• Title/Summary/Keyword: 참여디자인

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A Study on the Creative City Construction Methodology of Citizen Participation through the Survey of Resident's Awareness - Focusing on Old Downtown in Incheon City - (주민의식조사를 통한 주민참여 중심의 창조도시 조성 방안에 관한 연구 - 인천시 원도심 중심으로 -)

  • Kim, Min Suk;Lee, Woo Hyoung
    • Design Convergence Study
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    • v.12 no.6
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    • pp.159-175
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    • 2013
  • Recently, Interests in rehabilitation of the old town center has grown. Incheon city are propelling many renewal plans for the area, Rapid Urbanization and outskirt developments have expanded city space and city center has been weakened and declined. With responds to these phenomena, World's interests on creative city is increasing nowadays and projects of creating creative city from many countries are being launched. Korea is one of the countries who follows this trend and is also proceeding projects on creating creative city. However, identities of our nation and city which have rapidly grown only based on logics of economic growth are disappearing. Hence, this study intend to focus on the cities of creative which draw the participation of its citizens. Thus, this study examining basic theoretical background from literatures, theory, precedent studies related to citizen participation & creative city. Then, the study establish a framework of analysis by extracting principal factors to creative city construction methodology centered on citizen participation. Furthermore, this study suggests the creative city construction methodology of citizen participation centered on for old downtown through survey residents consciousness.

A Design and Effect of Design Thinking-Based Team Project Learning in Nursing Clinical Practice (간호학 임상실습에서 디자인씽킹 기반 팀 프로젝트 학습 설계 및 적용효과)

  • Kang, Myung-Ju;Chung, Kyung-Hee;Cho, Jeong-Ah
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.336-348
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    • 2019
  • This study aimed to verify the effects of design thinking-based team project learning on nursing college students' empathy and proactivity of problem solving. This study also examined the subjects' experiences obtained from participating in team project activity through reflective analysis. The research was a one-group, pre-and-posttest design. The subjects were 64 seniors majoring in nursing studies in N university who had attended the course of nursing management practice. During the course, they participated in a design thinking team project for a total of 10 sessions for two weeks, five times per week, and one and a half hour per day. Data was analyzed using SPSS Win 22.0, a paired t-test was conducted and Pearson's correlation coefficients were calculated. Content analysis was carried out on their experiences obtained from participation in team project activity. The subjects' empathy(t=-2.94, p=.005) and proactivity of problem solving(t=-6.23, p<.001) showed statistically significant difference between before and after the design thinking-based team project learning and had significant positive correlation(r=.634, p<.001). Analysis of team reflection revealed four themes: design thinking, empathy, problem solving ability, and critical thinking. This study verified that design thinking-based team project learning was very effective in developing nursing college students' empathy and proactivity of problem solving. Research Results Design Thinking Based on team learning, project learning is an effective teaching learning method for finding and defining customer needs, creating a solution to problems, and enhancing engagement and empathy through various stakeholder collaborations I could.

A Case Study on the Christian Worldview Education Program through Maker Education Based Design Thinking at Christian University (기독 대학의 디자인사고 기반 메이커교육을 통한 기독교 세계관 교육 프로그램 운영 사례 연구)

  • Seongah Lee;Hyeajin Yoon
    • Journal of Christian Education in Korea
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    • v.73
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    • pp.117-137
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    • 2023
  • This is a case study of an extra-curricular program that designed and implemented maker education based on design thinking to foster a Christian worldview. The program was designed at K university in the course of 10 sessions as following stages; tinkering, providing a special lecture for motivation, finding issues, empathizing, making, sharing and reflecting. A total of 15 students in 5 teams participated in the program, progressed through each stage in the process of solving the problems they found around them so that their neighbors and the creative world could become better. As a result of operating this program, the participants became concerned about their neighbors and community and reflected on the change of perspective of the world from a Christian worldview. As a suggestion for follow-up research and projects, to develop a model of maker education based on design thinking for cultivating a Christian view of the world is proposed in order to support to easy design and management of the program even if there is a lack of professional related knowledge and experience. In addition, it is needed to develop a manual and guide book including a facilitator's role and an assessment tool like a rubric that can give feedback on the performance of the program and make improvement.

