• Title/Summary/Keyword: 휴대폰 디자인

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A Study of Hands-Free Car Kit Design Development according to the Consumer′s Purchasing Need (소비자 구매요구에 따른 차량용 핸즈프리 디자인 개발에 관한 연구)

  • 한일우
    • Archives of design research
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    • v.17 no.3
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    • pp.313-322
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    • 2004
  • Product design has direct effects on sales, exciting consumer's interest in purchasing. With the draft bill of Road Traffic Law passing the National Assembly, drivers have been entirely prohibited by the law from using a cell phone while driving since June 30, 2001, As a result, the demand for and the sales of hands-free Kit products for vehicles have been skyrocketing, and more and more of them have been introduced in the market and competing each other in sales. In these situations, the study attempted to present a case study showing the whole process of product design by a small company, which intended to gain an advantage over the competitors in the sector of hands-free products for vehicles with differentiated design. The product whose design development process was presented in the study has many characteristics. Among them it is the most remarkable in removing the connection between the cell phone terminal and the stationary hands-free product. The study was aimed to increase the investment value of design by helping understand that the ultimate goal of technology is commercialization and that how great the role of design is from the beginning to the final stage of product development. It also emphasized the point that one of the goals of design development should lie in providing a more accurate perception of the importance of design to the industry, by establishing a design process throughout the whole stages of product development including initiation, designing and commercialization.

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모바일 리뷰- 휴대폰으로 즐기는 보드게임 세상

  • Im, Yeong-Mo
    • Digital Contents
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    • no.12 s.139
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    • pp.86-89
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    • 2004
  • 보드게임들이 테이블을 떠나서 휴대폰 안으로 속속 들어와 선을 보이고 있다. 판 위에서 주사위나 카드, 나뭇조각과 각종 말들을 가지고 즐기던 보드게임은 건전하고 신선한 엔터테인 문화로 자리 잡았으며, 보드게임 카페라는 새로운 문화공간을 만들기도 했다. 남녀노소가 한데 어울려 즐길 수 있고, 이기면 즐겁고 져도 불쾌하지 않은 놀이문화로써 많은 사람들로부터 사랑을 받고 있다고 할 수 있다. 일반 PC게임이나 온라인게임, 플레이스테이션이나 X박스 게임처럼 화려하고 빠르고 중독성이 강한 요소는 없지만, 보드게임 하나하나가 담고 있는 독창적인 게임 룰과 시스템, 그리고 각종 변수와 분위기, 게임 디자인 등은 새로운 매력을 느끼게 하기에 충분하다. 이러한 보드게임이 모바일게임 버전으로 하나 둘 발표되고 있다. 일전에도 국내 보드게임의 대표작인‘부루마불’이 네트워크 버전으로 발표된 바 있으며, 뱀주사위 놀이 역시 모바일게임으로 나와 이슈가 되기도 했고, 흔히 보드게임이라 불리는 것에 포함되지는 않지만 엄밀히 말하자면 보드게임 장르인 장기, 바둑, 오목, 각종 카드게임(고스톱, 맞고, 포커 등)은 일일이 나열할 수 없을 만큼 많이 쏟아져 나와 있다. 보드게임의 대명사 모노폴리가 타이쿤 형태를 띠고‘모노폴리 타이쿤’이라는 이름으로 발표되고, 보드게임 카페에 들르면 결코 빼놓지 않고 하게 되는 할리갈리 역시 모바일 환경에 맞추어‘할리갈리 모바일’로 출시됐다. 이와 함께 본격 추리게임인 보드게임 클루의 기본룰을 이용하면서 TV 방송프로그램의 형태를 접목한‘SBS X맨을 찾아라!’라는 게임도 출시를 앞두고 있다. 이번 글에서는 보드게임을 모바일로 즐기고자 하는 사용자와, 보드게임을 모바일 버전으로 기획하고자 하는 업체를 위해서 모바일 속으로 들어온 보드게임들은 어떤 식으로 적용됐는지 살펴보고자 한다

