• Title/Summary/Keyword: 통합디자인

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The Development of Innovative Design, Improve the Revenue Structure Combined Company -Mahapen Case of Morning Glory (혁신디자인 개발을 통합 기업수익구조 개선 -모닝글로리 마하펜 사례를 중심으로)

  • Lee, Jung-Hee
    • Proceedings of the KAIS Fall Conference
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    • 2011.05b
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    • pp.993-995
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    • 2011
  • 애플은 끊임없는 도전에 디자인을 무기로 효율적으로 대응하면서 세계 시장의 메커니즘에 새로운 장을 열었다. 디자인을 통한 차별화에 성공한 대표적 성공사례라고 볼 수도 있다. 가장 혁신적인 기업활동은 신제품 개발이다. 마하펜을 통하여 국내 문구브랜드의 대명사 모닝글로리가 필기구 시장에 혁신디자인을 도입함으로서 기업의 수익구조개선과 고가 수입필기구와 저가 필기구에 의존하던 시장을 국산화 하는데 성공하였다. 모닝글로리사는 마하펜개발 과정에서 다섯가지의 혁신적인 디자인을 개발을 도입하였다. 그 결과 기업의 수익구조 개선은 물론 마하펜의 브랜드 라인 확장을 거듭하면서 진화 발전하고 있다.

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A Study on Utilization for the Worship Space as a Multifunctional Space (다목적 공간으로서의 예배공간 활용에 관한 연구)

  • 이진영;한영호
    • Korean Institute of Interior Design Journal
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    • no.19
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    • pp.151-159
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    • 1999
  • 종교 공간으로서의 교회 건축물은 각 지역 단체생활의 정신적, 물질적으로 다양한 활동을 공급하고 있는 장소이다. 그러나 오늘날 변화무쌍한 현대 사회의 도심 교회들은 그 참여수가 점차 줄고 있는 젊은 세대들에게 충분한 만족을 주고 있지 못한 실정이다. 대부분의 영국 도심 교회가 변화가 어려운 예배당 공간 하나로, 각기 다른 기능을 요구하는 이용자들에게 다기능 공간을 공급하고 있으며, 과거에 잠재적 기능을 고려하지 않고 디자인된 대부분의 한국 도심교회들도 비슷한 조건의 문제 발생으로, 현 이용자들에게 또 다른 요구사항들과 불편함을 주고 있다. 이것은 이용자가 공간을 사용함으로 즐거움과 감흥을 얻기가 어렵게 구성되어 있음을 보여주고 있다. 오늘날, 젊은이들의 생활 패턴이 바뀌어 가고 있음으로 그 실태는 더욱 심각하게 나타나고 있다. 본 연구는 먼저 도심교회 공간의 전형적인 문제점과, 연령별 이용자 그룹의 우선권을 조사하고, 각기 다른 조건의 종교적 공간 사례 조사를 통해 이용자들 및 공간 디자인의 요구사항을 분석하고 있다. 이어서, 각 공간에 따른 문제 해결 방법을 성공적 공간디자인 사례자료를 토대로 정리한 후, 어떠한 종교적 공간에서도 적용 가능하도록 통합적으로 설정된 디자인목표를 바탕으로, 세가지 다른 방법의 계획서들을 제시하고 있다. 마지막으로, 이용자들의 응답을 통해 계획서를 평가하여, 그것에 근거한 결론적인 종합적 디자인 계획서를 제안하고 있다. 본 연구는 교회가 필요로 하는 기능에 따라 변화가 가능한 예배공간을 활용할 수 있는 디자인을 제시하는 데에 그 목적을 두고 있으며, 기존의 교회건물이 더욱 더 많이 사용자의 요구에 만족할 수 있도록 만들어질 수 있는가에 대한 방향이 제시되고 있다.

