• Title/Summary/Keyword: 참여적 디자인

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A Study on the Disaster Prevention Design by Applying Infographics under Participation of Users (사용자가 참여하는 인포그래픽을 활용한 방재디자인 연구)

  • Noh, Hwangwoo
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.121-122
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    • 2014
  • 본 연구는 방재디자인에서 가장 중요한 부분인 경감, 예방디자인 분야에서 재난을 예방하고 위험요소를 제거할 수 있는 사용자가 참여하는 인포그래픽에 관한 연구이다. 최근 스마트폰, 태블릿 PC 등의 새로운 플랫폼의 등장으로 더욱 인터랙티브해지고 파워풀한 인포그래픽이 제작되고 있으며 사용자의 요구 또한 다양화, 개성화되고 있다. 이를 해결하기 위해서는 전문가의 직관과 경험을 통한 과거의 설계방법만으로는 최선을 길을 찾을 수 없기 때문에 사용자 참여의 디자인 방법론이 요구된다. 참여디자인은 모든 구성원이 자기가 알고 있는 환경 부분을 만들어 가는 커뮤니티 활동을 통해 이런 목적을 달성할 수 있다. 또한 참여를 통한 인포그래픽은 디자이너들은 과거의 획일화된 해결책을 개혁할 수 있으며 참여문화를 번창시키고 우리를 둘러싼 인적재난을 막기 위한 창조적인 결과물을 만들 수 있다.

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A Development of Creative Capstone Design Education (창의적 캡스톤 디자인 교육 방법 개발)

  • Yoon, Seok-Beom;Jang, Eun-Young
    • Journal of the Korea Convergence Society
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    • v.5 no.4
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    • pp.15-20
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    • 2014
  • This paper discusses the creative capstone design education in Kongju National University and introduce a new operational capstone design education method. The result products are evaluated by self-evaluation and performance assessment that is based on the operational method and procedure of the project. The capstone design teams are comprised of 2~3 students with a individual major accomplishments. All teams are satisfied the criteria of evaluation. And their's self-satisfaction and questionaries are totally 3.88~4.44 point out of 5. Compared with the conduct of previous capstone design project that was not the industry affiliate, it provides students with industrial experience in design and development of industrial solution. And industrial partner must provide funds for student team to design, fabrication and test in next time.

A Study on the Interactive Space Design of Ubiquitous Street (u-Street 의 인터렉티브 공간 디자인에 관한 연구 - 광복로 사례를 중심으로 -)

  • Do, Sang-Rae;Han, Soo-Yeon;Choi, Jin-Won
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.39-47
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    • 2006
  • 삶의 질을 향상시키기 위한 유비쿼터스 테크놀로지 도입으로 인해 제품개발, 주거, 상업시설 등에서 시작하여 최근 유비쿼터스 환경 구축의 일환으로 u-City 구현에 중점을 두고 많은 연구 진행되고 있다. 그 중 가로환경 디자인은 공공 시설로서 유비쿼터스 환경 구축의 중요한 이슈가 되고 있다. 그러나, 오늘날 가로 공간은 그 수가 양적으로 팽창되었을 뿐 각각의 특색에 맞게 조성되고 있지는 못하며, 물리적 환경개선에 중점을 두어 단순한 가로정비 수준에 머물고 있다. 이로 인해 지역주민과 이용자 중심의 참여에는 부족한 면이 많았다. 이에 본 연구는 유비쿼터스 테크놀로지를 도입하여 보다 실용적이고 현실 참여적인 공간으로 디자인함으로써 새로운 u-Street 디자인을 제안하고자 한다. 또한, 이와 같은 공공장소에서의 서비스가 이용자들과 어떠한 인터렉티브 커뮤니케이션을 가질 수 있을지에 대해 살펴보고 이를 디자인에 반영하여 공간이 인간과의 상호작용을 원활히 하고 감성적인 공간 디자인이 될 수 있도록 u-Service 를 개발하는 데 중점을 두고자 한다. 본 연구는 부산 광복로를 사례로 진행되었으며, 그 결과 다음과 같은 측면에서 기대효과를 예측할 수 있다. 첫째, u-City 의 기반 시설로서의 u-Street는 수평적이고 친환경적인 가로 경험을 통해 사람이 직접 여러 서비스와 인터렉션할 수 있다. 둘째, 본 연구에 제안된 u-Service 는 이전 광복로의 침체되고 비활동적인 공간을 활동적이고 생동감있는 공간으로 재활성화시키는데 중요한 매개체로서의 역할을 하게 될 것이다. 셋째, 주민과 이용자들의 적극적인 참여를 유도하여 지속적인 공간을 만들어 내는 데 크게 기여할 것이다.

