relationship between rational numbers and repeating decimals is dealt with. Based on the results of the study, in relation to the optimization of the amount of learning in the 2022 curriculum revision, implications for the introduction period of the circular decimal number, alternatives to the level of its content, and the teaching and learning methods were proposed.

Effect of Creative Thinking through Art Collaboration Class (아트 콜라보레이션 수업을 통한 창의적 사고의 효과)

  • An, Ji-Su;Huh, Yoon-Jung
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.7
    • /
    • pp.121-131
    • /
    • 2019
  • Art Collaborative advertising uses creative works that are not related directly to the product and recreates it as a more valuable product. Creative thinking acts as a core value. The purpose of this study is to investigate the effect of creative thinking using mind map and SCAMPER technique in art collaboration class. After analyzing the art collaboration advertisement class for 6 students in middle school, we analyzed characteristics between creative technique and creativity through student activities and work. The results were as follows. First, creative thinking ability of students who experienced art collaboration showed flexibility and originality in SCAMPER, and fluency in mind map. Second, throughout the course, we were able to observe elaboration, which embodied tough ideas and developed depth. This study will contribute to the research related to the improvement of students' creative convergence case by meeting two or more areas and collaborating on each core competency.