• 제목/요약/키워드: Design Activities

검색결과 4,001건 처리시간 0.04초

패션기업의 사회적 책임 활동에 관한 연구 (A study on corporate social responsibility activities of fashion companies)

  • 정소정;이영주
    • 한국의상디자인학회지
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    • 제20권1호
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    • pp.17-28
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    • 2018
  • This study reviewed corporate social responsibility activities of fashion companies and discussed strategies of social enterprises. The research was conducted on 6 Korean fashion companies with sales over KRW 1 trillion as of the end of the term in 2015. Corporate social responsibility activities of each company were investigated from economic, social and environmental viewpoints. The results of this study were as follows: First, each company promoted win-win growth, co-existence management, transparent management and ethics management through economic activities. They pursued win-win growth and co-existence management, which aimed to respect and grow with their partners. Also, they ensured transparent management and ethics management to show their moral management. Second, each company conducted various social contribution programs as part of their social activities. Through the programs, they made donations, supported welfare and culture, and practiced voluntary work, local activities, training and equal opportunities. Third, as for environmental activities, each company tried to protect nature through various activities such as donation to environmental organizations, environmental cleanup activities, environmental management from production to disposal, reuse, eco-friendly system, environmental volunteering, etc. Articles on fashion companies' social responsibility activities have an influence on boosting their attitude and image towards businesses.

A Study on Open Space Design in Terms of the Relation between Parks and Their Bordering Facilities in Urban Areas

  • Yasuhiko Shimomura;Oshie Kotake;Hiroyuki Kaga;Noboru Masuda
    • Journal of the Korean Institute of Landscape Architecture International Edition
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    • 제2호
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    • pp.94-101
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    • 2004
  • This study aimed at providing suggestions in designing open space so that parks and bordering facilities are well related to each other in terms of the visual access and human activities. The design survey was conducted in the center of Osaka City, using parks there as the study material. The relation between parks and their bordering facilities was evaluated in terms of the visual access and human activities. Through the results of this study, as the design methods for improving relations between parks and their bordering facilities, unified design and creation of square in the boundary area between them, placing access paths to facilities in parks, and planting trees to create Vista, Screen, and Framework landscapes are of great importance.

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인문학적 자기성찰 글쓰기를 활용한 패션디자인 수업의 효율성 연구 (A Study on the Efficiency of Fashion Design Classes Using Humanities Self-Reflection Writing)

  • 김진희
    • 한국의류학회지
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    • 제46권4호
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    • pp.600-612
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    • 2022
  • This study analyzed the learning effect, through a satisfaction survey and NVivo qualitative analysis, of fashion design classes using humanities self-reflection writing. The results are as follows. First, with regard to learning satisfaction, learners perceived the class as efficient and showed overall satisfaction. Second, learners' opinions were classified into self-reflection writing, design process, new experience of expression, and the understanding of class activities. Third, in self-reflection writing, learners discovered their tendencies and values while exploring their identity through deep thinking. Fourth, in the design process, learners set the design concept consistently through writing. Fifth, in the new experience of expression, learners recognized the idea produced through writing as the result of thought and considered it a new expression method for design. Sixth, in the understanding of class activities, learners were interested in the process and considered it an activity through which to build their own style in design expression. Design class activities using self-reflection writing drew a positive response and presented the possibility of educational use. The teaching method of this study is expected to be used as a humanistic method for expressions in various design fields.

학습, 기업 활동 통합 지원 모델 및 템플릿의 연구 - uEFL (Universal Engine For Learning)의 활용을 중심으로 - (Study on Templates and Models for Learning & Business Activity Integration using uEFL(Universal Engine for Learning))

  • 이호건;허원;장진영
    • 통상정보연구
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    • 제10권4호
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    • pp.81-96
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    • 2008
  • uEFL is an open source solution to integrate general business/learning activities and processes. uEFL is originally developed to adopt LD (Learning Design) specification, which represents learning as various combination of learning activities with learning conditions and outcomes. Learning activities are described with participant's role, learning environment, and contextual sequence. This viewpoint resembles BPM (Business Process Modeling). uEFL can convert LD to BPM description. uEFL engine can run converted LD activity with other business activities. This paper presents 4 templates and 2 sample models for uEFL. The templates and models will show how learning activities can be integrated with business activities efficiently.

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CBD 방법론에서의 사용자 중심 설계 프로세스의 적용 방안에 관한 연구 (Incorporating User-Centered Design Process into CBD Methodology)

  • 함동한;김진삼;박창순
    • 한국IT서비스학회:학술대회논문집
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    • 한국IT서비스학회 2003년도 추계학술대회
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    • pp.233-240
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    • 2003
  • To develop high-quality software systems satisfying the customer's needs, user-centered design (UCD) process has been emphasized in the area of human-computer interaction. And component-based development (CBD) has been extensively studied to realize a systematic software reuse, thereby reducing the time-to-market and the development cost. Balanced integration of user-centered design process and CBD process will be a promising way for successful software construction, which effectively achieves three goals: the quality of software, the cost of software development, and the time-to-market. However, traditional CBD methodology seems to lack the concept of user-centered design process and the relevant methods. This paper proposes a way of incorporating user-centered design process into a CBD methodology. Firstly, this paper gives the brief introduction of UCD. Secondly, we explain typical UCD activities and methods along the phase of systems development lifecycle and propose the use of usability maturity model (UMM) for integrating UCD activities and methods with those of CBD methodology. Finally, as a case study, we describe the results of comparing the UCD activities to the activities of MaRMI-III, which has been developed as a CBD methodology at ETRI.