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The Development of Design Knowledge Management System Using Data Mining (Data Mining 기법을 활용한 디자인 지식경영 시스템 구축)

  • 양종열;오민권;최경은
    • Archives of design research
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    • v.16 no.2
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    • pp.281-290
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    • 2003
  • In the knowledge and information-based age of today, it would be fair to say that the compatibility of each person, enterprise, and nation can be evaluated by how each of them manages and maintains the knowledge created from data and information. Since the importance and necessity of knowledge management has been acknowledged, there have been studies to create, apply, and evaluate the knowledge concerning design. Previous studies done on this subject can be divided into three main categories - CRM, online statistical research, and eCRM - according to the materials used to create knowledge. These studies are meaningful in that they can create knowledge in their respective fields, although they are somewhat inadequate because the designers can't create as much knowledge as can be applied in business; design-related consumers demand composite knowledge integrating the characteristics of all three fields. In other words, they want to know the ordinary customers'preferences in the previous off-line market in the CRM field, the research results of statistical questionnaires to the various elements of design in statistical research fields, and even the pattern of preference and consumption of many and unspecified persons transcending the time and place in eCRU field. This study proposes to solve the problem related with web-based design knowledge maintenance through the synthetic application of CRM, Statistical Research, and eCRM The information proposed in the solution can De expected to help designers working at design-related enterprises, as well as research institutes, to develop the knowledge necessary to design more consumer-oriented products.

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Digital Home Network Product Design Process & the Design Proposition (디지털 홈 네트워크 제품디자인 프로세스와 디자인 제안)

  • Lee, Dae-Woo
    • The Journal of the Korea Contents Association
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    • v.9 no.5
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    • pp.118-127
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    • 2009
  • The current global spread of communal residential culture and the trend of continuing increase of newly built apartment environment are increasing the demand of home network products for each residential space and among households. The continuing advancement of ubiquitous and the introduction and development of home network system are promoting the demand for the product design. The residential culture change and the apartment interior design change are having mutual effects on the lifestyle of residents and the product design and demand new product design. Coordination with interior products, interior style and products, product and fashion design and reconstruction and fusion between the products and their element factors are the core element of this design study. Based on this, integrated design strategy and concept research and analysis were studied for the design process, and have been expressed in three dimension design through which the design functionality and the external aesthetical design can correspond to each other. It's because the aspect of the future development prospect can be predicted in detail by presenting practical design plan.

Trend of Creativity-related Spatial Design Education Focusing on Design Process (공간디자인의 창의성 연계 교육 연구동향 -디자인 프로세스를 중심으로-)

  • An, Somi
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.441-451
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    • 2016
  • The purpose of this study is to analyze the trend of spatial design education focusing on creativity based on design process. In this research, the theoretical frame of design process focused on creativity was organized and the trend of creativity education study in the spatial design and other design sectors was compared and analyzed. As a result of the research, the creativity education study of spatial design analyzed such a result showed the relatively low frequency, many of studies related to formative expression of idea. On the contrary, the creativity education of other design sectors is related to overall process the most, the major contents were represented as a creativity enhancement eduction through the conversion with other sectors, the utilization of study method and theology and the utilization of IT technology. The result of this study suggests that more various attempts are required for the spatial design education and that the attempts should orient the conversion between science and art, humanity and science and the integrated access of digital and analogue.

Research on Creative Thinking Program in Design Management Education (디자인 매니지먼트 교육에서의 창의적 아이디어 발상을 위한 교육프로그램)

  • Oh, Chi-Gyu
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.267-274
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    • 2010
  • A new awareness on design in economy and business domain has shifted the focus of design education from the description and presentation to the creativity. This contextual change raises new awareness on the importance of the design management training program. The goal of this research is to suggest a program of design management training program in Korean context. For the purpose, the history of design management activity is briefly reviewed. And then the curriculum between Korean design schools and design management schools abroad is reviewed. The result shows that the design management schools abroad emphasize leadership based on practicality and the program is also ran by School of Business Management. The curriculum consists of leadership program and creativity program. The leadership comprises individual, personal, and collaborative. The leadership takes the role of catalyst in the organization to draw a creativity and raise it. So both leadership and creativity are inseparable. The result of creativity, however, differ from one another based on individual's capacity, procedure, and social context. Thus, it is important to develop a design management program which considers individual, social context, as well as economy and business domain.

