• Title/Summary/Keyword: Design Thinking Methodology

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The TRIZ Theory and it′s Application (TRIB이론과 응용)

  • 이장용
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.2 no.2
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    • pp.25-31
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    • 2001
  • The TRIZ theory which was invented by Russian scientist Genrich Altshuller provides a systematic methodology for innovative engineering design in place of brainstorming. synectics, analogical thinking, which seeming1y high efficiency are still variations of the trials and errors method. TRIZ theory gives designer the ability to explore design solutions in fields other than his (her) own experience. Among several TRIZ theories, most widely used techniques in engineering field are contradiction theory. Su-Field analysis, physical phenomenon and effect and directed production evolution. which are described in this thesis and its application to conceptual design of high-speed train is performed as a case study of TRIZ theory.

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A Study on Gianni Versace's Idea Source for Fashion Design (지아니 베르사체의 패션디자인 발상 연구)

  • Oh, Yun-Jeong;Kim, Ji-Young
    • Journal of the Korean Society of Costume
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    • v.61 no.8
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    • pp.18-31
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    • 2011
  • Gianni Versace was a designer who established his unique fashion world by thinking creatively and using rich design sources. The purpose of this study is to present designers a methodology for creative and characteristic design development by searching Gianni Versace's idea source for fashion design. As a method of the study, visual and textual data were investigated for Versace's fashion and design source especially focusing on those elements that inspired him. Versace was born in the southern area of Italy in 1946. Ever since his childhood, he had a lot of experience with clothes because his mother was a dressmaker. His first collection was made in 1978, and Versace became one of the most famous fashion designers in the world within 20 years. He used a wide range of design sources such as history, culture, and art and created his design world with it. He focused on four important epochs. They were classicism, Byzantium, the eighteenth century centering on Baroque, and the 1920s and 1930s centering on Madeleine Vionnet and Madame Gres. Among cultural elements, costume design for ballet and opera and rock 'n' roll music inspired him greatly. Also, Pop art and various paintings such as Chagall's and Delaunay's had a huge effect on Versace. With these elements, he created a bold and unique coordination of style by mixing & matching history, genre, material, and style into his design. Thus he completed an extraordinary and original fashion style by emphasizing on decorative and glamorous points and changing a way of thinking.

A Study on Time in Architecture of Cedric Price (세드릭 프라이스 건축에 나타나는 시간 개념에 대한 연구)

  • Kim, Jung Soo
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.10
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    • pp.107-118
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    • 2018
  • Cedric price is an architect and educator who have had an influence on architectural thinking through teaching and projects, rather than completed buildings. The purpose of this study was to analyze the architecture of Cedric Price in terms of time. Time was an important factor to understand his architecture along with his interest in technology, so most of his architectural thinking and methodology - anti-architecture, programmatic indeterminacy, a philosophy of enabling and so on, could be explained under the consideration of time. Depending on how he considered and used the concept of time, his projects could be categorized into two groups; The first group was related to the change over time, and this group again divided into three sub categories; change of user's preference, change of external environment, and change over building lifetime. The second group was related to planning of time, which could be divided again into two categories; programmatic planning and the usage planning during the period. This categorization could provide a frame to look into his architecture, through which his projects showed the limitation in modern architecture and the possibility for contemporary architecture.

Research on job competency reinforcement through online social innovation project in the public sector (공공분야 온라인 사회혁신 프로젝트를 통한 직무역량 강화 연구)

  • Park, Jeongsun;Park, Sanghyeok;Park, Eunhye;Lee, Myunggwan
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.2
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    • pp.77-91
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    • 2022
  • Social innovation refers to activities that solve social problems by developing new ideas in cooperation with actors close to the field for the purpose of preserving the sustainability of society. In the field of social innovation, voices calling for a bottom-up method that starts with citizen participation are growing, and the need to improve public officials' awareness of social innovation and strengthen professionalism is being raised. In the era of Covid 19 and the 4th industrial revolution, digital literacy is being emphasized to us. In the field of social innovation, the need to strengthen social activities using digital media is growing. In this paper, an example of online social innovation project education based on the design thinking methodology was presented for public officials in Busan to improve their awareness of social innovation and secure expertise, and the effect of job competency reinforcement was statistically verified. As a result of statistical analysis, the average difference between the 'online communication' factor and the 'online empathy' factor was the largest, and it can be interpreted that digital literacy for social innovation has been strengthened.