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치매노인환자 간병지원을 위한 스마트 돌봄 플랫폼 설계 (The Design of Smart Care-platform for Supporting Care of Elderly Patients with Dementia)

  • 김미연
    • 한국멀티미디어학회논문지
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    • 제23권1호
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    • pp.111-125
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    • 2020
  • In modern society, dementia patients are increasing due to busy daily life. Due to the nature of dementia, family members are having a hard time with their caring activities. Dementia diseases reduce the quality of life not only of the patient, but also of the family, and nursing activities lead to social problems such as unemployment or frequent turnover. This study aims to reduce the difficulty and stress of the nursing process by supporting daily life of dementia patients and nursing activities through smart care platform. Ultimately, we will reduce the cost of treatment for people with dementia and delay the worsening of symptoms through a systematic care program for people with dementia. The smart dementia care platform features smart technology to help the dementia patients' daily lives and support their caregivers.

집합주거 단지내의 커뮤니티 형성에 관한 이론적 고찰 (Design Elements for Community facility in Housing Complex)

  • 김학균;김정곤
    • 한국주거학회논문집
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    • 제12권2호
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    • pp.123-132
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    • 2001
  • The purpose of this study is to analyze the elements of community Design for urban housing complex, and to suggest design criteria for urban housing. It is recognized that the community facilities has to fit within the urban fabric. However with a correct focus, the community activities can acquire its own identity around which its internal social and economic activities can flourish. A community needs a focus and a well ordered hierarchy of all amenities in a balanced and cohesive environment. This has been achieved within the framework of following parameters as follows: Focus and Identity of community, Cohesion of areas and activities, Accessibility of general facilities, Community and institutional provisions, Safety and Hierarchy of commercial activities.

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IDEF1을 이용한 신뢰성 정보 모델 (A Reliability Information Model Using IDEF1)

  • 장중순;안동근;김민성
    • 품질경영학회지
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    • 제25권4호
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    • pp.185-205
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    • 1997
  • Reliability management requires many activities such as conceptual design, detail design, reliability evaluation and analysis, life testing, and environmental screening, etc.. To perform these activities effectively, a lot of information are required : information for failure mechanism, failure modes, part characteristics, and environmental conditions, etc.. These information should be managed to be used effectively and accurately in reliability activities and feedback to product design and manufacturing. This study identified and characterized these information and classified them according to the reliability activities commonly adopted in many manufacturing industries. IDEF1 was used to define and characterize the flow and the relationship of these reliability information and model is proposed which represents the structure of reliability information systems. The proposed model can be used as a basis for developing reliability management softwares.

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기획.설계 단계에서의 품질 보증 활동에 관한 연구 - 품질 기능 전개 기법 적용 중심으로 - (-A Study on qualify Assurance Activities in Planning / Design Phase - Mainly for the Quality Function Developyment -)

  • 이복영;한정오
    • 기술사
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    • 제26권1호
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    • pp.18-28
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    • 1993
  • 기획·설계 단계의 품질보증활동은 가장 중요하면서도 취약한 부분이라 할 수 있다. 이런 관점에서 기획·설계 단계에 품질기능전개기법 적용방법을 검토하였다. 특히 품질보증 활동사항과 품질기능전재기법 적용 매트릭스도 제시하였다. 품질기능전개기법을 기획 · 설계 단계의 품질보증활동에 적용하면 (1) 날로 다양하게 변하는 소비자 요구 품질 파악이 용이하며 (2) 소비자 요구품질을 제조로 연결할 수 있도록 품질 특성화가 가능하다.

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Design Guidelines of Convergent Education Environment Based on Design Thinking through STEAM Theory

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.56-63
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    • 2023
  • I proposed the architectural guideline for educational environment based on design thinking approach to integrate and enhance learners' activities and achievements. The physical environment of design education learning space should be applied by teaching methods and learning activities, especially for STEAM-based convergent education, the architectural space conditions should support the design process based on design thinking. The learning environment conditions influence design education with physical design factors and learners' communication, and the flexible environment based on design thinking, which is crucial for design education. The 3 steps of design thinking experiences also allow students to learn the context of ideas, skills and outcomes. Therefore, I argued that the learning surrounding based on design thinking needs flexible and mobile, connected, integrated, organized, and team-focused environments to support learners' understanding, participation, and collaboration, and to achieve the design process based on research findings. For spaces for convergent learning environments based on design thinking, common design principles should be reviewed, such as coexistence with technology, safety and security, transparency and spatial extension, multi-purpose space and outdoor learning.