Designing a New Teacher Education Course for Integrating Design Thinking with Computational Thinking (디자인 사고와 컴퓨팅 사고를 결합한 새로운 교사 교육 코스 설계)

  • Choi, Hyungshin;Kim, Mi Song
    • Journal of The Korean Association of Information Education
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    • v.21 no.3
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    • pp.343-350
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    • 2017
  • This current study employs multi-year design-based research to design and implement a course in teacher education in Korea. Specifically this paper reports our first attempt to work with 3 primary in-service teachers majoring in computer education. We have incorporated design thinking (DT) into the course design and investigated how primary teachers appreciate the role of DT and recognize the connection between teaching computational thinking and DT. This qualitative study reports the course design, its progression, reflections, and learning outcomes.

Suggestion of Product Planning Process for Small and Medium Sized Design Company : Focused on the Case of Baby Bathtub Design Concept Development (중소 디자인 기업을 위한 제품 기획 프로세스 제안 : 유아욕조 디자인 콘셉트 개발 사례를 중심으로)

  • Yoon, Woo-Lahm;Go, Jung-Wook
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.205-213
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    • 2019
  • A number of small and medium design companies in Korea are making efforts to develop distinguished products with an aim to survive and prosper. However, it is quite difficult to succeed due to insufficient experience in product planning and the challenges in applying known methodologies, which are based on a large amount of data presented as best practices in designing process, in the actual small and medium enterprise operations. To this end, this study suggested the usefulness of the user participation process as the methodology for small and medium design companies and chose the user FGD method implemented by Company P which is a small design company as an empirical case study. The following are the processes used in the case study; First, the problems of existing baby bath were derived through user FGD. Second, opinions were collected from various classes of users through in-depth interviews. Third, the ideas derived were analyzed with the KJ method and grouped based on similar elements, through which six design directions and detailed design concepts covering size, material, safety, purchase factors of existing product, direction of improvement, additional elements were derived. Through the case study, this study verified that the FGD method of Company P could improve the practical verification, integration and promptness of the product planning process in small and medium enterprises. This is valuable as a realistic process that small and medium enterprises with limited capital and manpower may adopt.

Changes and Developments of Design Culture Diffusion Policies shown in Domestic Design Promotion Comprehensive Plans (디자인문화 확산을 위한 국내 디자인진흥정책의 유형과 변화에 관한 연구)

  • Park, Byung Min;Shim, Eun Ju
    • Korean Institute of Interior Design Journal
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    • v.22 no.3
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    • pp.117-126
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    • 2013
  • Since 1993, Korea Institute of Design Promotion has carried out Design Promotion Comprehensive Plan every 4 years and due to the institutes founding purpose the plans are mainly focused on enhancing quality of merchandise goods. However due to social and economic changes now enhancing quality of cultural living through design is becoming important as ever. The purpose of this paper is to find our characteristics and changes in design policies and programs to diffuse design culture in the plans. The researchers have inquired proceeding studies on cultural and design policies and also looked into cases that were carried out in Europe to diffuse design culture. By analyzing EU's Cultural Policies four means were found: Education, Exchange, Participation, and Sharing. The results are as follows. First, in the beginning main focus was to educate people about the importance of design and what good design is, in bureaucratic ways. In the Secondary plan, reaching out to local regions begin to show in order to diffuse design culture that was and still is mainly centered around Seoul. Thirdly plan shows more exchanges but not only limited to domestic regions but international wide. In the Forth plan, participation programs and those engaging design to solve social problems are shown but still not much attention is payed to sharing.

A Study on the 3rd Generation CPTED Process through Double Diamond (더블 다이아몬드를 적용한 3세대 CPTED 프로세스에 관한 연구)

  • Liu, He;Hong, Kwan-Seon
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.207-221
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    • 2022
  • The shortcomings of the previous Crime Prevention Through Environmental Design (CPTED) theory in practice have led to the limitations of the conventional crime prevention design process. The purpose of this study is to analyze the graftability of the third generation CPTED theoretical framework and the Double Diamond design process from a design perspective. Thus, the third generation CPTED visualization design process is proposed to be grafted with the Double Diamond design process. In the study, the propositions, goals, strategic approaches, and liveability principles of the third-generation theoretical framework are clarified according to the relevant studies by scholars. In addition, the study identifies the limitations of conventional crime prevention design processes in terms of practicality and effectiveness, based on corrections from research in different scientific fields. On this basis, the Framework of Innovation of the British Design Council was used to clarify the benchmarks and foundations for the grafting of the third-generation theoretical framework and the Double Diamond design process. In addition, the details of the grafting are analyzed and explained in terms of phase outputs and phase activities. The significance of the study is that the third-generation CPTED visualization design process, which is grafted to the Double Diamond design process, can help residents to implement behaviors that reflect their self-worth and create a state of engagement. As well, it can inform the collaboration between design and non-design staff in CPTED projects.

