• Title/Summary/Keyword: 접근가능한 디자인 요소

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A Study on the Effect of Accessible Design Features of Housing and Public Facilities on the Quality of Life of People with Disabilities (주택과 공공시설에서의 접근가능한 디자인 요소가 장애인의 삶의 질에 미치는 영향에 관한 연구)

  • Lee, So-Young;Yoo, Sung-Eun
    • Korean Institute of Interior Design Journal
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    • v.21 no.1
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    • pp.3-10
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    • 2012
  • There is a growing awareness that physical barriers affect the level of independence of people with disabilities. Many researchers insist that barrier free design could influence independence living and quality of life of the disabled. The purpose of this study is to find out the effects of accessible design features of house and public facilities on quality of life of disabled people. A total of 189 questionnaires from the disabled who visited public welfare facilities was analyzed. In order to find out what variables among accessible features in housing and public spaces impact quality of life, multiple regression analysis was carried using SPSS 14. The results showed that accessible designs significantly influence quality of life of the disable. The main reason in which the disabled have difficulties when they move outside is a lack of accessible amenities and facilities. Particularly in house design, accessible main entrance route and accessible main entrance door, and removal of floor level significantly affects quality of life of the disabled. For public spaces, accessible main entrance and installation of ramp or removal of floor levels of main entrance and corridor increase quality of life people with disabilities. This paper suggested that the improvement in housing and public space, in which regulation or bylaws do not specify, should be made to increase accessibility for life quality of the disabled.

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Preference for accessible design features for the elderly housing with its cost information (노약자를 위한 주거에서 비용정보제공에 따른 접근가능한 디자인 요소별 선호도 분석)

  • Lee, So-Young;Yoo, Sung-Eun
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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    • pp.60-67
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    • 2013
  • Preference studies regarding the elderly housing have been conducted to find out design features in specific needs of certain elderly groups with their various demographic characteristics. The purpose of this study was to investigate preference for accessible design features for the elderly and find out the differences in preference whether the cost information was given or not. Contrast to the previous studies, we suggested some alternatives to fulfill the accessible goals. Preference for each option was investigated and differences in preference with its cost information was also investigated. The total of 700 questionnaires were collected and analyzed using SPSS 18.0. As a result, to remove the level differences, respondents prefer installation of trench to installation of deck or ramp. When people received the cost information, the proportion of selection for each option has slightly changed. The findings of the study suggest that cost information is an important factor for choosing the option for removal of level difference, installation of sink design and holding bars, and installation of elevator. Regardless of age, the respondents prefer sliding door option (its cost is equal to the other option), one of the door option for bath room. It may be due to the relative small area for its installation. It was found that when people recognized the importance of the accessible design features higher, they are ore likely to pay for the option even though its cost is higher. The higher people evaluate the importance of accessible design features, the more they can pay for the option. In general, for the preference of alternatives, there are significant differences between the elderly and the younger.

Design of A Security Framework for Collaborative System (협력시스템에서의 보안 프레임워크 설계)

  • 정연일;이승룡
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10a
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    • pp.616-618
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    • 2001
  • 협력 시스템은 분산 시스템 환경에서 호스트들이 네트워크를 통하여 상호 연결되어 있으며 다양한 사용자가 여러 자원들 공동으로 활용한다. 협력 시스템 발전 및 정보 보안의 중요성에 대한 인식 증가로 인하여, 개방형 분산 협력 시스템 환경에서도 정보 통신 시스템의 자원을 보호하기 위한 여러 가지의 보안 서비스에 대한 연구가 진행되고 있다. 하지만 기존의 일반적인 보안 서비스로는 협력 시스템에 특징과 구조에 맞는 서비스를 제공하기 어려운 점이 있다. 본 논문에서는 저자가 개발한 산업 디자인 협력 시스템에서의 보안 프레임워크를 제안한다. 제안된 프레임워크는 인증, 암호와 정잭, 접근제어, 보안 정보 관리의 네 가지로 구분하며 각각의 서비스가 상호 보완적으로 구성되어 있다. 또한, 특정 협력 시스템에 맞도록 구성되었지만 다른 협력 시스템에도 응용할 수 있도록 표준화를 따랐으며, 사용자의 요구에 따라 다른 비밀성과 투결성을 지원하기 위한 QoP(Quality of Protection) 서비스도 고려하여 설계하였다. 제안된 보안 프레임워크는 접근제어 요소를 협력 시스템의 구성에 맞도록 재구성하여 기존 정책의 단점인 복합적인 상황에서 확실한 보안을 할 수 있었으며 접근 정의에 따라 다른 알고리즘을 사용함으로 보안 프레임워크가 포함된 후에도 빠른 협력 작업이 가능했다. 또한 디자인 협력 시스템의 동시성 제어 정책을 기반으로 접근 제어 정책을 결정하였기 때문에 시스템 성능에 향상을 가지고 왔다.

