• Title/Summary/Keyword: 참여디자인

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A Study on the Wed Based Design Education -Mainly on Usabilities and Problems- (Web 기반 디자인 교육에 관한 연구 - 그 유용성과 문제점을 중심으로 -)

  • 최영옥
    • Archives of design research
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    • v.15 no.2
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    • pp.253-266
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    • 2002
  • Web Based Instruction has its theoretical background in constructivism paradigm of education. According to social changes called information era and thanks to the sophisticated internet mechanism the constructivism in education has been dominant paradigm. In this paradigm information and knowledge are not merely given by a instructor facing the loaners. This system of instruction has n almost every field of discipline introduced. This article aims to examine how far WBI and constructivism are applicable for design education. Richard Branchia predicted that the learner oriented instruction method would become the dominant education system. He stressed an interactivity of the teacher and students. Upon this can the applicability of WBI for design education be affirmed. Furthermore, there is a dozen of successful cases like www.cyberartcenter.com) (www.digitalyeil.co.kr)', http://www.schooleweb.co.kr/, htp://www.startstudy.co.kr/among many others. This article suggests several ways to solve the problems web based design education faces, including the lesson should inevitably combine the outline and of online study.

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Mass customization model and design strategy for consumer electronic industry (가전사업을 위한 매스커스터마이제이션 모델과 디자인 전략)

  • 변재형
    • Archives of design research
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    • v.15 no.2
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    • pp.233-242
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    • 2002
  • Mass customization is a paradoxical word which has some difficulties in introducing to consumer electronic industry due to its mass production system for economy of scale. On the basis of literature review and case studies, this study suggests the mass customization model and design strategy suitable for consumer electronic industry in the aspect of product design. Mass customization models are divided into manufacturer side customization, deliverer side customization, and customer side customization. And the fast is considered as appropriative to consumer electronic industry. Collecting customer 's needs, modular product design, and adopting basic product platform for derivation by 3rd party manufacturer can be used as design strategy for this model. For realization of the mass customization, further research in the area of the participative design for collecting practical design needs of customer wh o are inexpert to product design is needed.

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A Case Study For Participatory Fashion Design Using Generative Design Methodology (제너러티브 디자인 방법론을 활용한 참여적 패션디자인의 사례 연구)

  • Lee, Jee Hyun;Lee, Eun Han;Cho, Hye Soo;Yang, Eun Kyoung;Kho, Jeong Min
    • Journal of the Korean Society of Costume
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    • v.67 no.4
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    • pp.58-70
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    • 2017
  • This study examined the characteristics of generative design methodology, and it selected and analyzed 11 sites that provide design development services using generative methodology, INPUT data were classified into design form factor based on the choices of each and the variable form associated with each participant's movement. In designing the algorithms, designers set the meth- od and range of participation according to the characteristics of the design, and linked them with design components. This provided the study with a discriminative design process. This resulted in a type with morphological characteristics and a type that emphasized epidermal formability. The generative design methodology has value as an alternative process in the field of fashion where the utilization of digital technology is becoming universal based on contingency and variability. The results of this study can be used as basic data for the study of personalized design through the extension of methodology of digital-based fashion design and generative methodology.

A way of undertaking a research phase in graphic design (그래픽디자인 리서치 수행에 관한 연구)

  • Lee, Younjoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.8
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    • pp.4821-4830
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    • 2014
  • This paper highlights the importance of design research and encourages an understanding of design tools that engage society and people. Twenty groups, a total of sixty students, were asked to participate in this project and they used an IDEO tool kit. A total of three surveys were given. One survey was given to the participants before participating in the project and another after the project. The last survey was given to six experts to evaluate the students' work. Preliminary analysis found that students, prior to participating in the project, replied heavily on Internet research and a literature review, and did not display a structured research process. Primary analysis showed that the groups that spent more time on research and utilised design tools performed better, particularly those utilising 'observation' techniques.

Cooperating Pattern Design System Model (패턴 디자인 협업 시스템 모델i)

  • Kim, Mi-Jin;Park, U-Chang;Lee, Eun-Ok
    • Proceedings of the Korean Information Science Society Conference
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    • 2008.06c
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    • pp.45-48
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    • 2008
  • 디자인 팀들간의 효과적인 협업 작업을 위해서는 효율적이고 실행할 수 있는 협동 플랫폼이 필요하다. 본 연구에서는 텍스타일 패턴 디자인을 협업할 수 있는 시스템 기반구조를 설계하였다. 또한 웹 상의 패턴 지식 라이브러리를 구축하여 참여자들이 필요로 하는 지능적인 디자인을 지원하도록 하였다. 기반구조에 따라 설계된 웹 사이트는 디자이너들 간에 빠르고, 효율적인 패턴 설계를 지원한다.

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전시회 - 2012 한글 일일달력전

  • Kim, Sang-Ho
    • 프린팅코리아
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    • v.11 no.2
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    • pp.114-115
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    • 2012
  • 1년 365일, 작가의 독특한 감성을 담은 '2012한글일일달력전'이 지난 1월 29일까지 서울 세종문화회관 한글이야기 전시실에서 열렸다. 캘리그라피디자인 그룹 어울림과 소다프린트가 주최하고 세종문화회관, 기프토, 사단법인 한국시각정보디자인협회, 한국캘리그라피디자인협회가 후원한 이번 전시회는 한글학회 김종택 회장, 세종대왕기념사업회 박종국 회장, 한국캘리그라피디자인협회 여태명 회장을 비롯 탤런트 권해효, 오윤아, 가수 유열씨 등 초대 작가 66명과 어울림 회원 300명이 참가한 가운데 인쇄업계에서는 성도GL 김상래 대표, 해인기획 류명식 대표가 일반회원 자격으로 참여했다.

