• Title/Summary/Keyword: 지원적 디자인 이론

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Designing an efficient apparel CSD system and its prototype implementation (효율적인 의상 캐드 시스템의 설계 및 시제품 구현)

  • 오규환;신성용
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10b
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    • pp.629-631
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    • 1999
  • 본 논문에서는 의류 제품의 기획, 디자인 시제품 검토 등의 작업을 효과적으로 지원하는 의상 캐드 시스템의 창조 모델을 제안한다. 이 참조모델은 디자이너의 패션 일러스트 작업을 지원하는 스케치 시스템, 의상 캐드 전반에 걸쳐 사용되는 문양을 생성하는 문양 생성 시스템, 옷본 디자인 작업을 수행하는 옷본 편집 시스템, 그리고 시제품 검토를 위한 가시화 시스템으로 구성된다. 또한 본 문에서는 이러한 시스템들을 구현하기 위한 관련 이론들을 제시하고 시제품을 구현한다. 구현된 시스템들은 기존의 상용화된 캐드 시스템들보다 고급화된 디자인 환경을 제공함으로서 의상 디자인 작업을 효과적으로 지원한다.

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The study on the use of Web as a supprting tool for the education reformation - Forsing on the development of Web based instruction model for the elementary design instruction (교육개혁 지원도구로써의 웹의 활용에 관한 연구(4) - 초등학교 디자인 영역의 웹기반 학습 모형 개발을 중심으로)

  • 김형우;이현경;김종기
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.10a
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    • pp.10-11
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    • 1999
  • 초등학교의 디자인 교육은 생활 속에서 디자인 학습의 기본이 되는 조형적 요소와 원리를 발견할 수 있게 하고, 조형 감각을 높이며 창조적인 사고 능력을 기르는 디자인 소비자 교육이라는 데 그 의의가 있다. 그러나 현행 초등 미술교육은 회화 중심으로 운영되고 있으며, 디자인 학습에 필요한 참고자료나 참고작품, 디자인 이론 등의 제시가 매우 미흡한 실정이다.(중략)

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A Basic Study on the Implementation of Knowledge Management for Design (디자인에 있어서 지식경영의 도입에 관한 기초연구)

  • 서홍석
    • Science of Emotion and Sensibility
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    • v.5 no.4
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    • pp.33-43
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    • 2002
  • The world is in the great change by the digital revolution and is changing fast to knowledge-based society beyond information society. That is to say, Knowledge is the most powerful source of competitiveness. This change of environment needs new paradigm in design. As of today, There is need to study systematically and approach practically about knowledge management. So that, we are intend to reconstruct theoretical system from design-oriented viewpoint and propose knowledge-creation paradigm through the importing technique of knowledge management into design. This study is to develop theoretical frame work of knowledge management in design as a basic study on the implementation of knowledge management for design. By the method of study for this, It was studied literature and precedent. Further more, proposed the appropriate direction of knowledge management implementation in design. Also, It was composed knowledge management system of the infra system, information system, decision-making support system and knowledge competency. Finally, The technical feature of knowledge management system was analyzed from a information technology point of view.

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Culture-Driven City Brand Communications via the Strategic Visuals

  • Kim, Seo Young;Hands, David
    • Review of Culture and Economy
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    • v.21 no.2
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    • pp.89-109
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    • 2018
  • This paper aims to offer a conceptual framework in the context of culture-driven city branding through strategic design from a cross-disciplinary approach. The key findings identified the followings: Firstly, the phenomenon of culture-driven city brand creation and the use of design value of primary attractions. Secondly, the impact of the design contents of new media in supporting city brand creation. Lastly, the importance of image/text relationships through applying coding theory to enhance city brand communications.

