• Title/Summary/Keyword: 장난감 디자인

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Research on toy design based on children's education and experience (교육 및 체험 기반으로 한 어린이 장난감 디자인에 관한 연구)

  • Wang, Zheng;Hong, Dongsik
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.119-127
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    • 2022
  • Based on the theory of interactive experience in children's toy design, this paper analyzes and explores the interactive experience of education children's toys. Based on the basic elements of product design, a case study of the popular children's educational toys in the Korean sales rankings was carried out. In addition, according to the user experience model, a questionnaire survey was conducted on the popular children's educational toys sold in Korea. The results show that the top three children's educational toys by sales are smart toys. Satisfaction is highest for feeling, feeling, thinking, acting, and related experiences. It provides a theoretical basis for the interactive experience design of children's smart toys. Design experiential toys that are more suitable for children's physical and mental health and more suitable for children's psychological development.

Research on Chinese Traditional Toy Redesign (중국 전통 장난감의 리디자인에 관한 연구)

  • Huang, Zi-Le;Koh, Kyeang-Uk
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.395-396
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    • 2019
  • 중국 전통 장난감은 역사가 매우 깊어 많은 중국인들에게 아름다운 추억을 선사하였다. 본문은 중국 전통 장난감시장이 현재 겪고 있는 어려움을 논술하였고 중국전통 장난감의 특징에 대한 분류와 분석을 진행하였으며 전통 장난감에 대해 리디자인 연구방향을 제시하였다.

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Research on emotional interaction between an interactive animal toy and a child (인터렉티브 동물 장난감과 아동의 정서적 상호작용에 대한 연구)

  • Jeong, Hyunsook;Lee, Seungyeon;Yu, Hyun-Jung
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.31-32
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    • 2019
  • 최근 한 자녀 가정이 늘어나면서 아동의 정서적 안정을 위해 반려동물을 키우는 가정이 늘고 있다. 그러나 맞벌이, 알레르기 등 기타 요인으로 실제 동물을 키우기 힘든 환경의 가정이 많다. 본 연구에서는 인터렉티브 동물 장난감이 반려동물의 대안이 될 수 있는지 조사해 보고 그의 필요성과 발전 방향을 모색한다. 만 4세~9세 자녀를 둔 10개 가구를 대상으로 Ethnography 연구조사를 통해 다각도로 관찰하여 결론을 제시한다. 인터렉티브 동물 장난감의 외형 및 목적에 따라 두 개의 그룹으로 나누어 부모를 통한 근접 관찰 및 아동과 부모의 사전/사후 설문 등을 통해 현재 인터렉티브 동물 장난감이 아동에게 줄 수 있는 영향을 분석해 보고, 아동과 정서적 상호작용을 하는 목적으로 발전하기 위한 방향성을 제시한다.

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A Study on Closet Design for Infants in Use of a Toy Chest (장난감 정리함을 접목한 유아용 옷장 디자인 개발에 관한 연구)

  • Kang, Shin Woo
    • Journal of the Korea Furniture Society
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    • v.26 no.4
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    • pp.346-355
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    • 2015
  • It suggests a closet design for infants in consideration of space utilization, furniture arrangement, and goods storage by integrating a baby's closet and toy chest, which was used for storage of baby's toys and play instrument. For this, it conducted and analyzed data research on the infants' toy chests in the domestic and overseas market and based on such approach, the colors that helped development of infants' cognition and emotion were selected while suggesting familiar animal characters for infants. Without considering separate arrangement of furniture and toy chest within limited space, it allowed space utilization and provided enough storing space. Also, the attached ball casters enabled easy carry of the closet and with this function, it helps infants arrange and store goods by themselves so that making them feel a sense of accomplishment. For effective spatial utilization as well as security of its genuine storage function, the closet and toy chest were combined in this study. Thus, it is believed that development of such multifunctional furniture will suggest the direction of researches on domestic furniture development that are conducted to maximize utilization of residential space for the people living today.

Design Preference & Consumer Trend of Younger Children's Parents for Smart Animal Toy (영유아 부모의 동물형 스마트 토이 디자인 선호도 및 구매요인)

  • Hyun, Eunja;Yoon, Hyunmin
    • The Journal of the Korea Contents Association
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    • v.15 no.9
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    • pp.72-83
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    • 2015
  • The purpose of this study was firstly, to explore the design preference, consumer experience and purchasing factors of parents for smart animal toys and secondly, investigate whether there is a difference by children's sex and age. For this purpose, the questionnaire survey was conducted with 344 parents of younger children in Seoul and Gyeonggi Province. As a result, the white or brown colored 20~30cm, dog-type smart toy was preferred and the sound was considered as the most important function. Besides role of toy, smart toy was expected to play as a pet, a friend and a younger sibling. Actually, dog-type smart toy were most frequently purchased. And main satisfied causes were fun, interactivity and design and dissatisfied causes were noise, price, battery life and durability of purchased smart toys. Finally, the important factors in purchasing smart toy were the safety, durability, battery life, sustainable play, education and washability. The parents' preference, customer experience and purchasing factors showed little significant differences according to the sex and the age of the children. This research will be useful in understanding parents purchasing activity of smart animal toys and provide valuable data for function construction, design and service planning necessary to develop the smart animal toy.

Fun Factors of New Media Content for Kids (유아용 뉴미디어 콘텐츠의 재미 요소)

  • Chung, Jee Yong
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.40-52
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    • 2018
  • Media can be considered as a type of play for kids in this new media era. Researches on media content for kids have mainly focused on educational effect or specific features such as design, but a great deal of kids content is created for fun and enjoyment. This study analyzes fun factors of the most popular kids content on Youtube: Kongsuni and Friends, Carrie and Toys, and Pinkfong. The result shows that seven fun factors can be grouped into three categories; 1) Self-determination and independence are related to the media environment; 2) Sensuous vividness, empathy, and physical dynamic are related to the content; 3) Self-expression and social interaction are related to associated activities. This study extends our perspective on kids content by analyzing fun factors in the comprehensive process of media consumption.