• Title/Summary/Keyword: 창의성요소

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Regarding a Sensitivity Design Application Method from Product Feature Extraction (Focused on MP3 Player) (제품특성 추출을 통한 감성디자인 적용 방법 (MP3 제품을 중심으로))

  • Kwon, Jong-Dae
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.126-133
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    • 2009
  • This study examined the relationship of what kind of creative thinking has as factors for emotion design products for consumers focusing on the successful cases of emotion products. For the design creativity attribute used in this experiment, the design evaluation creativity tools revealed in Kim Eun-Ju's 2007 design creativity evaluation tool development were used mostly MP3s, which have various forms, functions and sizes were selected as the target for experiment. Results of the experiment showed that for design creativeness items for MP3 as single products, uniqueness, favorableness and convenience were relevant. Accordingly, the common features of design creativeness items for emotional products were identified. According to the result, for emotional designs, the interest level of uniqueness for the design creativity evaluation items and the functional items for practicality had a high relativity. Therefore, there is a need to examine the common features between the design creativity items for products other than MP3s in the future.

Comparative study of the food Instrument design for the Design Preference and Creativity between Korea and Malaysia (음식도구에 있어 디자인선호와 창의성평가요소에 대한 비교 - 말레이시아와 한국을 중심으로 한 디자인 사례연구 -)

  • Lee, Sung-Pil;Hong, Jung-Pyo
    • Science of Emotion and Sensibility
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    • v.12 no.2
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    • pp.225-232
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    • 2009
  • There are life-style and many different cultural differences between countries. Among them, food is different from other areas. Especially, if Food Tools are used by food type, even though the design factor is same, the function is different. Therefore, research and development of a Food Tool design is necessary to use a Universal Food Tool between countries. The purpose of this research is to develop a behavior analysis process for food, finding similarities and differences by food type; and cultural differences between countries; and to propose a design Food Tool design that can be used between countries. This research on methods and content is for the development of the consumer behavior analysis process about food, grafting theoretical studies about behavior analysis and working behavior analysis on the spot, to develop a food action analysis process. Second, do comparative analysis process of food order and evaluation between countries; and think about the problems and symptoms, then propose methods to resolve the problems. Third, each process is divided by category, to find the features by each category of foods between countries. Results may be obtained through research and the comparative analysis of each country's, foods, behavior and restaurant types. Specifically, researchers can use food tool design to obtain results and compare the same items between countries, compare university design education, and create new ideas through cooperation and complementary research.

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Relationship between User's-Oriented Emotional Design and Elements of Creativity (소비자 지향적 감성디자인과 창의성 속성과의 관계)

  • Jin, Yuan;Kwon, Jong-Dae;Hong, Jung-Pyo;Kim, Tai-Ho
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.481-488
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    • 2008
  • This study examined the relationship of what kind of creative thinking has related factors for emotion design products in order to let consumers focusing on the successful cases of emotion products. For the design creativity attribute used in this experiment, the design evaluation creativity tools revealed by Kim Eun-Ju's 2007 design creativity evaluation tool development were used mostly and of the 12 most common emotion products and general product, MP3s, which have various forms, functions and sizes were selected as the target for experiment. Results of the experiment showed that for design creativeness items of all emotional products, vision creation, favorableness, convenience, practicality and being purchasable were relevant, while for MP3, uniqueness, favorableness and convenience were relevant. Accordingly, the common features of design creativeness items for emotional products were identified. When summing up the contents of the two experiments above, for emotional designs, the interest level of uniqueness for the design creativity evaluation items and the functional items for practicality had a high level of relativity. Therefore, there is a need to examine the common features between the design creativity items for general products other than MP3s in the future.

