• Title/Summary/Keyword: 창의적 디자인 모델

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A Study on the Creative Web Design Concept Development (창의적 웹디자인 컨셉 개발에 관한 연구)

  • Seo Mi-Ra;Park Sang-Jin;Kwak Hoon-Sung
    • The Journal of the Korea Contents Association
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    • v.6 no.6
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    • pp.136-143
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    • 2006
  • Contemporary society demands the ability to cope with the change competitively to the designer which is being accelerated of change and various media are emerging. The web design field which is one of the core design industry field of the contemporary society is needing the conversion from manufacturing technology specialization into creative design development composition. Generally, creative design development ability can be learned by studying. So, creativity development education is needed to develop creative design. Creative thought training is perceived as the core condition for competitive design and the education method for this is being proceeded multiply. But the study for design concept is lacking concretely. By this, this paper is to study the model which helps setting the design concept deduction creatively by instigating new ways of thought. The concept development process suggested in the study procedure systemizes the course for creative web design concept deduction and expects it to be utilized in design development to reinforce competitiveness.

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A Study on Instructional Design and Effectiveness for Solving Real Life Problems based on Design Thinking (디자인 사고 기반 실생활 문제 해결을 위한 수업 설계 및 효과성 연구)

  • Bo Kyung Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.471-478
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    • 2023
  • Teaching and learning research is essential to prepare for the era of the 4th industrial revolution. We must strengthen the creative educational capabilities of prospective teachers by improving the curriculum and teaching-learning model of teacher training colleges. Future education should foster creative thinking based on communication and collaboration. In this study, we improved the future teaching and learning model and applied it to actual classes. In addition, we verified the effectiveness by conducting pre- and post-surveys on the capabilities of future creative teachers. The survey consists of common satisfaction questions and questions about future creative teacher capabilities. As a result of the analysis, we confirmed that the capacity of future creative teachers increased.

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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A Study on Educational Utilization of 3D Printing : Creative Design Model-based Class (3D 프린팅의 교육적 활용 방안 연구 : 창의적 디자인 모델 기반 수업)

  • Choi, Hyungshin;Yu, Miri
    • Journal of The Korean Association of Information Education
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    • v.19 no.2
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    • pp.167-174
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    • 2015
  • A recent increase of interests on the influence of 3D printing and low prices of 3D printers makes a high possibility of 3D printer adoption as a educational equipment in public education settings. The Ministry of Science, ICT and Future Planning and Ministry of Trade, Industry and Energy proposed '3D printing industry development strategies', and had pilot schools to include understanding of 3D printing concepts and practices in the primary, secondary and high schools' curriculum. However, even if 3D printers were provided in educational settings, the research on educational content and methods to properly react to this change is very limited. Therefore, this study reviewed various 3D modeling software because a modeling skill is a prerequisite skill to use 3D printers, and proposed a creative design spiral based teaching content that can be incorporated in elementary school contexts.

A Study on Creative Cognition of Language based concept Generation of Game Graphics (언어기반 게임그래픽 디자인 발상의 창의적 인지에 관한 연구)

  • Huh, Yoon-Jung
    • Journal of Internet Computing and Services
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    • v.12 no.5
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    • pp.171-179
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    • 2011
  • In this paper it is hypothesized that word stimuli that are presented by Google’s search word, would improve the quality of the design solution, so this research examines the effect of related search word stimuli in concept generation and analyzes the results through the processes of creative cognition. In the process of concept generation, words are given as stimuli which are generated through Google's related search and these search words are given by 5 levels. Google search is based on the collaboration philosophy. People's participation and contribution recreate knowledge and information, so these renewed and related search words update in real time by people are used as stimuli. Two problems are provided with related search words. After the design concept generation the results are analyzed by 3 bases: the usage of related search words and those of frequency, creativity, and Finke's 12 Geneplore model. These are the results of the research. Many levels of related search words are used in design concept generation but especially higher levels which are more related to search words are more used than lower levels. The usage of multi words and conjunction with higher levels and lower levels words are observed in creative results. On the creative cognitive processes, it is more creative when using association and mental transformation with the related search words than using the related search words simply. Creative outputs also use conceptual interpretation, functional inference, and contextual shifting of creative cognitive processes of Finke's 12 Geneplore model.

Direction of Designer-makers Business Activation through Strategic Design Support Policy-Focusing on 'Young man's Creative Work & Startup Support Project' (전략적 디자인 지원정책을 통한 디자이너-메이커스 비즈니스 활성화 방향 -청년 창의인력 취·창업지원사업을 중심으로-)

  • Park, Jun-Hong;Jeon, Young-Ok
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.291-298
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    • 2019
  • This study discusses the core contents and implications of the design support policy of government in the creation of the designer-makers' business ecosystem through the analysis of 'Young man's Creative Work & Startup Support Project'. This case, which aims to cultivate a design brand based on maker technology and to create jobs for young people, suggests the role of government as a creative culture creator so that designer-makers are able to create creative activities in a more free and creative atmosphere. Furthermore, this study emphasizes the importance of efficient integration and reorganization of similar maker support policies implemented by each government department, the necessity of a roadmap for realizing this, and the support for quality improvement. As a result, the design support policy of government for the designer-makers' business activation should evolve into the qualitative development of intellectual property based on a mature shared culture and the discovery of a new production paradigm model of the manufacturing industry based on the open manufacturers beyond the economic and numerical goals of creating new jobs.

