• Title/Summary/Keyword: 제품 디자인 평가

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The Effects of Hedonic Versus Utilitarian Attributes on the Consumer Acceptance of Intelligent Products (지능형제품의 쾌락적 속성과 실용적 속성이 소비자 수용도에 미치는 영향)

  • Kwak, Sonya S.
    • Design Convergence Study
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    • v.15 no.2
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    • pp.333-345
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    • 2016
  • Recently, an intelligent product in which information and robotic technologies are applied to an existing common product, called a mother product has been developed. In order to develop intelligent products which could be accepted by users, various intelligent product design methods have been introduced considering various interaction aspects or intelligent parts to be made. However, as an intelligent product is originated in a mother product, intelligent product design methods based on product attributes need to be explored. In this study, the impact of intelligent product types by product attributes on users' acceptance was investigated by comparing hedonic intelligent products and utilitarian intelligent products. An experiment was executed with child slippers as a case. As a result, participants evaluated utilitarian intelligent products more positively than hedonic intelligent products. They showed higher purchase intention and willingness to pay toward utilitarian intelligent products than hedonic intelligent products. In the case of child slippers, even though the hedonic attributes could be expected as they are child products, utilitarian attributes were perceived as much more important than hedonic attributes as the child slippers are related to the floor noise which is a severe social problem.

A Study on the Product Design Case Study of Differential Design Concept (차별화 된 디자인 개념의 제품디자인 사례 연구)

  • 이덕상;한세준;김홍규;조철희
    • Archives of design research
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    • v.17 no.2
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    • pp.335-350
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    • 2004
  • Design takes concrete form from the things which are not yet exist to the molded reality. Creation of value which is accompanied by the rational value could be possible only through the searching examination of the basic concept. All designs are under circumstances because the results and the character of the problems are different under the given conditions and circumstances which are the characteristic of the design. The aim of this study is searching for the differential design conce- pt which is the most appropriate and reasonable in the basic design process in which the phase of the analysis, synthesis and evaluation of the problem. First of all the pursuit value of the times and the change of the view point of value of the product design. How the pursuit value of times were searched and analyzed. Analyze the successful product design realization of the typical trend of the modern design which are 3-2. function-focused design, 3-3. emotion-centered design, 3-4. image communicative design through the metaphor, 3-5. environmental affinity design. On the base of the case analysis how to apply the differential design concept which is coming as a trend in the future society which are sustainable developing society was examined closely. The outcome through the analysis of the success cases are as follows, \circled1 the value of the spirit of the times should be emphasized as the design image, \circled2 environmental appropriateness should be taken into consideration as the first primary factor, \circled3 the realization of value of the fulfillment of differential consumer's needs, \circled4 lead to prolong the life cycle of the product, \circled5 promote the sustaining growth of enterprise, \circled6 user-centered product value should be the first consideration. \circled7 It is necessary to overcome the cultural andinguistic barriers and to reflect the metaphor which people remember well. \circled8 The application of human's true character should be decided beforehand. It is the commonness of values of times and customs. \circled9 The differentiated design concept which meets our mental satisfaction, not material one, will be required. In addition to this the creative and differentiated design concepts which are accompanied by the good design factor under the base of product could achieve the emotional consensus from the consumers. That is, the value of all designs should be estimated by the base of the humanism ' The human beings are the barometer of all things".ngs".uot;.

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Measuring user's emotions in interacting with new product (제품 사용 초기 단계의 사용자 감성 평가)

  • Jeong, Sang-Hun
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2008.10a
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    • pp.82-85
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    • 2008
  • 사람과 제품의 인터랙션 과정 중에서 제품 사용 초기 단계에서의 사용자 감성을 평가해 보기위하여 본 연구에서는 처음 접하는 휴대폰을 사용하는 도중에 표출되는 사용자의 감성을 평가해 보았다. 전반적으로 사용성 측면을 상당히 고려하여 디자인한 제품이라고 할 수 있는 휴대폰의 경우 높은 사용적 만족성과 낮은 불편성이 표출되었다. 반면에 전반적으로 새로운 기능과 스타일에만 집중하여 사용자의 사용성 측면에 대해서는 다소 불편한 제품이라고 할 수 있는 휴대폰의 경우 낮은 사용적 만족성, 높은 불편성이 표출되었지만 그 외 심미성, 신규성, 유쾌성, 우수성에서는 높은 값을 나타내었다. 본 연구의 결과를 가지고 성급하게 제품의 사용성과 사용자의 감성에 대한 결론을 내리기에는 다소 미흡하지만 향후 제품 경험 시간에 따라 표출되는 사용자의 감성변화를 분석함으로써 제품의 사용성과 사용자의 감성 간의 관계를 보다 더 명확하게 밝혀낼 수 있으리라 기대한다.

