• Title/Summary/Keyword: Creative design process

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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 - (창의적 패션디자인 프로세스가 제4차 산업혁명시대 핵심역량에 미치는 영향 - 창의적 자기효능감, 협력적 자기효능감, 문제해결능력, 의사소통능력을 중심으로 -)

  • Choi, Hyoseung;Shon, Youngmi
    • Fashion & Textile Research Journal
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    • v.23 no.1
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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.

A Study on Creativity for Product Design (제품디자인에 있어서 창의성에 관한 연구)

  • Kim, Young Ho
    • Journal of the Korea Furniture Society
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    • v.27 no.4
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    • pp.362-374
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    • 2016
  • The ability of 'creative thinking' is one of the most important fact for designers to complete their design process. It is not only the overall concept of the process but also all details related to each steps of the process such as planning product strategies, research, finding ways to solve problems image development, broadening ideas, etc. It is, however, not easy to creative as designers by natural learning through experiences unless they have geniuses for creative designing. Many experienced designers in the field are even in dilemmas being not be able to differentiate from copying other designs. This study is focused on the researches on the works of famous designers, architects and artists who have shown great creativities throw their works or processes. It is aimed to define their ways of thinking which could be fundamental motives for the creativeness, various behavioral methods to solve problems in creative ways, technical approaches to improve creativities, and overall intuition in the design working processes.

A Study on the Development of Environment Design STEAM Program in Coping with Climate Change for Elementary School Students (초등학생을 위한 기후변화대응 환경디자인 STEAM 교육프로그램 개발 연구)

  • Lee, Yun-Hee;Lee, Myung-A;Han, Hae-Ryon;Ban, Ja-Yuen
    • Korean Institute of Interior Design Journal
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    • v.25 no.6
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    • pp.15-22
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    • 2016
  • Recent changes in the Korean education policies are promoting the advances in science and technology and cultivating people of convergence talent. STEAM (science, technology, engineering, art and math) educational program is Korean styled convergence program for creative competent human resources. Therefore, Therefore the aim of this study is developing convergence hand-on educational program coping with climate change for elementary school students. For development of the program, we investigated the curriculum of the elementary school about the climate change, and allocated in the creative learning standard frame. Also, we selected themes related the climate change in the curriculum and learning activity. For more effective program to build the convergence competency, we analyzed the program based on creative problem based learning process and 4 core competency(creativity, communication, convergence, caring) elements. In conclusion, the STEAM program needs to develop by school curriculum and leaner's ability. For elementary school students, the STEAM program consists with creative problem based learning process. And the convergence educational program would analyze by the creative PBL process and convergence competency elements. So, this developing program has brought the promotion of the creative convergence competent talented person for the future global environment.

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

  • Woo Heung-Ryong
    • Archives of design research
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    • v.19 no.3 s.65
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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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Self-observation of the design process

  • Lee, Jung Soo
    • The Research Journal of the Costume Culture
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    • v.24 no.6
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    • pp.743-755
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    • 2016
  • This study aimed to reveal the designer's creative process in the development of clothing designs. The researcher has taken roles both as a design practitioner and an observer. The full process of design development was concurrently documented while working to solve a specific problem. This included noting down the concept, keywords, and detailed scratch ideas, as well as refining the design by collecting sketches and taking photos. Integrated data from the captured design process were analyzed based on Lamb and Kallal's apparel design framework, which included problem identification, construction of preliminary ideas, design refinement, prototype development, and evaluation. The functional, expressive, and aesthetic (FEA) criteria of the entire process were thus assessed. Additionally, five professional apparel reviewers evaluated the design project based on FEA criteria. The results showed the processes for identifying targets and intentions, extracting the main elements from sources, developing the major visual concepts, and making final adjustments. Ultimately, this study revealed how a designer manages each stage of the creative design process. Sharing such detailed observations of the design process can help refine the knowledge involved in each stage of the creative process, and provide guidance for instructors in design education.

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

  • Minji Kim
    • Journal of Fashion Business
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    • v.27 no.6
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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.