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Customer participatory design for mass customization(Focused on development of interactive design toolkit) (매스커스터마이제이션을 위한 소비자 참여 디자인 방법(인터랙티브 디자인 툴킷의 개발을 중심으로))

  • 변재형
    • Archives of design research
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    • v.16 no.4
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    • pp.5-14
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    • 2003
  • This study suggest the development and application of the Interactive Design Toolkit as a participatory design method for general customer who are non-expert on design activity to participate in design process of mass customization. In order to let general customers to express their design needs, we have to make a familiar and direct communication method for them. And, customer's design needs should be transformed into digital media. This study define the Interactive Design Toolkit as a design tool for customer participation by direct manipulation of computer system for simulation of design needs by customer themselves. The Interactive Design Toolkit is based on a PC-based image perception system and its application. User can make virtual models in virtual space by manipulating physical objects in real world. And, The toolkit can be used in the field of participatory design for deliverer side customization, especially in system kitchen which is manufactured and distributed in modular system. More improved design toolkit for manipulating 3 dimensional shape is needed for consumer product design and car styling.

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The Effect of Teaching Methods Applied to the Remote Practical Technique Classes on Learning Participation and Academic Achievement : Focusing on Design Classes (비대면 실기 수업 적용 교수법이 학업성취도와 학습 참여도에 미치는 영향: 디자인 수업을 중심으로)

  • Lee, Hee-Young
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.697-710
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    • 2022
  • This study was conducted to prove the structural relation of how effective teaching methods in remote design courses affects learning participation and academic achievement. The data was acquired and analyzed with case study of design classes. The scale of remote practical classes, learning participation and academic achievement were measured and the data acquired were verified using SPSS and AMOS to prove the influence. The results are as follows. First, using the lecture method in remote classes appeared to have a negative effect on cognitive, emotional, and behavioral participation. Second, flipped learning had a positive effect on cognitive and emotional participation but no effect was found on behavioral participation. Third, PBL had a positive effect on all emotional, cognitive, and behavioral participation. Fourth, videos did not have any meaningful effect on cognitive and emotional participation but had a positive effect on behavioral participation. Fifth, only cognitive participation had a positive effect on academic achievement, but no relations were found between emotional and behavioral participation and academic achievement. These results suggest that it is needed combining actual classes with the PBL method and flipped learning and creating different programs.

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 Design Model on Outdoor Space of Elementary School based on Participatory Approach - Case Study on Seoul Don-Am Elementary School - (참여디자인 방법론을 적용한 초등학교 옥외공간 계획모형 - 서울 돈암초등학교를 대상으로 -)

  • Hue, Youn-Sun;Im, Seung-Bin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.5
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    • pp.1-11
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    • 2010
  • The outdoor space of an elementary school is the most familiar and most educational area for children. A paradigm shift in education has demanded a new role and direction for these outdoor spaces. The construction of children-friendly spaces, however, lags behind. The child-participatory design process is very meaningful at a time when many outdoor spaces have difficulties in reflecting the varied and specific demands of children. This study realized the necessity for a design that includes a child-participatory design process in construction the outdoor spaces of elementary schools. Through reference study and a theoretical approach of related laws, this study established a child-participatory design process model and applied it to Seoul Don-Am Elementary School. The design process included playing games and providing interesting tools to increase the participation of children in suggesting and presenting their opinions more freely. The design process of this study is described in five steps(eliciting interest in and recognition of the target space, Understanding children's expectations and the expressing thereof, Establishing factors for planning, Visualizing and arranging spaces, and Decision-making and building a final design plan). This process was applied to the planning and design of an outdoor space for Seoul Don-Am Elementary School. In this study, it is clear that the design of the participators and experts have a different purpose. Thus, the process of the design has more meaning than the final product. In addition, it is expected that an improvement in both tangible and intangible designs will be seen. Using a participatory design process, this study successfully improved the facilities and arrangement planning of an outdoor space. At the same time, it also enhanced the interest and participation of children in the process of creating the kind of school they desire. The significance of this study is that it has suggested an effective model to reflect the demands of children, the true users of the outdoor space, and the results were actually applied to elementary school outdoor planning and designing. This study enhanced the awareness of school members in the process of building the school's outdoor space.