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The Impact of Underlying Attributes of Design Team Members on the Group Creativity (디자인팀 구성원의 내재적 속성이 그룹창의성에 미치는 영향에 관한 연구)

  • Cho, Hee-Young;Chung, Kyung-Won
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.43-54
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    • 2006
  • Creativity is an essential ability for a successful design task, mainly because design is an activity creating something new. As the sphere of design has expanded and become complex, the design task goes beyond an individual designer's capability. Therefore, it is necessary to organize a design team consisting of various team members with diverse expertises. The aim of this study is to find out the impact of fundamental attributes of members on the group creativity in order to establish a guideline for building a creative design team. Heterogeneous teams and homeogenous teams were created according to three main factors of group creativity namely, personality, field and experience. The group creativity of each team were evaluated through protocol analysis of design activities as well as the comparison of problem solving processes and outputs. It was identified that the impact of design teams on the group creativity was distinctively different in four phases of the design process (preparation, divergence, convergence, and execution) regarding creativity properties such as fluency, elaboration, originality, usefulness. Based on these findings, a schematic model for building a design team in order to enhance the group creativity by composing the most appropriate team members for each phases of the design process was developed.

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An Analysis of Creativity Factors, Family Backgrounds and Parenting Styles of Korean 3 Inventors in Korean Elementary Textbooks through Narrative Inquiry (내러티브 탐구를 통한 초등 교과서에 수록된 한국 발명가 3인의 창의성 요소, 가정환경, 부모 양육방식 특징 분석)

  • Chae, Dong-Hyun;Jo, Dae-Young
    • Journal of the Korean Society of Earth Science Education
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    • v.13 no.3
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    • pp.196-210
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    • 2020
  • According to many researches, invention education relates to improvement of students' creativity and problem solving skills, which are essential in future. So effective invention education is necessary. This study is to analyze creativity factor, family background and parenting style of three korean inventors in elementary textbooks through narrative inquiry and find similarities. As a result of study, all three inventors had intellectual curiosity, originality, productive thinking and sophistication. And they were born in wealthy families and had a member who support them. Also, their parents had secure attachments to them, actively participated in their education and were the first person who found their creativity.

The Effect of Scaffolding Composed of Different Kinds of Experience (경험의 종류를 달리한 비계설정의 효과 분석)

  • Lee, Soon-Joo
    • Journal of Gifted/Talented Education
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    • v.17 no.1
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    • pp.51-76
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    • 2007
  • The study was conducted to analyze the extent of students' creativity through the use of scaffolding composed of different kinds of experience in making insights on problem solving and to investigate the function of a new scaffolding type which is not used in accomplishing a phase of activity but in having an insight. The students' achievements in problem solving given the scaffolding for on-site experience were compared with those given the scaffolding using stories. Also, the extent of creativity of the first- and sixth- grade students using the two types of scaffolding were investigated as they carried out picture completion task from TTCT. The results of the study showed that the control groups not given the scaffolding in post-test did not advance in creativity but experimental groups given the scaffolding showed improvement in some subordinate elements after scaffolding. Moreover, scaffolding using stories were more effective in enhancing the students' creativity than the scaffolding using on-site experience.

A Research of Convergence Art Education Program for Creativity Manifestation Utilizing Waste (폐품을 활용한 창의성 발현 융복합 미술교육 프로그램 연구 - 미술활동에서의 창의성 발현을 중심으로)

  • Park, Gun-Kyu
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.551-556
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    • 2017
  • Creation by human starts from ascribed situation. That means creating new relationships among seemingly unrelated things. The art production process requires creativity which materializes the inspiration emerging as an image. The production of sculpture utilizing waste is creative in regard of its advantage of being easy to recognize since it de-categorizes ascribed things and needs an overall view of considering decomposed sculpture elements syntagmatically according to the new image. Students have different point of view and develop creativity and originality in their curiosity of seeking something new, observing things of their vision, the standard of using material and in the process of selecting the materials, etc. This research suggests an extensive creativity education of producing sculpture, which implies the environmental consciousness and life respect, by means of change their recognition about seemingly meaningless waste.