Development Process for User Needs-based Chatbot: Focusing on Design Thinking Methodology (사용자 니즈 기반의 챗봇 개발 프로세스: 디자인 사고방법론을 중심으로)

  • Kim, Museong;Seo, Bong-Goon;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.25 no.3
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    • pp.221-238
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    • 2019
  • Recently, companies and public institutions have been actively introducing chatbot services in the field of customer counseling and response. The introduction of the chatbot service not only brings labor cost savings to companies and organizations, but also enables rapid communication with customers. Advances in data analytics and artificial intelligence are driving the growth of these chatbot services. The current chatbot can understand users' questions and offer the most appropriate answers to questions through machine learning and deep learning. The advancement of chatbot core technologies such as NLP, NLU, and NLG has made it possible to understand words, understand paragraphs, understand meanings, and understand emotions. For this reason, the value of chatbots continues to rise. However, technology-oriented chatbots can be inconsistent with what users want inherently, so chatbots need to be addressed in the area of the user experience, not just in the area of technology. The Fourth Industrial Revolution represents the importance of the User Experience as well as the advancement of artificial intelligence, big data, cloud, and IoT technologies. The development of IT technology and the importance of user experience have provided people with a variety of environments and changed lifestyles. This means that experiences in interactions with people, services(products) and the environment become very important. Therefore, it is time to develop a user needs-based services(products) that can provide new experiences and values to people. This study proposes a chatbot development process based on user needs by applying the design thinking approach, a representative methodology in the field of user experience, to chatbot development. The process proposed in this study consists of four steps. The first step is 'setting up knowledge domain' to set up the chatbot's expertise. Accumulating the information corresponding to the configured domain and deriving the insight is the second step, 'Knowledge accumulation and Insight identification'. The third step is 'Opportunity Development and Prototyping'. It is going to start full-scale development at this stage. Finally, the 'User Feedback' step is to receive feedback from users on the developed prototype. This creates a "user needs-based service (product)" that meets the process's objectives. Beginning with the fact gathering through user observation, Perform the process of abstraction to derive insights and explore opportunities. Next, it is expected to develop a chatbot that meets the user's needs through the process of materializing to structure the desired information and providing the function that fits the user's mental model. In this study, we present the actual construction examples for the domestic cosmetics market to confirm the effectiveness of the proposed process. The reason why it chose the domestic cosmetics market as its case is because it shows strong characteristics of users' experiences, so it can quickly understand responses from users. This study has a theoretical implication in that it proposed a new chatbot development process by incorporating the design thinking methodology into the chatbot development process. This research is different from the existing chatbot development research in that it focuses on user experience, not technology. It also has practical implications in that companies or institutions propose realistic methods that can be applied immediately. In particular, the process proposed in this study can be accessed and utilized by anyone, since 'user needs-based chatbots' can be developed even if they are not experts. This study suggests that further studies are needed because only one field of study was conducted. In addition to the cosmetics market, additional research should be conducted in various fields in which the user experience appears, such as the smart phone and the automotive market. Through this, it will be able to be reborn as a general process necessary for 'development of chatbots centered on user experience, not technology centered'.

A Study on the Anterior Creative Attributes of Chaos and Fratals and Their Applicability to Environmental Design (카오스, 프랙탈의 창조적 속성과 환경디자인에의 적용가능성에 관한 연구)

  • 김주미
    • Archives of design research
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    • v.13
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    • pp.235-255
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    • 1996
  • The world-view of a period or a society refers to the way it conceives of the order and governing principles of the universe. The ad and outcome of the crealive process of a designer reflect his or her world-view or value system. Contemporary students of design seem to find the traditional approach to art based upon the Euclidean logic rather redudive and confining and are trying to develop a new way of thinking and methodology, a new frame of reference. In this study, I am offering the chaos- and fractal theory, concepts drawn from science, as a new anchoring point for design. This approach makes use of the concept of chaos as the basis of a new, open system that enables a designer to find and generate numerous visual possibilities immanent in chaos. Likewise. fractal geometry is offering new concepts and vocabularies for the study of physical universe and design thinking, as well as bridging the gap between science and art. The number of structural possibilities fractal theory generates for environmental design seems to be virtually unlimiLl'd. In fine. this study places a great emphasis on the new approaches t() the environment we inhabit. which I hope will contribute to generating a greater number of creative possibililil:s for environmental design.

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Fashion Design Development applying Expressive Techniques of Depaysement (데페이즈망의 표현기법을 활용한 패션디자인 개발)

  • Heo, Seung-Yeun;Lee, Youn-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.16 no.4
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    • pp.15-25
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    • 2014
  • The purpose of this study is to promote the artistic value and formative aesthetic of clothes in daily life through a proposal of inventive fashion design by utilizing Depaysement of Surrealism, which visualizes a more realistically and more specifically than fact in illogical and unfamiliar situation, Focused on details of Korean traditional costume silhouette. The method of this study, the literature and existing researches related to Depaysement were analyzed through theoretical review for establish the expressive techniques of Depaysement expressed in contemporary fashion. Conclusions from this study are as follows: first, the expressive techniques of Depaysement are derived that are 'change of scale', 'change of materials', 'combination of heterogeneous objects', 'arrangement of object in a strange space', 'overlapped object', 'paradoxical image', 'variable awareness of boundary.' