• Title/Summary/Keyword: Design Role

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Recognition of Designer's role between Designers and Non-designers

  • Kang, Bum-Kyu
    • International Journal of Contents
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    • v.7 no.4
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    • pp.84-89
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    • 2011
  • General recognition on the role of a designer has differently changed according to the age and region respectively. This research has clarified general recognition on a designer's role among a designer, experts that designers mainly perform co-work and an ordinary people in a period when the design identity is more confused than any other time. The results of this research are as follows. First, the 13 definitions on a role of a designer in a company were identified through field interview survey by presidents and practical responsible persons in design-specialized companies. Second, it was proved whether there is a difference in recognition on a role of a designer between designers and non-designers. Third, this research divided a group of non-designers into two groups such as a design job-related group mainly performing co-work with designer, and an ordinary people's group that doesn't major design. After that, this research found out the most sympathizing definition on a role of a designer at a company in three groups divided into a designer's group, a design job-related group and an ordinary people's group. The awareness on the role of designer was more objectively regulated three-dimensionally in all aspects of a designers group and a non-designers group. In addition, the findings of recognition difference of each group on a designer's role will help comprehensive understanding on each experts group and an ordinary people. The findings of the research will help in performing co-work of designers and non-designers in design decisionmaking based on understanding of this recognition.

A Study on the Classification of Role-playing as a Design Method and Its Utilization (디자인 방법으로서의 롤플레잉의 분류와 그 활용 기법에 관한 연구)

  • Hwang, Ga Young;Yeoun, Myeong Heum
    • Design Convergence Study
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    • v.16 no.3
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    • pp.51-68
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    • 2017
  • User-centered design and Experience Design are emerging in the design area. Therefore, the Role-Playing Method has been actively utilized in the process of design development. But the terms of Role-Playing Method which follow these trends. has not been integrated. Further, it is hard to utilize the process of design development because the process method is not settled yet. Therefore, this study is into two parts of the research: Defining the concept of Role-Playing and the experiment of Role-Playing. Firstly, defining concept part is to research the design method corresponds to a wide range of Role-Playing that has a similar definition. After then, analyzed the examples of Role-Playing Methods which was derived matrix from Role-Playing classification. With this process, two axes of the matrix have been produced such as role·scenario and puppet. Through the analysis of the utility and vulnerability of the Role-Playing classification matrix, this study was able to propose the using step of the Role-Playing in the double diamond model. Secondly, two experiments were conducted in the experiment part. Through the pilot experiment explored the possibility of a study of the Role-Playing Method. In the second experiment, the process was conducted with Role-Playing classification matrix. As a result, each Role-Playing has different insights. In terms of design, different aspects of composing elements were found. Plus, in the position of the user, Role-Playing are can observe different parts of user's cognition between acting and puppet. Thus, the role-playing was proven to be useful to find out the point of improvement and insight in service from different perspectives and it resulted in the role playing which can be utilized selectively according to the type of service.

A Study on Sex-role Attitudes of Women and Yin-Yang characteristics in clothing design (성인 여성의 성역할 태도와 의복디자인에 나타난 음양특성에 관한 연구)

  • 이선재
    • Journal of the Korean Society of Costume
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    • v.29
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    • pp.71-83
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    • 1996
  • The purpose of this study was 1) to investi-gate the trends of sex-role attitudes of women and 2) to examine the relations between sex-role attitudes and Yin-yang characteristics in clothing design. The survey was conducted among 317 women in Seoul and Kyunggi province. The results were as follows: 1) Androgynious gender and masculine gen-der with sex-role attitudes are strongly ap-peared among the low-age university students and not-married group. 2) Yang characteristics with light and cool-warm color to the clothing color and with clothing design are strongly appeared ming the low-age university students and not-mar-ried group. 3) Masculine attitude with clothing design preference attitudes are strongly appeared among the low-ager university students and not-married group. Many persons appeared to have feminine attitude rather than in andro-gynious attitude. 4) There are significant differences between sex-role attitudes and yin-yang characteristics to the clothing design. A high level of mascu-line gender is storngly indicated the yang characteristics with saturation to the clothing colorand and with clothing design 5) There are significant differences between sex-role attitudes and clothing design prefer-ence attitudes.

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Study on Development Process of Furniture Design Class by Applying Role-playing (Role-playing을 적용한 가구 디자인 수업 개발 사례 연구)

  • In, Chi Ho
    • Journal of the Korea Furniture Society
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    • v.27 no.4
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    • pp.280-290
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    • 2016
  • In design education enhancement of design methodology and creativity can be stimulated through taking on several creative roles within an interactive and enjoyable studio course. To overcome blocks to creativity I developed a intermediate course, 'Furniture Design Studio I' at the sophomore advanced level course. Inventive thinking and a sense of aesthetic are the essential element for all studnets to grow as a professional designer. And to develop their creative thinking skill I introduced a system that utilizes each element into a role-playing type of projects. Students will be able to demonstrate their underlying creativity in a more open environment. Instead of stressing to solve a lot of complicate issues, the main focus is to allow freedom of expression and creativity. Role-playing are executed in a design studio environment rather than in a psychodrama situation. There are two different type of role-playing : Inventor and Designist (Designer + Artist). Students will be able to work in groups, incorporate problem solving into their projects and concentrate on more personal creative form developments. Through this process, students will enhance their problem solving abilities and broaden their scope for innovation. Thus increases the student's participation and creativity. Investigating the problems of domestic design education through these sort of special programs and developing systems that enhance creativity based on the results and the process methods.