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A Study on the UI Design of Stick-type Intergrated Remote Controller for Domestic Use (가정용 스틱형 통합리모콘의 UI 디자인 연구)

  • Kang, Mi-Ryoung;Yoo, Yeon-Sik
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.235-246
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    • 2007
  • The study aims to design an integrated remote controller, which is an increasingly essential device in the home, for more convenient use. For this purpose, an alternative user interface (UI) design was developed by applying the user interface system of a popular existing product to an integrated remote control highly usable and easy to learn for domestic use, and the usability was evaluated. For the existing popular product, a cellular phone was selected, the operation method of which is similar to the stick-type integrated remote control for which the user interface design was to be developed in this research. Common characteristics of the UI of the selected cellular phone were derived and the characteristics were applied as much as possible to the design of a stick-type integrated remote control. The prototype of the alternative design, which was simulated with Flash, went through two pilot tests for further improvement before making the final experimental prototype. Based on the results, prototype buttons that improved the feeling of use in terms of physical operation and feedback were made, and the usability of the new UI design of a stick-type integrated remote control for domestic use were evaluated with 41 university students in their 20s. According to the results of the experiment, the newly designed stick-type integrated remote control based on the UI of an existing product may improve the usability of remote controls and the outcome of this study is expected to provide a good model for R&D of new UI designs of stick-type integrated remote controls for domestic use.

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Design Methodology for Creative Design Thinking (창조적 디자인 발상을 위한 디자인방법론)

  • Hong, Jung-Pyo;Jeong, Su-Kyoung
    • Science of Emotion and Sensibility
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    • v.9 no.4
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    • pp.385-394
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    • 2006
  • In the present society where aesthetic designs would have product value, designs must be the ones that add flexible sensation as well as the energy of counteraction which escapes from and destroys existing concept. The 'creative expression' to reach such design objectives is one of the most important abilities which designers must possess and is an overall concept in problem solving of designing which participates in formative approach or image development as well as product concepts such as function or performance . In this research, the definition of creativity, environmental change of designing, conditions designers must possess followed by these things and creative design expressions researched in the past, etc are examined and by presenting design method for creative designing concept targeting mobile phones, it will attempt to contribute in the importance of creativity and improve creative value of designers.

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Downloadable User Interface for Mobile Devices (모바일 단말을 위한 다운로드 가능한 사용자 인터페이스)

  • Yun, Min-Hong;Lee, Jae-Ho;Kim, Sun-Ja
    • Proceedings of the Korean Information Science Society Conference
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    • 2008.06b
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    • pp.141-145
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    • 2008
  • 하드웨어적인 디자인을 제외하고, UI가 사용자에게 모바일 기기의 첫 인상을 결정하는데 많은 부분을 담당한다. 휴대폰과 같은 모바일 기기는 사용자가 휴대하는 장치라는 의미를 넘어 개인용 기기로서 사용자의 개성을 표출할 수 있는 도구로 사용되고 있고 특히 발생하는 소리, 모바일 기기의 색상, 폰트, 배경화면 등이 이에 사용된다. 높은 해상도와 다양한 색상을 지원하는 디스플레이의 발달로 사용자 모바일 기기를 통해 개성을 표출 하고자 하는 요구는 더욱 늘어났다. Macromedia의 Flash Lite와 Qualcomm의 uiOne이 이런 요구를 반영한 기술이다. 그러나 Flash Lite와 uiOne역시 단점이 존재하는데, 각각의 UI 시스템이 제공하는 한계를 벗어날 수 없다는 것이다. 본 논문에서는 UI가 가진 한계를 넘어설 수 있는 downloadable UI를 설명한다. 이 downloadable UI는 여러 UI Engine을 포함할 수 있어 어느 한 종류의 UI에 종속되지 않고 다양한 종류의 UI 지원이 가능하다. Downloadable UI는 ETRI의 리눅스 기반 스마트폰에 탑재되어 있으며 계속 발전하고 있다.