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A Study on User Interface Modeling Method by Structure Analysis of User Behavior Information (사용자 행태 정보의 구조 분석을 통한 UI 모델링 방법에 관한 연구)

  • Lee, Eun-Shin;Bae, Hong-Joo;Jung, Ji-Hong
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.387-394
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    • 2007
  • 사용자-제품 간의 인터랙션 환경의 변화로 인해 사용자 행태 정보의 특성을 체계적으로 분석하기 위한 많은 연구가 진행 되고 있으며, 사용자 행태 연구의 접근 가능성 보다는 행태 정보를 UI 디자인 과정에 어떻게 적용할 것인지에 대한 연구가 더욱 중요해 지고 있다. 이에 본 연구에서는 미래 제품 개발 환경에서 효율적인 UI디자인을 위하여 사용자의 실 생활에서 수집된 사용자 행태 정보를 UI 디자인 설계 과정에 효과적으로 적용할 수 있는 모델링 방법을 제안하였다. 이를 위해 사용자 행태 정보가 갖고 있는 단계별 구조의 특성을 정의하고, 행태 정보의 구조 분석을 통해 미래 제품 개발 환경에서 제품 사용 단계별 적용 가능한UI 고려 요소 및 UI 해결 방안의 도출 과정을 가시화 시켜 주기 위한 UI 모델링 방법을 제안하였다. 사례 연구로 현재 현관문에서 발생하는 사용자 행태 정보에 UI 모델링을 적용하여 미래 환경에서 제공 가능한 GATE System의 UI 고려 요소 및 UI 해결 방안을 추출하여 적용 가능성을 제시하였다.

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A study on the 'Fun' in Hangul Iconicity (한글 도상성에 나타난 '재미'에 관한 연구)

  • Park, Young-Won
    • 기호학연구
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    • no.54
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    • pp.65-92
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    • 2018
  • Hangul 's iconicity based on the scientific creation principle makes it possible to expand into various designs. 'Fun' is a factor for success in the cultural contents industry. Through the design process, it is possible to apply fun elements to the design of cultural contents to meet the purpose. The characteristics of Hangul icons that can be used in cultural contents design, the concept of 'fun', the inducing factors of fun and the production methods of visual fun are summarized. The production method of visual fun has suggested the same way as the design humor creation method in visual communication design. 10 types of examples of Hangul in relation to visual 'fun' have been analyzed by the semiotic approach. This suggests a design methodology for the creation of fun elements that utilize Hangul Iconicity in cultural contents design in the future.

A Study of XML Design Patterns for Removing Ambiguity in DTD and Using DOM in XML Application (XML DTD 모호성 제거와 DOM 활용을 위한 디자인 패턴 연구)

  • 김태현;고승규;최윤철
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10a
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    • pp.412-414
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    • 2000
  • XML(eXensible Markup Language)은 차세대 인터넷 기술의 대표적인 기술 요소로서 현재 놀라운 속도로 발전하고 있으며 다양한 인터넷 응용분야에서 적용하고 있다. 이런 추세는 XML 어플리케이션을 복잡화, 대형화시키고 있으며 이로 인하여 XML 어프리케이션 개발과 유지 보수가 점점 어려워지고 있다. 이러한 문제점을 해결키 위해 객체지향 개발 방법론애 적용되어온 디자인 패턴(Design Patterns) 개념을 XML 개발 관련 분야에 적용시키는 연구가 이루어지고 있다. 본 논문에서는 XML 디자인 패턴 중 DTD(Document Type Definition) 모델링 시 발생하는 모호성(Ambiguity) 문제를 해결키 위한 패턴과 DOM을 효율적으로 처리하기 위한 문서 구조 트리 운행 및 접근 패턴을 제안한다. 이 패턴들을 활용한다면 DTD 설계 및 DOM(Document Object Model)을 처리하는 단계에서 재사용이 가능해져 개발된 기술들을 공유 가능하며 시스템 디자인 시에 발생 가능한 문제점들을 사전에 해결할 수 있다.