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A Study on the Local Community design with urban regeneration - Focused on Micro Yuan'er in Beijing - (도시 재생을 위한 지역 커뮤니티 디자인 연구 - 베이징 마이크로 위안어를 중심으로 -)

  • Zhang, Jing-yu;Yoon, Ji-young
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.391-392
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    • 2019
  • 본 연구는 베이징 마이크로 위안어를 대상으로 하여 커뮤니티 디자인의 개념, 구성요소 등에 대해 파악 하였다. 그리고, 이론적 고찰을 통해 도출된 주민참여, 자치, 자원활용, 네트워크, 지속성 다섯 가지 요소를 통해 마이크로 위안어의 커뮤니티 디자인을 구체적으로 분석하였다. 이에 따라 마이크로 위안어의 건축재생과 커뮤니티 디자인에 대한 분석을 토대로 베이징 구시가지의 지역활성화 발전을 위한 방향을 제시하고자 한다.

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특집 - 산업디자인 발전 및 경쟁력을 위한 우수디자인

  • (사)한국포장협회
    • The monthly packaging world
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    • s.215
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    • pp.55-69
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    • 2011
  • 우수디자인(GOOD DESIGN)은 산업디자인진흥법에 의거, 상품의 외관, 기능, 재료, 경제성 등을 종합적으로 심사해 디자인의 우수성이 인정된 상품에 GOOD DESIGN 마크를 부여하는 제도로 지난 1985년부터 시행하고 있다. 지식경제부가 주최하고 한국디자인진흥원이 주관하는 굿 디자인은 우수한 디자인상품을 선정 장려함으로써 상품의 디자인개발을 촉진하고 독창적이고 우수한 상품디자인을 개발하여 상품의 경쟁력 강화를 통한 수출증대와 국민경제 발전에 기여해 나가고 있다. 우수디자인(GOOD DESIGN)은 제품디자인, 포장디자인, 환경디자인, 커뮤니케이션디자인, 소재표면처리디자인, 건축디자인 패션디자인, 패션디자인 등의 부문으로 나뉘어 선정, 시상하고 있다. 포장디자인의 경우 우리 생활에 사용 및 유통되는 모든 포장상품으로 환경보호 측면과 폐기물 처리과정, 재활용성 등을 고려한 포장의 기능과 디자인이 우수한 상품을 중심으로 선정하고 있으며, 제과류, 화장품류, 의약품류, 주류, 음료, 농 축 수산물, 가전제품류, 생활용품류, 잡화 등 기타 유통 중인 상품을 대상으로 시상하고 있다. 매년 대통령상 1점을 포함해 국무총리상 2점, 대상(지식경제부장관상) 6점, 최우수상(조당청장상) 15점, 우수상(한국디자인진흥원장상) 25점이 선정되며, 특별상으로 국민참여 선정 굿디자인 상품에 대한 시상식도 있다. 또한 대통령상, 국무총리상, 지식경제부장관상을 수상한 상품의 주 디자이너 및 디자인팀을 대상으로 우수디자이너상도 시상하고 있다. 본 고에서는 지난 해 2010 우수디자인(GD)상품 455점 가운데 포장디자인 부분 수상작들을 살펴보도록 한다.

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Approach to the Selection of Concepts and Images for GUI Design using Emotional Words -Mobile Phone with Boombox- (GUI 디자인에서 감성적 어휘를 이용한 컨셉 및 이미지 선택 -붐박스가 기능을 가진 휴대폰-)

  • Hyun, Hye-Jung;Ko, Il-Ju
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.103-112
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    • 2009
  • With technological development of product designs, products of various concepts have been developed and products by customized design concepts have been actively launched. For successful development, it is necessary to convey the target concept to the product development process exactly in order to create the targeting design. The study found the design concept of mobile phones with a boom box through emotional verbal expression, and defined the concept target by using visual images in accordance with the relative target with a view to looking for the design concept suitable to product development target. Regarding the visual image, the test for coordination among participants was conducted to select the image on which the interest groups participating in the development reach an agreement. As a result of the test, it aimed to propose the method to select concepts and images for rational choice by means of clustering algorithms. This method is considered to contribute to building the design concept and actualizing GUI design.

A Study on the Application of Prototype in Graphic User Interface Development Process -through the Case Study of Developing Multi-User Educational Multimedia Product (그래픽 사용자 인터페이스 개발 프로세스에서의 프로토타입 활용에 관한 연구 - 다중참여 교육용 멀티미디어 제품 개발 사례를 중심으로)

  • 김성곤
    • Archives of design research
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    • v.13 no.3
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    • pp.181-190
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    • 2000
  • As human-centered design has become new paradigm in the whole field of design, they make an effort to understand users in the field of graphic interface design. However, there are not much of study to systematic process for human-centered approach in graphic interface design. Therefore, in this paper, the study was conducted to develop application methodology of prototype in the graphic user interface design process. The study consists of three sections. first, definition, types and application methods are introduced by secondary research. Second, all the knowledge gathered above by secondary research are integrated in the newly proposed Prototype-based interface design process. There are many types of prototype from idea sketches on the paper to final working prototype realized by computer. It is needed to develop and test appropriate prototype with appropriate techniques by objectives of the stages. Finally, the proposed prototype-base design process is verified and exemplified through the process of using prototype in the development of multi-user educational multimedia product.

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