A Study on the Utilization of SCAMPER in Visual Design Process (시각디자인 과정에서 스캠퍼의 활용에 관한 연구)

  • 박찬국;김관배
    • Archives of design research
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    • v.17 no.1
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    • pp.221-230
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    • 2004
  • Creativity is considered very important in the intelligence-based and informationalized society in which changes and competition were premised. This phenomenon has appeared in the entire society and especially in design area, the development of creative design is needed. It is the reason that a designer must have an interest in design expression techniques which can be an assistance to express creative ideas and develop it. Under this circumstance, this study was to explore utilizations of the SCAMPER which is one of most useful techniques for expressing and developing creative ideas. Based on the results of the questionnaire research regarding creative expression techniques and trends in utilization of SCAMPER in visual design process, the study sought new possibility of utilization of SCAMPER. The result of the study showed that checklist of SCAMPER was classified and organized to expression of ideas and every steps of development.

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Development of Creative Economy Innovation and Digital Entrepreneurial Ability for Distribution Strategy by using Design Thinking

  • Siwaporn NAKUDOM;Sor sirichai NAKUDOM;Panita WANNAPIROON
    • Journal of Distribution Science
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    • v.21 no.4
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    • pp.11-20
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    • 2023
  • Purpose: 1) develop a learning model involving design thinking to develop creative economy innovation and the characteristics of digital entrepreneurs. 2) evaluate the impact of design thinking on creative economy innovation 3) evaluate the impact of design thinking on digital entrepreneurial ability. Research design, data and methodology: 1) develop a learning model involving design thinking in order to develop creative economy innovation and the characteristics of digital entrepreneurs. 2) Evaluating creative economy innovation involving design thinking. 3) Assessing the characteristics of digital entrepreneurs based on design concepts. Results: 1) the development of a learning model involving design thinking to develop creative economy innovation and digital entrepreneurial competency 2) The students who studied using the learning model involving a design thinking process had the highest overall scores in terms of creative economy innovation 3) The scores for the assessment of digital entrepreneurial activity for the students who studied by using the design thinking learning model were at a high level. Conclusions: The development of the design thinking learning model can encourage students to be able to develop creative economy innovations and to empower digital entrepreneurs' ability for distribution strategy. Educational institutions that would like to succeed in developing creative economy innovative and digital entrepreneurship characteristics with the support of design thinking.

A Case Study of Human-AI Co-creation(HAIC) in Fashion Design (패션 디자인에서의 인간-AI 공동창조(HAIC) 사례 연구)

  • Kyunghee Chung;Misuk Lee
    • Journal of Fashion Business
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    • v.27 no.4
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    • pp.141-162
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    • 2023
  • With the prospect that integrating creative AI in the fashion design field will become more visible, this study considered the case of creative fashion design development through Human-AI Co-creation (HAIC). Methodologically, this research encompasses a literature review and empirical investigations. In the literature review, the fashion design and creative HAIC processes, and the possibilities of integrating AI in fashion design were considered. In the empirical study, based on the case analysis of generating fashion design through HAIC, the HAIC type according to the role and interaction method, and characteristics of humans and AI was considered, and the HAIC process for fashion design was derived. The results of this study are summarized as follows. First, HAIC types in fashion design are divided into four types: AI-driven passive HAIC, human-driven passive HAIC, flexible interaction-based HAIC, and integrated interaction-based value creation HAIC. Second, the stages of the HAIC process for creative fashion design can be broadly divided into semantic data integration, visual ideation, design creation and expansion, design presentation, and design/manufacturing solution and UX platform creation. Third, in fashion design, HAIC contributes to human ability, enhancement of creativity, achievement of efficient workflow, and creation of new values. This research suggests that HAIC has the potential to revolutionize the fashion design industry by facilitating collaboration between humans and AI; consequently, enhancing creativity, and improving the efficiency of the design process. It also offers a framework for understanding the different types of HAIC and the stages involved in the creative fashion design process.