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Ratiocination for evaluation of mental image -Evaluation leafing to characteristic position of associate image and product elements- (Mental Image의 평가를 위한 추론 -연상이미지에 의한 제품평가를 중심으로-)

  • 송창호
    • Archives of design research
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    • v.16 no.3
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    • pp.59-70
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    • 2003
  • The consumer's feelings toward products is each evaluated and appears in different way that is to say there are various types of motives for deciding a purchase for example, there might be an interesting function and emotional reaction. How is the product image that induces motives like this metaphorized and evaluated to be existing in the mental image. This study inquired into, it by presenting problems conscious of both sides indicated above, the major points associated with image of the product, characteristic positions of product elements and evaluation of the product. To draw out a clear conclusion, first three hypotheses were established and case a study was performed as part of conclusive research for verification of this. The collected data was made, by simple tabulation to represent the overall flow, and based on this, concrete analysis was conducted on the three reserch items. The analysis method weighted on quantitative analysis with consideration to consumer's psychological aspect. As the result, three important conclusions could be drawn out or ratiocination for evaluation of mental image formation.

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A Study on the UI Design of Stick-type Intergrated Remote Controller for Domestic Use (가정용 스틱형 통합리모콘의 UI 디자인 연구)

  • Kang, Mi-Ryoung;Yoo, Yeon-Sik
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.235-246
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    • 2007
  • The study aims to design an integrated remote controller, which is an increasingly essential device in the home, for more convenient use. For this purpose, an alternative user interface (UI) design was developed by applying the user interface system of a popular existing product to an integrated remote control highly usable and easy to learn for domestic use, and the usability was evaluated. For the existing popular product, a cellular phone was selected, the operation method of which is similar to the stick-type integrated remote control for which the user interface design was to be developed in this research. Common characteristics of the UI of the selected cellular phone were derived and the characteristics were applied as much as possible to the design of a stick-type integrated remote control. The prototype of the alternative design, which was simulated with Flash, went through two pilot tests for further improvement before making the final experimental prototype. Based on the results, prototype buttons that improved the feeling of use in terms of physical operation and feedback were made, and the usability of the new UI design of a stick-type integrated remote control for domestic use were evaluated with 41 university students in their 20s. According to the results of the experiment, the newly designed stick-type integrated remote control based on the UI of an existing product may improve the usability of remote controls and the outcome of this study is expected to provide a good model for R&D of new UI designs of stick-type integrated remote controls for domestic use.

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The verbal analysis method of user′s self-concept for the design direction of product development (제품디자인 방향설정을 위한 사용자 자아개념의 언어적 분석방법)

  • 강범규;김성현
    • Archives of design research
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    • v.15 no.4
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    • pp.399-408
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    • 2002
  • According to the improvement in quality of life and the progress of user's taste in this modern society, people great deal with the symbolic meaning of product which express user's self-concept(image). Therefore, this kind of information of users' image is needed to deal importantly for the product design development processes, particularly, the early stage of design development such as the concept design development stage. But, there is not much analysis tools which deal qualitative data of users for the design development. From this reason, the supply of information of user's image through the development of verbal analysis method of user's self-concept will help a designer. For this purpose, this study not only developed the twenty-one factors in order to evaluate user's self-concept, but also suggested that the new approach method that can classify user's group within the same characteristic of user's image using the twenty-one developed verbal measurement items with tools of statistical analysis for the design direction of product. The developed this verbal analysis tool was testified through the case study in this research work.

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The Effect of Product Attributes and Brand Power on Product Evaluation (제품 속성과 브랜드 파워가 제품 평가에 미치는 영향)

  • Jo, Yoon-Young;Yoon, Yong-Sik;Cho, Jee-Yun;Kim, Soo-Young;Park, Jung-Ah;Choi, Sun-A;Jung, Hong-Chun;Sohn, Young-Woo
    • Science of Emotion and Sensibility
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    • v.10 no.1
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    • pp.49-53
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    • 2007
  • This study investigated how product attributes(aesthetics and function) and brand power influence consumers' product liking and quality evaluations. Results suggest that subjects evaluated higher no brand product than low brand product. Specifically brand power exhibits no significant influence in emotional product.

