• Title/Summary/Keyword: Design Creativity

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The Study on Creative Tutoring Service Design to Improve Self-presentation and Learning Abilities for Kids Focusing on Visual Association and Storytelling

  • Lee, Dong-Min;Park, Hye-Jung;Cho, Sung-Bae
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.117-124
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    • 2012
  • Objective: The goal of this study is to design a creative tutoring service, which helps children gain confidence and creativity through learning activities. Background: Nowadays most kids are growing up in a very competitive environment under their parents' zeal for education. A stressful environment can deter a child from the confident undertaking of challenges, leading to depression, anxiety, and feelings of inadequacy. Art therapy helps children work through these issues, however the process led by instructors or parents, and kids still feel anxious studying adults' face to read their thought. Method: To help children address challenges, a creative tutoring service application can provide images with certain tasks instead of asking them to fill in blank areas. The tasks asked by the service system are 1) to visualize children's own experience utilizing visually associated images from given images and 2) to create an illustrated story modifying and re-composing given images. Another task is to learn basic math and words with numbers and alphabets in customized colors. By completing each task children collect awards, which allow them graduate to higher levels of challenges. The outcomes from the tasks are sent to the main server system and reviewed by analysts. Those results are sent to children's parents as a text message on smart phone. Results: Visual implication using images inspires children to make creative stories based on their own experience. Also, children can find their own patterns of reaching answers by using synaesthetic imagery through repetitive practices of creative thinking tasks. Conclusion: Understanding how they feel about doing tasks in certain environments and assessing them in varied situations should be carefully considered when designers approach service design for kids. By focusing on how to tutor children in creative ways, as opposed to focusing on the expected outcome, creative service applications can be designed to reduce children's stress and encourage self expression. Children are predicted to gain confidence through using the service without the concern of comparison by others. Application: The creative tutoring service needs to be developed and tested by varying types of children.

A Study on the Costume Play Fashion (코스튬플레이 패션에 대한 연구)

  • 이은영;백천의
    • Journal of the Korea Fashion and Costume Design Association
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    • v.3 no.2
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    • pp.75-86
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    • 2001
  • The article is alms to investigate the characteristics, the originality, and the interest of fashion design of costume play, which is recently specifically popularized among young fashion mania. The influence of commercialization power of the Disneyland and the animation characters of Japanese caricatures makes the costume play to be one of the main new generation culture. Since the costume play just begins at this moment, the full understanding of the costume play is hard because of the small amount of the materials and happenings of the phenomena. However it reveals the design trends and creativity of the new generation. As the investigation of costume play fashion and the types of costume play, the following results are obtained. 1. The originality of the costume play is thought to be induced from the mask which is used against the ghost in primitive ages, the fancy parade of halloween festival, commercial advertisements of Disneyland, the Japanese caricatures, and the animation games. 2. The distinctive characteristics of Korean costume play shows the massive behaviour, which is different from the individualized costume play in Japan. This facts show the parts of the interest culture of the persons who has the equal interest. The costume play is applied as the sound showing culture, in which the young generation express and enjoy themselves by"kki" - the passion of young energy. 3. The boom of costume play introduce the increased number of costume play shop, pro model, and designer. It also introduce the interest of the new fashion design for the young generations. Thus it is expected the new fashion infra structure in near future.ar future.

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Study on Traditional Korean Intertwinement of Textile (한국의 전통 엮음직물에 관한 고찰)

  • Kwon, Eun-Young;Lee, Sang-Eun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.10 no.1
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    • pp.45-53
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    • 2008
  • Different method of textile fabrication had existed since the ancient times, but the most dominant form was the 'weaving' method which embodies the cross fabrication of vertical and horizontal threads using special weaving machines (looms). In addition, fabrication methods like knitting, felt, and lace were commonly practiced while intertwinement methods like twisting, braiding, and knotting techniques were frequently used for weaving strings and braid type textiles. In the past, people did not pay attention to strings and braids because they were classified as non-textiles, but, in this paper, we have expanded the scope of definition of textile to include strings and braids, and seek to conduct in-depth research on various different intertwinement of textiles. The adaptation of intertwinement method in arts and crafts enables limitless creative works reflecting the ever-changing taste and style of the creator. This creativity is further broadened by the fact that intertwinement methods encompass no set patterns and the subject and shape of its creation is as broad as its artistic pursuits. We can infer the knowledge of our ancestors, their aesthetic taste, and the pattern of life from these creations. In addition, these creations can provide comfort and improve the quality of life of modem people who are deeply deprived of sentimental and emotional solitude in the technological civilization of the 21stcentury. The main purpose of this paper is to examine traditional Korean arts and crafts made using the intertwinement methodology through the context of strings, braids, straw crafts and knotting method. Then it will conduct through research on the different materials, forms, characteristics, usage and other key notions based on the currently preserved records and relics to contribute to the research on traditional textiles and provide the foundations to the development of the Korean culture and cultural products, reflecting the true sole and aesthetics of traditional Korean textile crafts.

