• Title/Summary/Keyword: 참여적 디자인

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Concept and Realization Direction of Design Business for Paradigm Shift to Design Business (디자인비즈니스패러다임 인식전환을 위한 디자인비즈니스의 개념과 실현방안)

  • Kim, Myoung-Joo;Kim, Jung-Pil;Lee, Jin-Ryeol
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.59-68
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    • 2005
  • This research suggests the direction realizing design business which means that designers overcome traditional role of passive design development and pursue active and subjective design development and eventually accomplish high profit by various sources except design development fee. For this, designers should be able to suggest highly successful design alternatives not by performing subjective aesthetic process but objective and scientific design development process through market-oriented information seeking, scientific design development and effective design management etc. In addition, designers should cultivates design business mind maximizing profit by various sources such as royalty, management fee and commission fee through exercising ownership, or participating distribution process and for outsourcing tasks. Regarding companies' side, they need to overcome existing manufacturing-based business paradigm focusing on rather material development, R&D, facility establishment than design or marketing, and to build design-centered business management system which menas the prior investment in design including needs identification of consumers.

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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.

Design Framework for Math Educational Serious game Based on Cognitive Psychology (인지 심리적 모형을 기반으로 한 초등 수학 교육용 기능성게임 디자인 설계전략)

  • Choi, Eun young
    • Cartoon and Animation Studies
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    • s.45
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    • pp.299-320
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    • 2016
  • The interests of education methods using Serious games have been increasing recently. But resu,lt-oriented game design framework have not been reflected intrinsic motivation. To increase usage of educational serious game as resource, it is needed game design framework for providing the immersion and collaborative active learning that cognitive Psychologic theories recommend. By outlining the background of the serious game design framework and exemplifying its use, a constructive structure to examine purposed based games is introduced.

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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Incentive Design Considerations for Free-riding Prevention in Cooperative Distributed Systems (협조적 분산시스템 환경에서 무임승차 방지를 위한 인센티브 디자인 고려사항 도출에 관한 연구)

  • Shin, Kyu-Yong;Yoo, Jin-Cheol;Lee, Jong-Deog;Park, Byoung-Chul
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.7
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    • pp.137-148
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    • 2011
  • Different from the traditional client-server model, it is possible for participants in a cooperative distributed system to get quality services regardless of the number of participants in the system since they voluntarily pool or share their resources in order to achieve their common goal. However, some selfish participants try to avoid providing their resources while still enjoying the benefits offered by the system, which is termed free-riding. The results of free-riding in cooperative distributed systems lead to system collapse because the system capacity (per participant) decreases as the number of free-riders increases, widely known as the tragedy of commons. As a consequence, designing an efficient incentive mechanism to prevent free-riding is mandatory for a successful cooperative distributed system. Because of the importance of incentive mechanisms in cooperative distributed system, a myriad of incentives mechanisms have been proposed without a standard for performance evaluation. This paper draws general incentive design considerations which can be used as performance metrics through an extensive survey on this literature, providing future researchers with guidelines for the effective incentive design in cooperative distributed systems.

A Study on Methodology of Scenario-Based Interface Design - with an focus on Scenario Collection and Verification method through Web Survey (시나리오 기반 인터페이스 디자인 방법론에 관한 연구 - 웹 서베이를 통한 시나리오 수집과 검증 방법을 중심으로)

  • 김현정
    • Archives of design research
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    • v.16 no.2
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    • pp.395-404
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    • 2003
  • As scenario-based design is expanded to various fields of design, it is introduced to HCI(Human Computer Interaction) in order to figure out user information & tasks. However, scenario based design methods that is focused on collecting scenarios regarding users'needs, is mainly utilized conceptual design stage for system itself. There is a gap between users'need scenarios to interface design of HCI system. In this study, web survey is suggested as scenario based interface design method in order to connect scenario collecting to task specification and to menu structure design of home-network controller. The degree of users'need for specified tasks was verified to various kinds of users through web survey and it decideddepth and order of menu structure. Tasks also was categorized to situation mode and users can make their own menu structure by selecting menu contents or even mode itself, because degrees of need for specified task situation were varied by lifestyle of user group. Finally, it is found that web survey method can be applied to collect and database various scenarios of. various users when a questionnaire is well designed for collection.

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Types of Contemporary Emotional Designs : A Focus on the Correlation with Social Paradigms (현대 감성디자인의 표현유형 분석 : 사회적 패러다임과의 연관성 분석을 중심으로)

  • Lee, Jeongmin
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.168-183
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    • 2013
  • Contemporary era has witnessed a diversity of emotion and emotions being expressed through consumption. This paper examines the relationship between social paradigms and emotional design by means of literature study. In sections 2 and 3, I examine the prevalent social paradigms and the concept/development of emotional design. In section 4, I show the correspondence between social paradigms and specific types of emotional design. More specifically it is shown that "pluralism and decentrality" has led to fun design, individual design and participative design; "emotional revolution" has given rise to multi-sensory design, design with positive feelings, design with negative feelings and aesthetic design; "non-materialistic values" have their correspondence in design as performance and story-telling in design; and "organic worldview" finds its expression in ecological design with a wellness emphasis, and in interactive emotional design.

The Comparative Study on Contemporary Cultural Facilities in the City Environment (도시 환경과 디자인 계획으로 본 현대 문화시설 비교 연구)

  • 김선영
    • Archives of design research
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    • v.16 no.4
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    • pp.323-334
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    • 2003
  • This study examines the multi-functionality of the cultural facilities and explores the architectural characteristics of cultural facilities in city environment. For this purpose, 1 examine the major cultural facilities in USA and Singapore. Recently, the inter-cultural communication methods have been diversified and the cultural facilities need to be designed to effectively accommodate the public's interests in these activities. It is also necessary to reexamine cultural facilities' functions in terms of how the multi-functionality facilities reflect the surrounding environment. This study also sheds a new light on the meaning of the relationships between cultural activity, and the cultural facility design. For this, I primarily look at the various design categories of cultural buildings and their main functions. Finally, I demonstrate how both cultural activity and cultural facility design elements are embodied in the city environment.

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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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