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Selection of Media and Representation factor for Multimedia Information (멀티미디어 정보를 위한 매체와 표현 요소의 선택)

  • 이지수
    • Archives of design research
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    • v.13 no.4
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    • pp.195-201
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    • 2000
  • To find out media's function on the various effects in communication, this paper reviews studies that utilize multimedia as a device for conveying information. We discuss multimedia as an integrated symbol system with advantages and also problems in representing information. The cognitive dissimilarity of media could be explained by various attributes of medium that are about physical characteristics and even cognitive actions. With advantages from integrated media and interactivity, multimedia has negative results such as cognitive overload and in that reason systematic approach is needed. This paper shows the factors on media selection and relationship to interface components. To select appropriate media to the needs and situation, it should be considered the user's ${\circled1}$background ${\circled2}$knowledge / frequency of use / expertise, contents ${\circled1}$task nature ${\circled2}$type of knowledge and media ${\circled1}$representation format ${\circled2}$interaction techniques. Varying the media factors and varying the expression factors offers concrete design features.

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A Study on the Approach Method of Product Form by User Mental -Concentrated on Implicit & Explicit memory- (사용자 심리적 연상에 의한 제품형태 접근 방법에 관한연구 -암묵기억과 외현기억을 중심으로-)

  • 안철홍;정도성
    • Archives of design research
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    • v.15 no.1
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    • pp.27-36
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    • 2002
  • To do this, study of human memory and theoretical approach on form in general is carried out to compare the types of memories and the stage of perceive theoretically to discover the relationship between psychological perceive and form. In the second please, scenario of form recognition in cultural aspect is studied through various written records to obtain unbiased critics on what a person can feel from a form through various analysis and experiment. Examples will be given on products designed on the basis of correlation with form through analysis. Through this procedure, elements of reactions on implicit and explicit is derived (Data obtained from experiments on computers and inquiries are used) Analyzed elements are than divided into, general knowledge, memories of reality and subconsciousness memories and basic mental image and user mental image and mental image of form of each products are analyzed. In the third phase, the way of adapting of the elements obtained from the analysis of implicit and explicit reaction to the field of design is predicted. Together with this, future theme this the study will be suggested. Confusions obtained from this study can be listed as below.

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Development of Community Design Evaluation Index from the Perspective of Sustainability (지속가능성의 관점에서 본 커뮤니티디자인 평가지표 개발)

  • Geng, Li;Yoon, Ji-Young
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.110-124
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    • 2022
  • The purpose of this study is to develop community design evaluation factors for sustainable urban regeneration and to suggest considerations for sustainable community design by analyzing excellent community design cases. Through literature review, previous studies on the concept and core items of sustainable urban regeneration, and the concept and components of community design were considered. In addition, evaluation indicators for sustainable community design were developed in the socio-economic, physical, environmental, historical and cultural dimensions through the analysis of the linkage with the evaluation factors of community design through the analysis of previous studies. The evaluation index consists of 3 evaluation items and 9 items including social performance and participation at the social level, economic feasibility at the economic level, environmental characteristics at the physical and environmental level, accessibility, contextuality, locality at the historical and cultural level, identity, and artistry. Includes dog evaluation factors. Reliability and effectiveness are secured through the developed evaluation index and detailed description and expert verification. Exploratory factor analysis and expert interviews were conducted through the survey, and as a result of the analysis, the stability and Cronbach'α coefficients were verified, and the validity of the community design evaluation index considering sustainable urban regeneration was recognized through expert interview. The results of this study are considered meaningful in that they can provide basic data for the improvement of community design for sustainable urban regeneration in the future.

Solutions for Design Creativity Barriers (디자인 창의성 저해요소의 해결방안)

  • Kim, Dong-Ha
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.15-27
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    • 2020
  • In the design process that focuses on problem solving, in general, two or three barriers to design creativity appear at the same time and are linked to increase difficulty. Because the design problem always arises in unusual, unique, weird, and difficult to define, it is not possible to extract the correct answer through the formula and the answer is always plural. This study aims to present solutions and prove their effectiveness as a follow-up study that seeks to overcome the representative obstacles to design creativity discussed in the previous study. To this end, a qualitative study was conducted to find solutions to the obstacles suggested in the previous study and to devise key solutions(creativity development cards). At the same time, a quantitative research methodology using experiments and statistical analysis was adopted. After grasping the core characteristics of an object using the creativity development card, it was able to approach the creative solution by utilizing the reductive analysis of the original such as transformation of the core characteristics, reconsideration of essential problems and intentional differentiation. As a result, it was confirmed that the proposed solutions were effective not only as a method of overcoming the barriers to design creativity, but also in improving creativity.