An Empirical Study on the Contextual Features of the Program Components during the Process of Social Work Program Design in the Social Service Agencies (사회복지 프로그램 구성요소개발활동의 실태 및 구성요소의 동질적인 범주성에 대한 실증적 연구 : 3단계 디자인 활동 중심으로)

  • Seo, In Hae;Kong, Gye Soon
    • Korean Journal of Social Welfare Studies
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    • v.44 no.3
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    • pp.237-269
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    • 2013
  • The purposes of the study are to describe the feature of the program components, and to identify their changes in the process of designing the social work programs in the community service agencies in Korea. In order to achieve these purposes, the researchers constructed an analytical framework including 24 program components derived from the related literatures. Data was collected by questionnaires answered by the social workers who were in charge of the program development and implementation. Descriptive statistics analysis and factor analysis were applied to exam the features of the program components in 195 social service programs developed by the funds from the Community Chest of Korea and a private funding foundation. As the result of the analysis, the three noticeable features are found; (1) the agencies have very actively involved in the designing work in the process of developing practice guideline, however they have less involved in the designing work in the process of implementing program; (2) program components which are low level in design activities are intervention models, staff education, and practical ethics; (3) 8 categories of components derived from the theoretical perspective are reduced to 6 categories in the process for developing practice guidelines, finally to 4 categories in the process for implementing the programs. The implications of major findings were discussed in academic and practical perspectives in Korea, including future research works in the area.

Theoretical Study on Industrial Design Data (디자인 산업데이터에 관한 이론적 고찰)

  • Ahn, Jinho
    • Journal of Service Research and Studies
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    • v.11 no.3
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    • pp.31-42
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    • 2021
  • This study is a study on theoretical considerations on industrial design data in the era of data economy. This study aims to illuminate the value of industrial design data, interpret the meaning of the transition from design management to the design data era, and highlight the importance of literacy to interpret data for designers. The scope of research approaches the R&D capability dimension of a company to explore the industrial value of design. It limits the scope of research from an industrial point of view rather than the humanistic basis and aesthetic value of design. As a result of the study, it was found that the value of industrial design data is not in ex post evaluation, but in customer-oriented market prediction, and that the design industry data-led strategy is important. The key point is that the industrial design data issues of large companies and SMEs are different, the direction of industrial design data should be to support customer-centered decision making in the product/service development of companies, and the core competency is the amount of data or tools and technologies to handle it. No, it should be in data literals. Lastly, if the use of industrial design data is to be strengthened, management of the public level rather than the personal level of data management should be preceded.

A Study on the Optimization of UX Design Process and Methodology for small and medium sized manufacturing companies (국내 중소 제조기업 실무 적용을 위한 UX 디자인 프로세스 및 방법론 최적화 연구)

  • Jang, Hye Jin;Yoo, Seung Hun
    • Design Convergence Study
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    • v.15 no.6
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    • pp.255-270
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    • 2016
  • The purpose of this research is to establish the UX methodology knowledge optimized for small sized companies on the basis of theoretical and practical UX development process models. The 7 UX design process models were analyzed by the outcomes and attributes on each design stage from academic field. Then the interview and observation on 18 domestic companies were conducted to clarify the actual methods in use and the gab from the academic theories. The two different design model were unified as an product lifecycle coupled UX process (PLUS). The 100 theory-industry knowedge combined UX design methodologies were selected and aligned along with 6 design stages of PLUS process. Each method was decomposed as a template format that contains standardized attributes applicable for small companies under consideration of their resources, process and produced items. The result of this research is expected to be applied onto real industry and reduce the risk of small manufacturing companies to escalate the quality of UX in their productions.