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소비자 감성에 기초한 경기용 여자 수영복 디자인 기획의 제시

  • Lee, Ju-Hyeon;Jang, Jin-Hui
    • Journal of Global Scholars of Marketing Science
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    • v.2
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    • pp.183-202
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    • 1998
  • 본 연구에서는 1) 경기용 여자 수영복의 디자인을 분석하여 대표적인 디자인 요소를 도출하고 2) 경기용 여자 수영복 디자인에 대한 소비자의 감성을 분석하고 그 결과를 토대로 한 디자인 기획의 지침을 제시하며 3) 디자인기획의 지침을 토대로 하여 합리적인 경기용 여자 수영복 디자인 프로토타입을 개발하였다. 이러한 분석을 수행하기 위하여 오미겐타로의 디자인평가인자 이론을 개념적 모형으로 하여 경기용 여자 수영복의 이미지를 20개의 디자인 세부요소로 분해하여 디자인 특징을 기술하는 디자인 요소 분석 체계를 구성하였으며, 연구 결과를 토대로 하여 디자인 요소 분석 체계를 보완하고 개발하였다. 경기용 여자 수영복디자인에 대한 소비자의 감성의 주요 하위 차원으로는 참신함, 발랄함, 심플함, 강함 차원 등이 도출되었다. 또한 경기용 여자 수영복의 디자인 세부 요소들 중 로고와 색체에 관련된 디자인 세부 요소들은 선에 관련된 디자인 세부 요소들보다 감성에 더욱 지배적인 영향을 미치는 것으로 분석되었다. 이 결과는 기존의 스포츠 마케팅에서 로고를 중요한 수단으로 활용해온 것은 타당함을 의미하였으며, 경기용 여자 수영복 디자인 기획에서는 로고 뿐 아니라 색채도 중요하게 다루어져야 함을 시사하였다. 또한 본 연구에서 의미 있는 감성 효과를 나타낸 디자인 세부 요소들은, 스포츠마케팅 및 디자인 마케팅 분야에서 경기용 수영복 디자인 제품에 대한 체계적인 소비자 평가 기준으로서 활용될 수 있을 것으로 기대된다.

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The New Design Concept Paradigm for the 21st Korea Optical Industry (21세기 한국 안경 산업에 있어서 새로운 Design Concept의 전환)

  • Park, S.O.
    • Journal of Korean Ophthalmic Optics Society
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    • v.7 no.1
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    • pp.45-50
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    • 2002
  • The 'hands-on' craftsmanship of the 20th century has came and gone. Today, we are dealing with whole new, 'cerebral approach,' to concept and design with this new approach, design and function are very much dependant upon planning, sales, promotion, and the formative technique of the design industry. The innovative process of design constantly change as it reflects the needs and wants of society. It is and industry that constantly change as it reflects the needs and wants of society. It is and industry that constantly remakes and reshapes itself to suit current trend and outlook. The current idea being that consumers are looking for quality over quantity. Due to the 20th centuries dominant philosophy of functionalism, production intended to standardize the individual's purchasing choice. Aesthetic, or philosophic qualities played a second fiddle to the functional bias of a product, With production, Marketing, and research and development are integrated into the management process. This translates as good which include efficiency, quality, durability, and credibility an trademark and style. There is a definite 'post-modernist' movement and style in 21st century. Every possibility is available as the old boundaries of the 20th century are laid aside. There is a new, transformative quality to the current paradigm of design. The old "should" and "should not" of design no longerapplies. The integrated rative of design solves the usual disparity between aesthetic qualities and production. Design and profirability need not be stranger to one another. It can differentiate the image perceived of both enterprises and consumers by making use of integrated goods services. With an integrated system. both producers and designers win. While design gets full access to design in turn. All consumers make decisions based upon the evaluation of quality, service, and image ; even though it may not be a conscious decision to do so. Consumers are fully integrated human beings ; therefore producers who apply the new, integrated paradigmatic approach to concept, design, and production will reap the harvest of making a true relationship with individual buyer.

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A Study on Product Design Process in Digital Environment A Comparative Analysis of Image Evaluation and Design Factors in Internet Environment and Reality Environment (디지털 환경 하에 제품디자인 프로세스 연구 -인터넷 환경과 현실 환경에서의 제품디자인 이미지 평가 및 디자인 요소 비교분석-)

  • 윤형건
    • Archives of design research
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    • v.13 no.3
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    • pp.123-134
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    • 2000
  • Electronic commerce in digital environment is greatly different from the commerce in physical environment in the past (reality environment) in terms of marketing, distribution structure and, above an, comsumers'purchase pattern. The Old purchase pattern is that a consumer buys a product after s/he touches, tests, and feels it physically, while the purchase pattern in electronic commerce enables the comsumer to make a decision about whether to buy it or not through the information gleaned from the computer monitor screen. A number of products which appears in the market now are designed to use the reality environment setup without consideration of the digital environment, of which the intention is to appeal to consumers with a series of design process. However, taking under consideration the present situation in which lots of electronic commerce are made in the cyber space or digital environment, we are required to forward the product design which can gains the positive attraction for consumers in this environment. Factor analysis is made in order to understand how the subjects perceive the image of the design of the product both in reality situation and in digital environment. The result shows the first factor has different images in those environments. In the background of this conclusion rests the fact that the difference of the transfer of formative factors to consumers is made in the images which show themselves in those different environments.

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