Development and Effects of Instruction Module Using ICT on Earth Field at Elementary School Science (초등학교 과학과 '지구'분야의 ICT 활용 수업모듈 개발 및 효과)

  • Lee, Yong-Seob
    • Journal of the Korean earth science society
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    • v.25 no.6
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    • pp.409-417
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    • 2004
  • This study investigated the effects and development of instruction module using ICT on earth field at elementary school science. The effects by 5th graders appeared as follows; First. ICT-applied teaching method proved to enhance the science teaming achievement regardless of their grades compared to the ordinary one. Second, Instruction module using ICT devoted to improve 'self-directed learning characteristics' at all grades by comparition of the ordinary teaching method. The 5th graders showed the improvements in the fields of' openness', 'self-conception', 'initiative', 'future inclination', 'creativity', 'self-assessment ability' all of which belong to self-directed teaming characteristics. They did not, however, show meaningful effect on improving 'learning eagerness' and 'responsibility' improvement. Thirdly, ICT-applied teaching method proved that it is more effective for developing 'creativity' than the ordinary one at all sample grades. The effectiveness was presented highly at 'fluency', 'originality' all of which belong to creativity. They did not, however, show meaningful effect on improving 'flexibility'.

The Effects of Educational Contents Authoring in a Project-Based Learning using NetLogo for Pre-service Teachers' Creativity (PBL 기반의 NetLogo를 이용한 교육용 콘텐츠 저작이 예비중등교사의 창의성에 미치는 효과)

  • Kim, Jin-Young;Park, Hong-Joon;Jun, Young-Cook
    • Journal of Engineering Education Research
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    • v.14 no.4
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    • pp.29-38
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    • 2011
  • The objective of this study is the analysis of the effects of educational contents authoring in a PBL using NetLogo Pre-service teachers' creativity. With utilization of the analysis, we attempted to draw implications on the factors considered in instructional design. To compare their creativity before and after class, we have done pre-service teachers test for each Pre- and Post- TTCT and LCT. Based on the analysis, as a result, there has been a significant improvement in their creativity, most especially in the 'fluency' subcategory.

The Effects of Workplace Adversity and Job-Related Passion on Entrepreneurial Intention: Focusing on the Mediating Effect of Job-Related Creativity (직장역경과 직무열정이 창업의도에 미치는 영향: 직무창의성 매개효과 중심으로)

  • Lim, Jae Sung
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.4
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    • pp.193-206
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    • 2023
  • In a workplace, workers exhaust their resources due to workplace adversity or acquire resources through job-related passion. The purpose of this study is to verify the factors that affect the conversion of workers to entrepreneurs and through what paths entrepreneurial intention is generated. To this end, the effects of workplace adversity and job-related passion on entrepreneurial intention were explored with workers in Korea. Also, by empirically analyzing the effects of workplace adversity and job-related passion on entrepreneurial intention through the mediation of job-related creativity, this author attempted to derive the factors and implications associated with the conversion of workers to entrepreneurs. Analyzing 333 workers' data acquired through online surveys with the statistical packages of SPSS and AMOS, this study has gained the following results. First, workplace adversity is found to have positive(+) effects on entrepreneurial intention. This implies that workplace adversity that is negatively regarded is rather a crucial variable that increases entrepreneurial intention. Second, workplace adversity has positive(+) effects on job-related creativity. It means that job-related creativity is an effective factor to overcome workplace adversity. Third, job-related passion is found to have positive(+) effects on entrepreneurial intention. The passion to concentrate on the resources secured is an important factor to elevate entrepreneurial intention. Fourth, job-related passion is verified to have positive(+) effects on job-related creativity. It implies that creative methods can be effective in achieving the goal. Fifth, job-related creativity is found to have positive(+) effects on entrepreneurial intention. Creativity is an intention or action that precedes starting up a business, and it is judged that high job-related creativity reflects high expectation about the possibility of success in starting up a business. Sixth, job-related creativity is found to have mediating effects in correlation between workplace adversity and entrepreneurial intention. Seventh, job-related creativity is found to have mediating effects in correlation between job-related passion and entrepreneurial intention. This means that job-related creativity is an effective factor to alleviate the adversity of workers and increase job-related passion in the process of becoming entrepreneurs. Academically, there were few previous studies related to the adversity of workers in Korea. As this study targets office workers, it can be said that it is a differentiated study extending the range of subjects. Also, practically, it has been learned that negative workplace adversity, too, is an important variable that affect entrepreneurial intention positively. This is practically meaningful in terms of office workers' career management because even in adverse situations that are negative, starting up a business through work experiences may work as an alternative.

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