A Study on Integration of Interior Space and Exterior Space from Pro-environmental Perspectives (환경친화적 관점에서 본 실내외 공간의 통합적 디자인에 관한 연구)

  • 우지연
    • Korean Institute of Interior Design Journal
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    • v.13 no.4
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    • pp.66-73
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    • 2004
  • When we make a place for people, interior space and exterior space are always connected, each influencing the other. To create a better space or increase the quality of an existing space, it is essential to look at the relationship of inside and outside and their boundaries. Without consideration of the landscape, the building itself gives only limited satisfaction to people. This is an important issue for anyone who deals with space. This study intends to explain the important need for a change in attitude towards our built environment and its intrinsic relationship with its natural context. In the study, I try to find design concepts for integration of inside and outside which have accumulated since early Modernism designers and consider cases with different solutions and approaches that make total design sense when looking at the inside and outside as a whole, then, through observation of the cases, I find 5 design methods(Opening, Continuing, Insulting, Wrapping, Interpreting) in connecting the two spaces and analyze the solutions. The various examples which are shown in each patterns will help us to find ideas for the best solutions of integration of inside and outside. It is true that the idea of integration of inside and outside will increase the quality of our environment and it comes with the current thoughts of ecological and sustainable design. Thereby, I suggest designers to change their manner to continuous and integrated point of view in dealing with built environment.

A Study on Design Application of Eco-Friendly Integrated Design Process (친환경 통합 디자인 프로세스의 디자인 적용에 관한 연구 -오피스 건물을 중심으로-)

  • Kim, Min Gyu;Kang, Hee Seon
    • KIEAE Journal
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    • v.13 no.4
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    • pp.87-94
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    • 2013
  • This Study, as a Eco-Friendly Design Process of Office for sustainable design, aims to develop a sustainable design process by letting the designers easily approach the concept of Eco-Friendly Design Process and applying this to Eco-Friendly Design Process when the designers perform design. Through a review on simulation, a research was made on the seriousness of environmental problems and control that was caused by design, Environmentally friendly design, sustainability, and sustainable design's background and definition were studied. In order to develop a Eco-Friendly Design Process, an existing review from Building Energy Simulation that proposed about energy environmentally friendly design element and sustainable design element's semantic similarities were restructured as sustainable design element comparative analysis. Restructured sustainable design elements and the relationship between sustainable design elements and the relationship of each product developmental process levels were analyzed. Finally, through clustering, sustainable design guideline were developed. This Eco-Friendly Design Process is expected to be applied to as one of the methods in solving the global environmental issues in design practice.

Selection of Media and Representation factor for Multimedia Information (멀티미디어 정보를 위한 매체와 표현 요소의 선택)

  • 이지수
    • Archives of design research
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    • v.13 no.4
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    • pp.195-201
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    • 2000
  • To find out media's function on the various effects in communication, this paper reviews studies that utilize multimedia as a device for conveying information. We discuss multimedia as an integrated symbol system with advantages and also problems in representing information. The cognitive dissimilarity of media could be explained by various attributes of medium that are about physical characteristics and even cognitive actions. With advantages from integrated media and interactivity, multimedia has negative results such as cognitive overload and in that reason systematic approach is needed. This paper shows the factors on media selection and relationship to interface components. To select appropriate media to the needs and situation, it should be considered the user's ${\circled1}$background ${\circled2}$knowledge / frequency of use / expertise, contents ${\circled1}$task nature ${\circled2}$type of knowledge and media ${\circled1}$representation format ${\circled2}$interaction techniques. Varying the media factors and varying the expression factors offers concrete design features.

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Serious Game Design for the Elderly using Arcade Game Machines (아케이드 게임기기를 활용한 실버용 기능성게임 디자인)

  • Kim, Sung-Jin;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.9 no.7
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    • pp.9-18
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    • 2009
  • This paper deals with the elderly serious game design which makes full use of the existing arcade game machine. This serious game is on the issue for its positive role recently. Serious arcade game for the elderly which is made up arcade platform-based combined contents manufacture technology has an element which is having a fun for building up physical and mental health. It also has a special objective which can prevent against senile dementia. Above-mentioned serious arcade game which has a special objective in both hardware part and software part is needed to study how to design. Accordingly, this paper presents how to make up special-purpose entertainment machine and contents development by biologic, social, and psychological researches and data about the elderly - main users. We hope that this paper can be used as a base for expansion of new industrial field by integrating new product development for the elderly with high game technology.With the help of information technology