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A Study on Product Identity of Nokia design (노키아의 프로덕트 아이덴티티에 관한 연구)

  • Lee, Sang-Hwa
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.65-74
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    • 2006
  • As the world approaches to a keen competition for design, corporations began to be interested in CI (Corporate Identity), PI (Product Identity) as a way of enhancing the valve of corporation that has competitive power. PI (Product Identity) leads communication to an affirmative direction that is formed when the consumer uses products and feels the image of corporation. It is said to be important that it is part of synthetic and systematic strategy of corporation to gain an advantage over competitor in the market place with an unified corporate image. Even though mobile phones are sensitively changed according to a trend and public fancy, PI (Product Identity) of mobile phones is also important. The study purports to ascertain the propensity of Nokia's PI (Product Identity) and to analyze their unique PI.

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Research about the Animation Manual Application of Cellular Phone that use Multimedia (멀티미디어를 이용한 휴대폰의 애니메이션 매뉴얼 적용에 대한 연구)

  • 오재성;신수길
    • Archives of design research
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    • v.16 no.4
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    • pp.121-128
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    • 2003
  • This is the research to find out which one is the best for using manual among the 3 kinds of methods such as 'Text manual' and 'Animation I' and 'Animation II' which is made by Virtual Realities. Three kinds of methods have been experimented respectively. The manual for 'Animation I' adopt the motion video with basis sound and the additional comment and sound is added on the 'Animation II'. Every 3 manual has been studied and estimated by T-test and additional subjective estimation respectively, and the conclusions are as follows. The 1st answer is that 'Animation manual' is more easier than 'text manual', and the 2nd answer is that 'Animation II' is easier than 'Animation I'. Through post-interview and test, It is known that the animation manuals, which has been showing the multimedia, is more attractive than text manual.

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A study on the element of appeal and aspect of Korean advertisement -focusing on cellula phone′s advertisement in the newspaper- (한국적 광고의 소구요소와 양상 연구 - 신문에 게재된 휴대폰 광고를 중심으로 -)

  • 김동운
    • Archives of design research
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    • v.15 no.4
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    • pp.201-214
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    • 2002
  • The discussions on Korean advertisement have been continued since 1980's. Comparing with other fields, years of research had not bear as fruitful achievements as we expected. The present situation where korean own culture has been disappearing day by day, this thesis will have significant meaning by investigating Korean culture and advertisement reflecting its culture. This thesis put emphasis on consumers who have been neglected by discussions. So I intended to study the expression of Korean advertisement and their attitudes focused on celluar phone. To investigate their attitudes, I first settled the concept of Korean Advertisement, then posed questions for identifying a shift in their altitudes. As a result of posing questions, I can see that they take friendly attitudes toward Korean advertisement regardless of their ages. And the younger they are, the less they are friendly with advertisement. The element of appeal was differentiated between ages and appeal by korean own sentiment is more effective. I think this outcome verifies the necessity to have concerns on Korean advertisement and make distinct advertisement strategy keeping step with advertisement targets.

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A Study of Way guide System Design for a Visual Handicapped in School (교육기관 내 시각장애인 목적지안내 시스템 디자인 연구)

  • Lee, Joong-Yeu;Cho, Wan-Sup
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.4
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    • pp.75-82
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    • 2010
  • At this time, our country's social welfare system for the handicapped is switching to increase independence, education is the most important. This study increases the quality of Visual handicapped people's life which have limit to learn and reduces their inconvenience which may occur during their independent school life through the development of the system which helps them safely to reach their destination by themselves using IT technologies in an educational institute which helps their ability to get information and be independent. This study supports Visual handicapped people to move safely by using cell phone which is necessary items for most modern people, RFID tags and white canes with antenna and reader which read the information installed in the raised blocks outside of school buildings and in the hall or aisle inside of buildings and inform the path by voice and vibration.