• 제목/요약/키워드: Creative design

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The Influence of Cognitive Factors on the Creative Abilities in Design -Focused on the Sensory Modalities and Thinking Modes-

  • Woo Heung-Ryong
    • 디자인학연구
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    • 제19권3호
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    • pp.143-154
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    • 2006
  • The primary purpose of this study was to investigate the influence of Cognitive Factors (CF) on the Creative Abilities (CAs) in design. We set up a model of Cognitive Design Process (CDP), which consists of four domains: Concepts, Experience, Five Senses (FS), and Thinking Modes (TM). Here, experience is first perceived by the five senses, and then recognized by intelligence. We regard design as a transforming process from concept to experience. For this study, two major Sensory Modalities (Visual and Kinesthetic), four Thinking Modes (Brain Dominance Profile), and four Creative Abilities (Fluency, Flexibility, Originality, and Elaboration) were reviewed. We hypothesized that idea generation is influenced by different Sensory Modalities (Visual Sense vs. Kinesthetic Sense) and Thinking Modes, and that these have a close relationship with the attributes of CAs. Firstly, we have examined the cognitive thinking model in design. Then, we adapted the Test of Creative Abilities of Design Thinking (TCADT) for measuring CAs. We surveyed the CAs under CF in particular. Finally, we have investigated the influences of the different Sensory Modalities (Visual Sense vs. Kinesthetic Sense) on CAs. It was found that a close relationship between Brain Dominance and CAs, and Sensory Modalities (SM) have different influence on these creative abilities. As a result, a tool for the Test of CAs and a framework for creative idea generation with the effective CF will be presented. These provide the basis for a new approach to creative idea generation in Experience Design.

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창조적 사고 방법의 공간디자인 적용에 관한 연구 - 트리즈를 중심으로 - (A Study on the Adaption of Creative Thinking Methodologies in the Spatial Design - Focused on TRIZ -)

  • 김성혜
    • 한국실내디자인학회논문집
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    • 제22권4호
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    • pp.33-40
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    • 2013
  • This study aims to recognize that creative thinking methodologies can be adopted in the spatial design. The concept of 'Convergent' and 'Divergent' used in structure of intellect model by Guilford is chosen to understand the character of creative thinking methodologies. Technical and physical contradictions is analyzed for '40 inventive principles' of TRIZ and spatial design works. Through this study, we recognize that the creative thinking methodologies consist of analysis, idea generation and evaluation phase. The psychological inertia that limits the creative thinking should be move away from solving problem, and convergent and divergent thinking have peculiarities to be adopted in condition and to be harmonized, and to set the direction of solving technical problems through to reach the target point integrated way of thinking is needed. '40 inventive principles' by Altshuller are based on engineering and useful in many areas of fields. However some principles are not accepted in design process because these are not considered in design field and paradigm is changed from machine to nature. Nowadays, nature is a prime issue for sustainable human life, because it has sustainable recycle structure and saving energy ways. Thus, creative thinking, including TRIZ is useful in design education and progress, and should be an essential element to get a new design paradigm.

창의적 공학설계방법론 교육에 관한 연구 (A Study on the Education of Creative Engineering Design Methodology)

  • 이건상;김강
    • 공학교육연구
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    • 제15권4호
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    • pp.94-100
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    • 2012
  • The needs for enhancing creativity in engineering design education continue to increase. Recent studies about a learning environment and learning support tools provide some new possibilities. The education of creative thinking however must begin from the change of attitude of students to creativity. The experimental results and some lessons for modification of systematic engineering design methodology to creative were reported from the course 'engineering design'.

A Creative Apparel Up-cycling Design Development Using Creative Thinking Methodology

  • Minji Kim
    • 패션비즈니스
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    • 제27권6호
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    • pp.147-159
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    • 2023
  • Fashion is the second most polluting industry. We must strive to transition to a form of industry that does not cause environmental pollution. These efforts drive may fashion brands to produce and sell products with redesigned methods that delight the inventory flow. Accordingly, it is necessary to develop creative apparel up-cycling design using the creative thinking method. This study aims to produce clothing redesign works by introducing design idea types for systematic redesign creation. In this research, we conducted a literature review on the concept of up-cycling design and employed heterotopa spacial concept reflected fashion design creation methodology types. The RE;CODE, a leading domestic up-cycling design brand, was used in case analysis. According to the command of shape transformation, it is spreading, stacking, dropping, inverting and crossing, from the creative thinking method reflecting heterotopia spacial concepts, showing designers a concrete way to transform form into new apparel. Seven works of apparel up-cycling design were developed by conducting process of RE;CODE. Also, to establish an apparel up-cycling design creation process for creating works. In this study, we proposed a systematic method for apparel up-cycling design, including a method for reorganizing two or more different materials to create something new and ultimately reversing the structure. The value and significance of this study is that it proposes a systematic method for apparel up-cycling design to make it new.

