• 제목/요약/키워드: Design Principles

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A Quest of Design Principles of Cognitive Artifacts through Case Analysis in e-Learning: A Learner-Centered Perspective

  • PARK, Seong Ik;LIM, Wan Chul
    • Educational Technology International
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    • 제10권1호
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    • pp.1-23
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    • 2009
  • Learners are often posited in a paradoxical situation where they are not fully involved in decision making processes on how to learn, in designing their tools. Cognitive artifacts in e-learning are supposed to effectively support learner-centered e-learning. The purpose of the study is to analyze cases of cognitive artifacts and to inquire those design principles for facilitating the learner-centered e-learning. Four research questions are suggested: First, it will be analyzed the characteristics of learners with respect to design of cognitive artifacts for supporting the learner-centered e-learning. Second, characteristics of four cases to design cognitive artifacts in learner-centered e-learning environment are analyzed. Third, it will be suggested the appropriate design principles of cognitive artifacts to facilitating learner-centered learning in e-learning environment. Four cases of cognitive artifacts design in learner-centered e-learning was identified as follows: Wiki software as cognitive artifacts in computer-supported collaborative learning; 'Play Around Network (PAN)' as cognitive artifact to monitor learning activities in knowledge community; Knowledge Forum System (KFS) as a cognitive artifact in knowledge building; cognitive artifacts in Courses-as-seeds applied meta-design. Five design principles are concluded as follows: Promoting externalization of cognitive artifacts to private media; Helping learners to initiate their learning processes; Encouraging learners to make connections with other learners' knowledge building and their cognitive artifacts; Promoting monitoring of participants' contributions in collaborative knowledge building; Supporting learners to design their cognitive artifacts.

대학 강의지원시스템 이용성 향상을 위한 이용자 인터페이스 설계 원칙 개발 (The Development of User Interface Design Principles for Improving the Usability of University Course Management System)

  • 채현수;이지연
    • 정보관리학회지
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    • 제29권3호
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    • pp.123-144
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    • 2012
  • 이 연구는 대학 강의지원시스템을 이용하는 학습자의 이용성을 향상시키기 위해 필요한 이용자 인터페이스 설계 원칙을 개발하는데 목적이 있다. 이를 위하여 문헌조사를 바탕으로 사전설문과 이용성 평가 실험으로 구성된 이용성 조사를 실시하였다. 이용성 조사로부터 얻어낸 결과를 종합하여 총 11개의 대학 강의지원시스템 이용자 인터페이스 설계 원칙을 개발하였다. 본 연구는 대학 강의지원시스템의 이용자 인터페이스 설계 원칙을 개발하기 위하여 주이용자인 학습자를 대상으로 이용성 조사를 실시하여 실제 이용자의 의견을 시스템의 기능별로 제시하고 직접적으로 설계 원칙에 반영할 수 있었다는 점에서 의의가 있다.

오리가미 원리에 기반한 평면에서의 의복 조형 디자인 연구 - 고대 복식 원형에 대한 분석을 중심으로 - (A Study on the Flat Method of Formative Design for Clothing Based on the Principles of Origami - Focusing on Analysis of the Original Forms of the Ancient Clothing -)

  • 임소연;이주현
    • 한국의상디자인학회지
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    • 제14권1호
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    • pp.1-11
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    • 2012
  • The Original forms of the ancient clothing have been evolved in various designs and showed each unique formativeness based on the basic principles of origami. The purpose of this study was to analyze the basic clothing formativeness in the original forms of the ancient clothing based on the principles of origami. The methods of this study were to identify significant relevant ancient clothing figures with each unique formativeness based on the principles of origami and analyze the formativeness characters and values through comprehensive literature reviews on topic-related books and theses on a foundation of triangulation of observer. The results were as follows: The significant ancient clothing figures with principles of origami were identified as kalasiris, chiton, chlamys, toga, dalmatica, paludamentium, and lorum. The formative principles applied in the ancient clothing figures were identified as exaggerated measurements, folding and unfolding, bending, and angle. And the formative characters and values were identified as potential drape realization, potential silhouette realization, potential three-dimensional design optimality, and potential three-dimensional formativeness realization. The result of this study may be used for a newer approach for the fundamental digging of clothing formativeness in advance.

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PSD법을 이용한 유니버설 디자인에 관한 연구 (A Study on Universal Design Using PSD (Preference Set-Based Design) Method)

  • 남윤의;이시카와 하루오
    • 산업경영시스템학회지
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    • 제38권3호
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    • pp.127-135
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    • 2015
  • Universal design is defined as the design process of products and environments usable by all people to the greatest extent possible, without the need for adaptation or specialized design. The benefits of universal design have been promoted primarily through illustrative 'success stories' of public, residential and occupational environments and products. While case examples may be informative, they may unfortunately be limited in terms of generality to other designs or tasks. Therefore, design methods and criteria that can be applied systematically in a range of situations to encourage universal design are needed. In addition, the seven principles of universal design are intended to guide the design process. The principles provide a framework that allows a systematic evaluation of new or existing designs and assists in educating both designers and consumers about the characteristics of more usable products and environments. However, exactly how these principles are incorporated into the design process has beenleft up to the designer. Since the introduction of universal design, designers have become familiar with the principles of universal design, and they have developed many products based on universal design. However, the principles of universal design are qualitative, which means designers cannot quantitatively evaluate their designs. Some have worked to develop more systematic ways to evaluate products and environments by providing design guidelines for each of the principles. However, recommendations have not yet been made regarding how to integrate performance measures of universal design into the product design process before the product is mass produced. Furthermore, there are sets of requirements regarding each user group that has different age and ability. Consequently, there is an urgent need for design methods, based on a better understanding of age and ability related factors, which will lead to a universally designed product or environment. The authors have proposed the PSD (Preference Set-Based Design) method that can generate a ranged set of feasible solutions (i.e., robust and flexible solution set) instead of single point solution that satisfies changing sets of design targets. The objective of this paper is to develop a general method for systematically supporting the universal design process. This paper proposes the applicability of PSD method to universal design. Here, the proposed method is successfully illustrated with a universal design problem.