The Development and Features of Discussion about Community Design (커뮤니티디자인의 전개와 논의의 특징)

  • Kim, Yun-Geum;Reigh, Young-Bum
    • Journal of the Korean Institute of Landscape Architecture
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    • v.40 no.3
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    • pp.22-31
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    • 2012
  • This study was prompted by the recognition that the tenn "Community design" has recently been used in diverse practical fields without prior discussion about its underpinnings, a potentially problematic state of affairs. Based on these problems, this study studied the special quality about the concept of community design. Community design can be discussed from two perspectives. The first views community design as a design that concerns the community, an inhabited area populated with people who have common interests, at least in part because of geographic proximity to each other. The second sees community design as a movement that started in the 1960s and places a great importance on democratic decision making, communication, and collaboration. This study will focus on the latter. This branch of community design encompasses an advocacy planning approach, in which design professionals represent deprived communities in their resistance against comprehensive redevelopment. This was associated to the wider social protest movements of the mid and late 1960s. In the 1970s, this branch of community design was developed alongside community design centers, which provided local-level technical assistance to the communities on a number of issues, such as design and planning. The discussion about community design started in earnest from the early 1980s. A review of the literature m community design reveals several characteristics. First, community design deals with the relationship between the physical environment and several aspects of a region, including the social and cultural. Second, it involves community participation, which many scholars believe is the core of community design. Specifically, community design has been characterized by increased participation and democratic debate and decision making. The Third is about communication methods. Since the 1960s, diverse methods had been developed to promote communication effectively. Finally, community design must consider the relationship between designers, who typically value aesthetics and efficiency of form, and the needs of the community with which they are working. Indeed, some scholars believe that this relationship is generally contentious, although the designer can also be thought of as the facilitator of the community's needs. As community design practice becomes more prevalent, a review of the foundation of institution and policy and the role of experts is also needed. The community design movement bas been theorized ex post facto through diverse discussion that has sought to ascribe meaning and direction to its practice. In other words, the relationship between this theory and practice is cyclical. Therefore, this study can contribute to the virtuous circle.

The Development of an Environment Design Supporting System for the Participation of Residents (주민참여를 위한 환경디자인 지원 시스템 개발에 관한 연구)

  • Yeo, Wook-Hyun;Kim, Mi-Yun
    • Journal of The Korean Digital Architecture Interior Association
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    • v.12 no.2
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    • pp.25-32
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    • 2012
  • 환경디자인은 건축, 도시, 조경 등 서로 다른 분야의 전문가 및 대상 지역 거주하는 일반시민 등 많은 참여자를 가지는 특징이 있다. 이러한 협조설계 단계에서는, 시행착오를 최소화시키기 위해서 디자인 초기단계에서부터 각 분야의 전문가들이 계획에 관해서 협의하여 디자인 내용을 변경해 나갈 필요가 있다. 또한 대상지 지역을 누구보다 잘 이해하고 있으며 계획 후 이 지역에 살게 될 주민들의 참여도 환경디자인 단계에서 고려해야 할 중요한 요소 중 하나이다. 여러 분야의 전문가 또는 비전문가들이 서로 커뮤니케이션하고 협조하기 위해서는 누구나가 쉽게 디자인 내용을 이해 할 수 있는 커뮤니케이션 툴이 필요하다. 이러한 필요성을 만족시키기 위해서는 빠른 구축속도, 대화형 기능, 빠른 표현속도, 사실적인 표현기술 등이 필수 조건이라고 할 수 있다. 본 연구에서는 이러한 환경디자인 분야의 전 분야에서 의사결정을 지원하고 디자인 안을 검토할 수 있는 3D CG 시스템을 개발하고 이 시스템을 실제 프로젝트에 적용시켜서 활용하면서 개발된 시스템의 기능강화를 추진하며, 실제 프로젝트 적용을 통한 시스템의 평가를 진행하여 본 연구에서 개발한 시스템의 유용성을 증명하는 것을 본 연구의 목표로 한다.

A study on the Development of School Space Design by User Participation Design (사용자 참여 설계에 의한 학교 공간디자인 개발에 대한 연구)

  • Choi, Jin Sik
    • Journal of Convergence for Information Technology
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    • v.11 no.10
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    • pp.27-35
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    • 2021
  • The purpose of this study is to perform spatial restructuring by user participation design as one of the school space innovation projects. The contents of this study were conducted through the process of deriving and applying various requirements and specific ideas while communicating through the user participation process targeting Y Elementary School in Busan. As a result of the study, the space design was pursued in various ways, away from the uniform educational space of grades 1-6. This study focuses on the development of various space designs that reflect the characteristics of each grade level, and it is characterized by a built-in cabinet for each person to secure a personal space. For a space created by innovation, It can be seen that for a space created by innovation, it is essential to design based on the user participation of various people who use the space.