창의적 패션디자인 프로세스가 제4차 산업혁명시대 핵심역량에 미치는 영향 - 창의적 자기효능감, 협력적 자기효능감, 문제해결능력, 의사소통능력을 중심으로 - (The Influence of Creative Fashion Design Process on Core Competencies in the Fourth Industrial Revolution Era - Focusing on Creative Self-Efficacy, Self-efficacy for Group Work, Problem Solving Ability, and Communicative Ability -)

  • 최효승;손영미
    • 한국의류산업학회지
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    • 제23권1호
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    • pp.1-12
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    • 2021
  • The field of design requires creative thinking in the era of the Fourth Industrial Revolution. Advanced educational process are needed to develop creative human resources. The ability to creatively develop or cope with new things is also seen as an important core competency. Therefore, this study develops a creative fashion design process and verifies its effect on core competencies in the era of the Fourth Industrial Revolution. For this, 29 college students majoring in fashion design were selected to form an experimental group, a comparative group, and a control group. A creative fashion design program was applied in the experimental group. However, the existing fashion design program was applied to the comparative group. The corresponding sample t-test was applied as an analysis method. The analysis results are as follows. In the experimental group, creative self-efficacy, self-efficacy for group work problem solving ability, and communicative ability improved. However, only communicative ability improved in the comparative group. There was no change in the control group. We proved the value of the study based on collected results. In addition, the results of this study can be used as a basic strategy for subsequent research.

STEAM 수업에서 나타난 초등학생의 창의적 설계 과정 질적 분석 (Qualitative Analysis of the Creative Design Process of Elementary School Students in STEAM Class)

  • 전정희;신영준
    • 한국초등과학교육학회지:초등과학교육
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    • 제37권2호
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    • pp.93-109
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    • 2018
  • The purpose of this study was to analyze the character of the creative design processes that appear at the creative design stage of the design thinking based on STEAM class and what factors affect the creative design process. Students who served as the subjects of this study were 4 elementary school students. We developed the design thinking based on STEAM program to look more specific the creative design process. The project was conducted with a total of 12 sheets of paper materials. The conclusions of this study are as follows. First, the problem solving process of the design thinking based on STEAM classes is not anticipatory and is cyclical and complex. So, teachers should provide sufficient time for students to create and simulate ideas and accept the solving problems through trial and error. Second, Having presented the STEAM class as a practical problem in the real world, there was less fear of students' failure and heightened motivation and enthusiasm. Providing with the real topic and open questions in classrooms can lead to students' voluntary participation in the classroom. Third, In the design thinking based on STEAM class, students develop concrete ideas through visualization courses. The group of students made the best solutions through communication.

A Study on the Creative Value Innovation Strategy and Creative Value Design

  • Lee, Kang-Koon;Park, Young-H.
    • International Journal of Quality Innovation
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    • 제7권3호
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    • pp.82-91
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    • 2006
  • In order to achieve sustainable growth in the era of global competitiveness, a speedy and flexible strategy is needed in the fast changing management environment. For this purpose, strengthening the core confidence in the organization along with acquiring competitive advantages that cannot be easily copied by competitors should be done based on dealing with needs from customers and markets positively. In this study, the creative value innovation strategy and creative value design methodology will be presented to improve company competitiveness.

창의적 인재 양성을 위한 IT & 디자인 분야의 융합 교육 연구 (A Study on Convergence Education of IT & Design for Training Creative Talent)

  • 권효정
    • 한국멀티미디어학회논문지
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    • 제17권11호
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    • pp.1354-1362
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    • 2014
  • In order to solve the complicated problems faced by the spread of diversified information devices and changes in the user environment in recent years, the importance of training creative talent as well as the need for interdisciplinary convergent approach have emerged. As a future technology development project, convergence education with the design sector for training creative talent in the IT field is also urgent. In this study, we recognized the importance and problems of the convergent approach between IT and design sector by examining the convergence theory and cases with a focus on effective creativity development and sought a new direction for convergence education in the future by investigating the awareness on the convergent approach of college students and analyzing the results. This will be able to have significance as a basic study for discovering creative and innovative convergent talent in the IT and design sector in the future and strengthening basic competence.

The New Definition of Creative Leadership in the Communication Design Industry - Focused on the 4th Industrial Revolution

  • Kim, Kyung-won
    • International Journal of Contents
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    • 제15권2호
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    • pp.53-58
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    • 2019
  • The aim of this paper is to discuss how designers lead and direct 'technology-driven society' using their creative communication skill. To this end, it is required for communication designers to take conscious steps to recognize the future direction of their profession. Despite the advancement in technology, there is a human being at the center of all design activities. From a certain point of view, contemporary communication design takes an open-ended exploration of the subject matter, rather than a finished output. The notion of creative leadership may potentially expand more in terms of improving the methodology of today's visual culture. The paper will examine creative leadership that could be proposed by the challenge of discourse upon the upcoming industrial revolution. Today, communication designers are confronted by new leadership opportunities and challenges. Some leading designers seem to focus on brand new media technologies to prepare the 4th industrial revolutions. However, communication design cannot be discussed in the medium but can be understood as a process. Top-down and bottom-up process is always a concerned about the relationship since the focus of leadership has changed. In the top-down process, the leadership has existed between 'designer and client' because designers have played their role as a problem solver. On the other hand, there is a different model of leadership between 'design and technology' based on bottom-up process, which stem from the design authorship. In this regard, the new definition of creative leadership in the $4^{th}$ industrial revolution proposes a designer as a problem-finder based on the relationship between the 'designer and the public'.