Holistic, Collaborative, Ecological, and Coevolutionary Characteristics of Service Design Process

  • Lee, Dong-Seok
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.7-13
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    • 2012
  • Objective: This paper discussed the characteristics of service design process by comparing with product design process. Background: Service design has different design outcomes, project participants, and design constraints than product design. Method: The comparison took two perspectives: one was shorter-term, design process of a service, and the other was longer-term, process of service development. Results: It was discussed that service design process is similar in overall, but has four differences. First, the role of design is required earlier and longer in the process, which means service designers need to participate from the begging of the project to service operation. Thus service designers are required to have holistic viewpoint of the project. Second, service design requires many design expertise thus collaboration needs to be well defined and managed throughout the process. Third, since service provider has limited resources, regulations, and market competition, some service features cannot be provided. Service designers are required to know both customers' needs and functional constraints. Last, service design is highly coupled with service operation. Designing and providing service happens at the same time and evolves over time. Conclusion: Consequently it was asserted that the role of designers in service design is essential for success. In specific, the role of service design architect, who manages design process and design outcomes, is a new and important role in service design project.

A Study on the Role of Designer in the 4th Industrial Revolution -Focusing on Design Process and A.I based Design Software- (인공지능 시대에서 미래 디자이너의 역할에 관한 고찰 -디자인 프로세스와 디자인 소프트웨어를 중심으로-)

  • Jeong, Won-Joon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.16 no.8
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    • pp.279-285
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    • 2018
  • The purpose of this study is to propose the role of future designers and capabilities to be developed in the age of A.I. Active and preliminary designers should prepare themselves to develop necessary capabilities. As a method of study, we investigated the meaning of design and the changing role of designers from the past to present. Additional research was conducted on generative design, design processes, and A.I based design software. Finally, based on the analysis, we proposed the role of future designers and their capabilities in the age of A.I. In conclusion, the role of future designer should lead social innovation through creativity by coworking with artificial intelligence based on understanding and empathy for users. Based on this research, designers are expected to develop unique humanities skills such as empathy and creativity and work with AI in response to $4^{th}$ industrial revolution.

A Study on Definition and Role of 'USER' in Contemporary Architecture (현대건축에서 사용자의 개념 및 역할 변화에 대한 연구)

  • Lee, Hyuk-Chan;Choi, Wang-Don
    • Korean Institute of Interior Design Journal
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    • v.18 no.5
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    • pp.80-88
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    • 2009
  • The relationship between architects and users has been multifarioiusly changed through architectural history. From the viewpoint of using a building, users who experience and interpret the building are as important as architects who design it. In the past, architects are not interested in the role of users. Modern architects only emphasized the concepts of users based on efficiency, and therefore users had the passive role following the design intentions in the space architects had created. However, since the end of modern movement, diverse definitions of users have been attempted. Especially the aesthetics of reception reilluminates the role of users neglected in modern movement. Therefore the one-way relationship between architects-buildings are changing into the interactive relationship between architects-buildings-users, and it results from the fact that users have the ability to reinterpret and create architectural space as well. Users have more creative and positive role in architectural space making and architects, too, reflect these trend in their architecture.

The Relationship between Clothing Behavior and Sex Role Attitude of High School Girls (여고생의 의복행동과 성역할 태도와의 관계 -유니섹스 의복을 중심으로-)

  • Choi Kyung Hee;Kahng Hewon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.9 no.1
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    • pp.1-8
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    • 1985
  • The purpose of this study was to investigate the relationship between three aspects of clothing behavior and sex role attitude. For Sex Role: sex role attitude was measured by Osmond-Martin's Sex Role Attitude Scale and Items selected from Smith, Ferree and Miller's Feminism Scale. For Clothing Behavior: a unisex clothing attitude questionnaire was developed for this study, and general clothing behavior was assessed with Kim; Won: Kim: Lee; and Jung's questionnaires dealing with modesty and the yin-yang continuum of design preference. The questionnaries were administered to a sample of 366 junior high school girls in Seoul. The data were analyzed by Pearson correlation. The results were that, liberal attitudes toward sex role were positively related to unisex clothing attitude: liberal attitudes toward sex role were negatively related to modesty in clothing. Liberal attitudes toward sex role were related to the yin-yang continuum of design preference in clothing; that is, the persons having more liberal attitudes toward sex role preferred yang (masculine) design.

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