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Design Aesthetics of Walter Van Beirendonck (Walter Van Beirendonck 디자인에 나타난 미학)

  • Park, So Hyoung;Yim, Eun-Hyuk
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.3
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    • pp.353-368
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    • 2015
  • Walter Van Beirendonck expresses a fairy tale world of perverted sexual desire of sadism and masochism, violence, and aggressiveness that breaks from a transient one-time concept as is an essential element of fashion. This study classifies the aesthetic characteristic shown on the design of Walter Van Beirendonck and analyzes the intent of his symbolism and meaning. The attempt has a meaning in exploring a new directionality of fashion by conveying a critical message to this end, contemporary fashion breaks down boundaries with artistic genre and connects a problematic consciousness that exists in life with fashion. The results of study on the aesthetic characteristics of Walter Van Beirendonck are as follows. First, Beirendonck emphasized an interpersonal image about body by giving a question through the deconstruction of image on a perfect body into race, age, and body based on body modification. Second, fetishism appeared as a consciousness that human identity and character can be changed by connecting a fetish element of sexual identity, and sadism and masochism with fashion's imagination. Third, infantilism as an amusement expression of the form metaphorically satirized life of modern people. Fourth, makeup shown on performance or festival of an African tribe was used in the way of mixture or reuse for ethnography to obtain inspiration from ethnography. Fifth, pop art combined a popular culture code as amusement through mass production and mass media. Aesthetics of Beirendonck do not have norm and are bold in using form, color, pattern, print, and styling because Beirendonck reinterpreted critical attitudes about essential problems that human life entails into a motif of his symbolic meaning in amusement. In regards to his design aesthetics, Beirendonck expanded fashion to the scope of Gesamtkunstwerk in a consistent and continued theme combined with philosophical creativity and differentiated from other fashion designers.

A Study of Queen Elizabeth I's Cinema Costumes Viewed from Her Portrait (초상화 복식을 중심으로 본 퀸 엘리자베스 1세의 영화 의상에 관한 연구)

  • Sung, Kwang Sook
    • Journal of the Korean Society of Costume
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    • v.62 no.8
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    • pp.55-70
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    • 2012
  • In 16th century, during renaissance time, Britain's queen Elizabeth I, as a means to express her authority, had an exaggerated clothing styles and was the fashion leader of the time. Thus, through a media of Cinema, tried to find out the characteristics and different aspects of the history of clothing styles, of how they changed, ascertained, restored, and reappeared in the modern time. The research was based on the consideration of Elizabeth I's 33 portraits and her clothing styles; and the research is also from analysing the movies from 1937 to 2007, a total of 9 Cinema and 102 clothes. Movie costumes' most important mission is representing the cinema's timely and spatial background. Thus, it is inevitable that ascertaining and restoring Elizabeth I's portrait should be done. However, the movie costume has to show her dramatic lifestyle, dignity, absolute authority, and other visual images. In addition, the costume has to contribute in making artistic effect and thus the creativity of a designer to satisfy all these needs should be added. Based on the findings from the research, the characteristics of Elizabeth I's Cinema costume are first, ascertaining and restoring portraits, second, mixture of silhouette and detail depending on time period, third, partial change on clothing style design, fourth, emphasis of ruff collar, fifth, magnification colors, sixth, avoiding excessive swelling and decoration, and applying modern style on Protective costume. Thus, based on the research, creative design in Cinema clothing, plays an important part in the history of clothing design. I hope this research could work as a foundation reference for clothing design's history.

Characteristics Analysis of '3.1 Phillip Lim' Brand in order to Create Korean Luxury Fashion Brands (국내 패션브랜드의 명품화를 위한 '3.1 필립 림'의 브랜드 특성 분석)