공간구성에 있어서 유기적 형태의 응용 가능성에 관한 연구 (A Study on applied possibility of Organic Form In Architectural space-Design)

  • 김성혜
    • 한국실내디자인학회논문집
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    • 제14호
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    • pp.10-18
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    • 1998
  • This study aims to make clear visual quality of organic form and structural order that is immanent in nature about a form as formative principles of architectural space design the significanced of this study is to prove the application possibility in to functional form architectural space design. All organic forms in nature has a unique shape and pattern in structure to be self-controled and good in order. Such an order in nature comes from regular construction and ratio principles which has aesthetical order by mathmetics. The specialty of beauty in nature can be revealed not only visual form but also the ratio balance and rhythm of structural principles. As we examine the aesthetic source embodied some object can be developed in to basic principles. Furthermore through this study we can find out that the form construction theory in nature forms share the quality attribute with geometrical form to be shown in architectural space design. Natural forms are ultimate visual expression of power that effects on the architectural space design. The rule of power in nature as nature formal characteristics have a direct influence and can be also applied to architectural construction. Therefore I expect that this study will be linked and continued to another structural view.

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유니버설 패션 디자인 연구 (A Study on the Universal Fashion Design)

  • 나현신
    • 복식
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    • 제57권9호
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    • pp.124-135
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    • 2007
  • Nowadays the numbers of the disabled and elderly have been increasing, and the universal design is desperately in demand. The purpose of this study was to offer ideas and solutions for the universal fashion design. The concept and the principles of universal design have been examined and principles of universal fashion design were suggested: low physical effort, flexibility in use, fair in use, aesthetics, safely-oriented, affordability, and accessibility. Eighteen web sites were investigated and the universal fashion products were analyzed based on these principles. Well developed universal fashion design products will help individuals to obtain the quality of life, maintain the dignity, and make the access to the world a little bit easier.

복잡계 구조로서 프랙탈 기하학의 조형원리 (Design Principles of Fractal Geometry as Complex System)

  • 임은영
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2004년도 추계학술발표대회 논문집
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    • pp.195-196
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    • 2004
  • Fractal geometry based upon the latest complex theory shows different features of design pattern quite different from the past. It is not yet sure which kind of effects it would bring about in the future, we think that it would help to create various spaces and organic design vision. Therefore we will look into the significances and adaptabilities in space design by studying fractal design principles of today's new model in space design

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THE FUNDAMENTAL PRINCIPLES OF BOT CONTRACT DESIGN

  • Eva C. W. Sung;S. Ping Ho
    • 국제학술발표논문집
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    • The 1th International Conference on Construction Engineering and Project Management
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    • pp.469-473
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    • 2005
  • Contract design plays a key role in the life cycle of BOT project. All project management activities and operation processes are arranged in consistence with the document of BOT contract which the public sector ensures that the respective roles and responsibilities set out in the contract are fully understood and fulfilled to the contracted performance criteria. With limited theories to deal with some fundamental issues of BOT contract design, we try to collect data from case studies and formulate several practical principles. The conclusions presented in this paper are analyzed from two cases, one is based on an early case in the United Kingdom, and the other based on the Taiwan High Speed Railway case. The purpose of this paper is not about covering all legal issues about BOT contract design, but rather, our work provides common considerations applicable to the contract parties of a broad range of BOT contracts. The results in this paper shall propose some fundamental principles of the BOT contract design.

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조립시간과 Variant를 고려한 제품구조 분석 시스템 (System for analysis of product according to assembly time and varant)

  • 목학수;신현창
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 1995년도 추계학술대회 논문집
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    • pp.707-710
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    • 1995
  • Structure of product, which is not considered by easy of assembly, has many hidden costs. For reduction of hidden costs, concepts of line balancing and assembly-oriented design are used. We find that part of structure can be improved by concept of line balancing. To reduce assembly time and enhance easy of assembly, design principles are developed by concept of assembly-oriented design. And design principles for improvement are applied according to condition of the grasped parts of product structure. Thersfore, we could design assembly-oriented design for better structure and low cost.

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A Study on Principles of Scene Design in Chinese Cartoon Games

  • 몽위동;김치용
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2010년도 춘계학술대회
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    • pp.324-327
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    • 2010
  • This article has briefed some important roles Scene Design plays in cartoon games (CG). Then it analyzes some fundamental principles of Scene Design in CG. It also discusses how to produce a suitable scene by centering on the theme and images in CG, and how to create appropriate ambience by making good use of Scene Design. Finally it introduces some frequently-used software for digital scene design.

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