A Study for the Effective Capstone Design of Industrial Complex Campus (산업단지 캠퍼스의 효율적인 캡스톤 디자인 운영에 관한 연구)

  • Kim, Chang-su;Jang, Bong-im;Jung, Hoe-kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.895-897
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    • 2013
  • The Capstone design, has become one of the most important topics in engineering education. The Capstone Design a course with a different format from the traditional form of education and, by integrating the training learned in the course of expertise. Through it, you will learn how to analyze and design solutions to possible problems arising from industry. It can improve the practical skills required in the industry. The students can participate in the educational process according to the pre-prepared curriculum, rather than passively receiving the education in the form of an active. In this paper, we check the operating status for the Capstone Design Education. The future, through the satisfaction evaluation model Capstone Design Capstone Design effective management plan is presented.

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CGS System based on Three-Dimensional Character Modeling I (Part1:About Non-Digital Process) (3차원 캐릭터 모델기반 CGS System 구축 I (Part1:Non-Digital Process에 관하여))

  • Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.11 no.11
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    • pp.1592-1600
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    • 2008
  • This study is to help creative idea generation based on the theory of the 'reconstruction of character shape image elements', and aims to extrusion of creative and diverse shapes with combination of image elements upon computing creative image generation. In order to suggest the design generation methodology for the maximization of idea generation ability and to overcome restriction of thinking out of existing idea generation methodology, it has suggested the CGS(Character Generation System) that is a creative idea generation methodology identified and complemented the problem of the existing computerized idea generation(PDS with Proportion) method out of the preceded studies on the creative idea generation methodologies. this study is expected to have effectives as one method for idea generation or creative image generation assistance during the 3D character development process, and to serve as an assistance to overcome the restriction of the character shape image generation through diverse idea generations.

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Market Seeker Strategy and Market Leader Strategy Through Design (디자인을 통한 시장탐색전략과 시장선도전략)

  • 이진렬;김명주;황영성
    • Archives of design research
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    • v.16 no.2
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    • pp.355-364
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    • 2003
  • This research verified efficiency of 2 design process models; 2-stage model and 3-stage model. 2-stage model means subjective and sensitive design process based on designer's creative mind. Contrarily, 3-stage model means objective, logical and consumer-oriented design process. Past researches have suggested inconsistent conclusions on efficiency of 2 design process models. This study suggested efficiency of 2 design process model based on the concept of market leader strategy and market seeker strategy. The study results imply that, in condition of high prestige brand, 2-stage model based on market leader strategy is more effective and contrarily in case of low prestige brand, 3-stage model based on market seeker strategy is more efficient. However, it is requested to perform various investigation about situations in which each design process model is more effective for the generalization of the study results.

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Research on Service Design Model of Sharing Economy (공유 경제 서비스 모델 연구)

  • Xuan, yao-wei
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.327-328
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    • 2019
  • 에어비앤비, 우버택시 등과 같이 공유경제 패러다임을 반영한 새로운 차원의 서비스 비즈니스의 확산은 IT기술을 기반으로 하는 스마트 네트워크 보급에 다른 제품의 서비스화가 일반화되었기 때문이다. 공유경제라는 새로운 패러다임 하에서 제품 공유와 관련된 서비스 시스템의 디자인 응용을 연구하는 것은 갈수록 중요해지고 있으며, 공유경제를 기반으로 하는 서비스 디자인이 스마트 네트워크와 융합을 통해 자원 활용을 높이고 낭비를 줄이며, 사용자의 다양한 생활 체험과 가치 있는 수요를 보장해줄 수 있기 때문이다. 본 연구는 기존의 서비스 디자인에 관한 문헌 정리와 디자인 실무를 통해 고찰한 서비스 디자인 개념을 바탕으로, 부산을 방문하는 외국인 고객을 대상으로, 예측하기 힘든 특수한 날씨환경에서 우산 사용에 대한 사용자의 니즈와 수요를 조사하고 분석하여, 보다 개선되고 창의적인 "공유우산 서비스 디자인 모형"을 구축하고자 하였다. 이를 위하여 서비스 디자인 방법과 원칙에 따라 우산을 공유하는 서비스 시스템의 목표고객, 접점을 분석한 후, 외국인 관광객을 위한 서비스 시스템의 서비스 청사진을 만들고 우산공유 시스템 구축과 실무적용을 위한 서비스 전략을 제시할 계획이다.

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