  • Jung, Kyung-Hee;Bae, Soo-Jeong
    • Journal of the Korean Society of Costume
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    • v.61 no.6
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    • pp.131-145
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    • 2011
  • The purpose of this study is to provide preliminary data on strategies to create a domestic prestige brand based on Korean traditional designs. This study also deals with how to promote this brand around the world. The two points mentioned above will be accomplished by examining the characteristics of the brand '3.1 Phillip Lim' which succeeded in both design and marketing during a short period of time. The method of the study will be followed. Firstly, the basic design and philosophical background of Phillip Lim was investigated, after reviewing the global luxury market and current status of overseas expansion of Korean designers through paper study and antecedent workups. Secondly, for the practical stage, design characteristics and marketing strategies were reviewed with the collections of '3.1 Phillip Lim'. Three factors found in '3.1 Phillip Lim's design success are as follows: First, practical and simple designs using fabrics of high quality. Second, handcraft elements and interesting details that differentiates his design identity. Third, femininity expressed in the feminine silhouette and color. The marketing elements that made '3.1 Phillip Lim' as a successful brand are: First, differentiated positioning as a luxurious contemporary brand. Second, brand promotion through various collaborations. Third, the gradual expansion of women's, men's, kids' apparel to accessory, lingerie and the stable flagship stores. Thus, '3.1 Phillip Lim' has combined modern and classic styles using high quality fabrics and practical designs with unique details. Through it's differentiated marketing strategy targeting New York's market, which prefers popular 'luxury contemporary brand's rather than high-end luxury brands, this brand's creativity and commercial aspects contributed to make '3.1 Phillip Lim' into a luxury brand that represents New York fashion. Korean designers who seek to enter the global fashion industry should consider applying Korean traditional designs on global designs to make favorable products and localize these products according to regional characteristics.

A Study on the Implementation of Wireless Searching Robot through the Capstone design courses (캡스톤 디자인 과목을 통한 무선탐사 로봇 제작 연구)

  • Cho, Kyoung-Woo;Chang, Eun-Young
    • Journal of Practical Engineering Education
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    • v.6 no.1
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    • pp.23-29
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    • 2014
  • In this study, there is a modeling for the procedure and operational method of the project based capstone design and related products which are a certificate of graduate qualification, and those results were evaluated by self-review and the performance assessment. Processing of research based on wireless searching robot is described according to the model. Before one semester by the end of to the assessment, the design thesis of capstone results was fixed to 18 groups with two people in each group. 13 teams out of 18 teams are satisfied the criteria of evaluation, and they all got a grade over 60 points and the other teams are not qualified at the first stage of final judgment. The total team mean average is 71.79. The research based on wireless searching robot was earned the highest average point among the other teams which is 96.1.

READY MADE Creative Gymnastic for Designers (READY MADE디자이너를 위한 창조적인 훈련 연구)

  • Bruno, Marco
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.365-374
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    • 2006
  • A 'Readymade' is an everyday object selected and designated as art. The term was coined by Marcel Duchamp to describe his artistic process based on the attempt to destroy the notion of the uniqueness of the art object: his influence went for beyond the art world affecting all design activities based on creativity. The purpose of this study is to investigate the ready-made technique from an educational point of view. Starting from Duchamp experience and his further influence on the design world, the study aims to demonstrate the value of the ready-made technique as a basic element in the education of young designers. The research method is based on the empirical observation of the results of the same project assigned to forty different students in different universities. The collected results were grouped in four families according to each specific generative method: constructive, conceptual, aggregative and elaborative. These four categories, derived by the observation of the results, represent tangible variations of the same disciplined technique. This flexibility demonstrates the value of the ready-made process as a foundation practice particularly indicated for young designers. These are the main skills students developed through its application to design projects; exploring and reconsidering attitude, recycling issues, new identity to familiar objects, focus on ideas.

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A Research for Functional Game based on AR Smartcare : Focusing on infant and child safety education (AR기반의 스마트케어를 위한 기능성게임 연구 : 영유아 안전교육을 중심으로)

  • Jung, Suk-Ho;Ko, Jung-Woon;Heo, Seol-Hwa;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.25-36
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    • 2019
  • Outdoor play for young children can promote the development of physical development, emotional development, and creativity development. However, due to safety accidents that occur in outdoor play, outdoor play is not progressed sufficiently. In this paper, we have developed smart functional educational games for AR education which can be easily used in early childhood education. In order to maximize the educational effect of the developed game and to provide customized education on the field, we conducted a focus group interview with a group of in - service child care teachers in the game design stage. Through this, we developed a functional game with AR system and verified the educational effect.

A Study of Case Studies on Craft and Design Convergence Education Programs -Focus on Kookmin University 「TeamTeam Class」 Curriculums- (디자인·공예 융합 교육 프로그램 사례연구 -국민대학교 「팀팀Class」를 중심으로-)

  • Park, Jung-won
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.327-335
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    • 2021
  • The tendency of the current times require education to focus on convergence, and the same applies to the essence of ceramics and design base imagination and creativity. For effective integration, a wide range of experimentations is required both in terms of academic and methodic approaches. This study analyzes the [TeamTeam Class] curriculum, converging ceramics with design initiated in the second semester (autumn semester) of 2020. Through reference materials on ceramics and design convergence education, it was possible to classify the following 5 categories: Subject, Method, Management, space and communication. The aim of the study is to find resolutions to overcome existing issues and problems in search of more effective methods. Although this study is based on convergence education, [TeamTeam Class] at Kookmin University, I hope to extend it further to also consider education after COVID-19.