다변량해석기법을 활용한 감성 데이터베이스 구축에 관한 연구

  • 박정호;한성배;양선모;김형범;이순요
    • Proceedings of the ESK Conference
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    • 1996.04a
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    • pp.136-140
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    • 1996
  • 제품개발의 개념이 기능이나 성능중심에서 인간의 감성중심으로전환되고 있다. 그러나 인간의 감 성은 정성적 언어로 표현되며 이것을 물리적 디자인요소로 전환하는 것이 필요하다. 이를 위하여는 우선적으로 인간의 감성을 정량화하는 것이 선결되어야한다. 따라서 본 연구의 목적은 다변량해석기법 을 활용하여 고객의 제품에 대한 정성적 이미지를 정량적 데이터로 변환하여 이를 감성 데이터베이스로 구축하는데 있다. 감성 데이터베이스는 감성어휘와 이의 제품에 대한 정량적 수치 데이터로 구성되고, 이를 위해서는 감성어휘 선정, 디자인 요소에 의한 제품의 분류, 감성어휘와 디자인요소간의 상관도 도출 등이 필요하다. 감성어휘는 요인분석에 의해 선정하고, 제품은 아이템/카테고리에 의해 분류하며, 감성어휘와 디자인요소간의 상관성에 대해서는 다변량해석기법 특히, 수량화이론 1류를 사용해서 정량화 한다. 이렇게 구축된 감성 데이터베이스는 감성공학적 디자인 요소변환 지원시스템의 감성데이터 처리 서브시스템의 핵심 역활을 한다.

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A Study on the Analysis Methodology of Works of Deconstructive Graphic Deign - Focusing on Aesthetics of Reception by Wolfgang Iser - (해체적 그래픽디자인의 작품 분석 방법론 연구 - 볼프강 이저의 수용미학을 중심으로 -)

  • Kim, Jiwon
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.88-104
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    • 2021
  • The visual expression of deconstructive graphic design influenced by postmodernism differs from the traditional ways of graphic expression that consist of precise images and text and is challenging and highly experimental. The characteristics of the formative nature of such deconstructive graphic design emphasized the importance of the reader as the principal agent of aesthetic experience in the appreciation of works. For this study, a new ideological framework was developed regarding the ambiguity arising due to visual experimentation in deconstructive graphic design, assuming the central theory to be the Reception Theory (Aesthetics of Reception) centering around the recipient who is the reader. The characteristics of Iser's Reception Theory are substituted as a theoretical category and an interpretation of the works of ambiguity in deconstructive graphic design is carried out. Although Aesthetics of Reception is a literary theory about the interaction between the artist and the reader, as a method for interpreting deconstructive graphic design influenced by postmodernism, it laid a theoretical foundation and enriched the interpretation of works. Moreover, the four characteristics of Iser's Reception Theory were used to create a framework that suggested a new direction for the approach based on the reader's interaction in the process of interpreting works of modern graphic design.

Actual G-Math Game Design for Directly Constructivism (직접적 구성주의에 의한 실체적 G-Math 게임 디자인)

  • Lee, Ji-Won;Chang, Hee-Dong;Park, Sung-Jun
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.39-40
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    • 2012
  • G-러닝 게임은 게임의 집중력과 재미 요소를 기반으로 학습의 목적을 가진 콘텐츠로, 최근 아동 교육용 G-러닝 게임의 시장 규모가 증가하고 있다. 그러나 기존에 연구된 G-러닝 게임은 교육성과 게임성의 디자인 방향이 일치하지 않아 균형 있는 효과를 기대하기 어렵다. 본 논문에서는 초등학교 4학년을 대상의 분수 학습을 위한 G-러닝 게임의 게임디자인 방법을 논한다. 분수 개념은 4학년 교과 과정 중 학습 난이도가 높고 이해가 어려워 단순 교수법보다 구성주의 학습법이 적합하다. 게임과 교육의 융합을 위한 디자인의 일환으로 G-Math 게임을 개발하였다. G-Math 게임은 구성주의 학습방법을 기초하여 ETC(탐구, 협동, 대화, 이해)이론으로 디자인 하였다. 본 연구는 G러닝 게임의 교육성과 게임성을 융합함과 동시에 효과적인 학습 방법을 디자인함으로서 G-Math에 특화된 콘텐츠를 제공한다.

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