Determinants of Customers' Information Engagement and the Moderating Effect of Involvement: Focused on WOM and Cooperation (고객 정보참여 행동의 결정요인과 관여의 조절역할: 구전과 협조를 중심으로)

  • Yi, Youjae;Lee, Soo Jin
    • Asia Marketing Journal
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    • v.8 no.3
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    • pp.13-40
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    • 2006
  • The purpose of this study was to investigate the determinants of customers' information engagement, the behavior pattern from WOM to cooperation, and the moderator in the behavior pattern. The proposed three determinants, boundary personnel's citizenship behavior, satisfaction, and commitment were significant antecedents to WOM, but not to cooperation. The path coefficient from WOM to cooperation was significant and hereby the voluntary level of cooperation was found as a higher level of voluntary behavior than WOM. Additionally, the path from WOM to cooperation was moderated by customer involvement, as the path coefficients from WOM to cooperation varied by the level of involvement.

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Overseas - Parametric Design XVI (해외건축동향: 미국 - 파라메트릭 디자인 XVI)

  • Sung, Woojae
    • Korean Architects
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    • s.582
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    • pp.120-129
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    • 2017
  • 이번회에는 UIA 2017 Seoul의 Special Session에서 Digital Design and Fabirication섹션에서 Parametric Design이라는 주제로 발표한 내용을 토대로 재구성을 했습니다. 얼마전 한 인터뷰에서 Parametric design에 대하여 설명을 하라는 질문을 받은 적이 있습니다. Parametric tool을 건축설계에 응용한지 벌써 10여년이 흘렀고 저에게는 굉장히 친숙할뿐 아니라 설계와 디자인의 일부라고 생각했던, 그리고 동시에 너무도 많은 내용을 다루며 건축설계의 과정에서 광범위하게 사용되는 parametric design이란 내용을 짧은 시간안에 단 몇 문장으로 배경지식이 없으신 분들에게 설명을 해야 하였기에 조리있게 이야기를 해 드리지 못했던 그다지 유쾌하지 않은 기억이 있습니다. 처음 UIA 관계자로부터 연락을 받았을 때, 지난 10여년동안 경험했던 많은 내용 중 무엇을 말하는게 가장 좋을까 생각을 많이 했습니다. 결국은 몸담았던 회사들에서 참여 했던 화려한 프로젝트들보다는 건축이나 디자인에 종사하지만 parametric design에 대해서 막연한 생각을 가지고 있는 많은 분들이 parametric design이 가지고 있는 가장 근본적인 장점에 대해서 이해할 수 있수 있도록 중요한 개념과 또한 파라메트릭 디자인 프로세스를 적용한 간단한 예에 대해 잠시 살펴봄으로써 파라메트릭 디자인에 대한 이해를 돕고자 하는 바람으로 아래 소개할 프리젠테이션을 준비했습니다.

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Participatory Behaviors and Interactive Experiences at a Science Museum (과학관에서의 사용자 참여 행동과 상호작용적 경험)

  • Cho, Myung Eun;Kim, Mi Jeong
    • Korean Institute of Interior Design Journal
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    • v.25 no.1
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    • pp.65-72
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    • 2016
  • In allowing visitors to manipulate objects or models with their hands, science museums can become informal education institutions. However, little research has been conducted analyzing the specific interactions of visitors at museums and the effects that specific characteristics of interactive exhibit have on visitors. This research classified exhibits according to the three characteristics: the presentation of concepts, interaction with exhibits and concept levels. Further, relationships among engagement behaviors, visitors'attraction to exhibits, and the holding power of exhibits were analyzed. Using the three characteristics, 55 exhibits were classified into five styles. The results suggest that intriguing content and novel interfaces, maximizing information on science and technology, should be developed for the educational purpose of encouraging visitors to engage in active learning with interactive exhibits. The results of this study provide useful data that planners, designers, and instructors of science museums can use to maximize visitors' participatory learning and interactions.