• Title/Summary/Keyword: 인클루시브 디자인

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Analysis of Apparel Products in Domestic and International Adaptive Apparel Markets: Based on the Inclusive Apparel Design Framework (국내외 장애 의복 제품 고찰: 인클루시브 어패럴 디자인 프레임워크를 중심으로)

  • Sunhyung Cho
    • Journal of Fashion Business
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    • v.28 no.4
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    • pp.62-73
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    • 2024
  • This study explored and compared apparel products in domestic and international adaptive apparel markets through the lens of inclusive design to improve lives of people with disabilities. The purpose of this research was to gain a deeper understanding of these markets, identify product characteristics, and examine factors for continuous growth of the adaptive apparel market. In the domestic market, Heartist is the only brand that has consistently commercialized a wide range of apparel products. This brand did not limit itself to developing apparel specifically for people with disabilities, but combined stylish design and functionality to make enhancements accessible to a wider range of users. However, its actual products in the marketplace reflect only a few functional enhancements rather than accounting for various types of physical capabilities. Adaptive apparel brands in international markets were segmented by various design purposes, enabling wearers with different physical capabilities to enjoy a wider range of designs. Selected brands focused on business casual styles, incorporating various fastenings and magnetic closures for enhanced functionality. Findings of this research will furnish designers and product developers with practical insights, thereby contributing to tangible and positive improvements of lives for people with disabilities.

능동형 보행 보조기기 디자인

  • Heo, Byeong-Mu
    • Journal of the KSME
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    • v.55 no.8
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    • pp.41-44
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    • 2015
  • 고령자의 신체적 능력 저하에 따른 자신감의 상실과 삶의 질을 올리기 위해 생활 보조 기기에 대한 관심이 증가하고 있으며, 이에 인클루시브 디자인 개념을 도입하여 고령자들이 거부감 없이 사용할 수 있는 디자인을 지닌 능동형 보행 보조기기 디자인을 제안해 보고자 한다.

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Convenience-Oriented Design of the Emerald Princess Cruise by Applying the Inclusive Design Concept (인클루시브 디자인 개념을 적용한 Emerald Princess호의 편의 지향 설계)

  • Song, Esther;Roh, Myung-Il
    • Korean Institute of Interior Design Journal
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    • v.21 no.1
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    • pp.269-279
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    • 2012
  • According to a progress in the quality of life and economy, recent years have seen an increase in interest in the cruise travel. However, it is important to provide them the optimum embarkation environment since there are to be many and unspecified persons staying for a long period on the cruise ship. In the architectural design field, a wide range of efforts are being recently made to meet customer's requirements by considering the rapidly changing society, environment, and economic trend. The most representative one of such efforts is the inclusive design concept. This concept means to perform design satisfying all the function, convenience, aesthetic appreciation, and utility, regardless of sex, age, ability, nationality, cultural background or any kinds of disabilities. Regarding this trend, the convenience-oriented design of a cruise ship using the inclusive design concept was performed in this study. To do this, the composition of cabins and swimming pools, and the exterior of the cruise ship were classified into several groups through literature survey. Then, in the point of view of the inclusive design concept, inconvenience matters of passengers about the cabins, swimming pools, and exterior were also extracted from literature survey. Next, basis designs for them were selected among the classified groups in order to solve such inconvenience matters. Finally, the convenience-oriented design of the Emerald Princess Cruise considering the inclusive design concept was performed by applying the basis designs. As a result, we can see that the inclusive design concept can be applied to cruise ship design.

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A Study on setting the Environment of Inclusive Playground Including Disabled Children and Children without Disabilities (including at-risk children) based on J. Ayres' Sensory Integration Theory (감각통합이론에 근거한 장애와 비장애를 포용하는 놀이터 환경 구성에 관한 연구)

  • Kim, Naeri
    • Korean Institute of Interior Design Journal
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    • v.24 no.3
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    • pp.205-212
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    • 2015
  • This study starts at the at-risk children(the students in the margins)' needs for the inclusive education environment who increased lately. It is studied in the limited scope, which is about spacially 'playground' and 'Sensory integrative therapy' in terms of the special education therapy. The 6 environmental setting principles are suggested, which is redefined in terms of suitable for applying to the environment design based on the training way and arbitration principle of J. Ayres' Sensory integrative therapy. And then various environment design methods are drawn from above-mentioned 6 principles, they are categorized in 4 elements for environmental setting - sensory element, behavior element, mental element and design expression element. This trial brings daily practice of therapeutic stimulate to sensory integration dysfunction children, and sensory experiential diversity promoting development to general children. Expecially it has some advantage that at-risk children(the students in the margins) feel a sense of belonging as a member of society.

A Case Study of Furniture Design Applied Inclusive Design (인클루시브 디자인 특성을 적용한 가구 디자인 사례에 관한 연구)

  • Baik, Eun;Hwang, Soyeon
    • Journal of the Korea Furniture Society
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    • v.28 no.1
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    • pp.1-15
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    • 2017
  • Even though, a quality of the daily goods and furniture are improving as increasing living standard, the neglected people have been left behind as ever. However, tools and furniture of everyday life a certain class that are alienated are left to the inconvenience of everyday life such as the difficulty of purchase route or incongruity with the surround living space. The design that can solve this problem is the inclusive design. When we look closely the previous researches on the inclusive design, we can find that researches on public facilities and industrial products are actively carried out based on the principles and features of the inclusive design, but studies in the field of furniture design are very insufficient. In this paper, we try to study the furniture design incorporating the inclusive design and to include specific stratum without alienating it. The research method is centered on product case analysis and suggested furniture design that 'everyone can use together'. This helps designs in realizing their social values by giving everyone the right to live an equal life.

A Development Study on New Hand Rehabilitation Training Tool Using Cat's Cradle Game (실뜨기 놀이를 활용한 새로운 수부재활훈련도구 개발 연구)

  • Lee, Yu Sol;Chung, Do Sung
    • Design Convergence Study
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    • v.17 no.3
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    • pp.1-19
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    • 2018
  • Hand rehabilitation training tools are used in hospitals and at home for patients and users who require recovery of disabled hands and improvement in overall hand function. However, existing training tools are not organized into a progressive system, and they lead to repeatability operations over a period of time. As a result, patients feel free and cannot be motivated by rehabilitation, and continuous rehabilitation training is difficult. Based on this argument, the study combines one of the elements of the game called the "Cat's cradle" to enable the user to feel achievement through play and to achieve natural rehabilitation through unconsciousness. After examining the characteristics of the tool, the user's environment, the relevance of the Cat's cradle game to the training tool and to the patient's continued rehabilitation was established. And design elements were derived through professional interviews. Later, design guidelines and prototypes have been created to complement the problems associated with guidelines and prototypes by conducting usability testing and design element assessment.

A Study of Dysfunctional Customer's Personality Information for Proposing 'Evil Persona' ('사악한 퍼소나' 제안을 위한 역기능적 소비자 성격 정보 연구)

  • Choi, Yeong Chae;Yeoun, Myeong Heum
    • Design Convergence Study
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    • v.16 no.6
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    • pp.43-58
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    • 2017
  • Recently, service failure from dysfunctional customer behavior has been observed in various service industries. Customers so-called 'Jaycustomer' can make bad influence to other customer's service experience which can be the obstacle of ideal service delivery. Therefore, approaching dysfunctional customer in service design perspective have became necessary, and modelling such customers through persona could be useful. For this purpose, we suggested the concept 'Evil Persona', and to find statements of personality trait which can make designers predict dysfunctional customer behavior, literature review and Q method analysis were performed. In result, dysfunctional customer behaviors were differed from service characteristics and were able to predict by combinations of statements. Based on this, more detailed customer information could be offered by presenting differentiated dysfunctional behavior information according to service characteristics. Since service design expanded its area, 'Evil Persona' can be valuable as criteria of verifying and compensating idea's vulnerability and limitation.

A Study of Negative Interaction Between Customers for Proposing 'Evil Persona' ('사악한 퍼소나' 제안을 위한 소비자 간 부정적 상호작용 연구)

  • Choi, Yeong Chae;Yeoun, Myeong Heum
    • Design Convergence Study
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    • v.16 no.2
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    • pp.223-238
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    • 2017
  • Due to recent increasing of tour, leisure industries, customer's usage of service became more grouped and customer-to- customer interaction became more important. Under these service environment, it is easy to find cases of damaging other customer's service experiences by some customers who use service in selfish manner. Customers called 'Jaycustomer' usually happen in low frequency, but they are serious service failure because they can deliver bad service experience. It seems previous service design tools couldn't handle these cases enough. So it will be good to reinforce to handle these incidents. This study was based on the empirical insights of service design case study by using 'evil persona'. Literature review and survey were performed to find out proper servicescape for 'evil persona'. From analysis, the service environmental factors which affect frequency of negative customer-to-customer interaction were selected. Also, many cases of such negative behavior were gathered and sorted to find types and patterns which affected by selected service environmental factors.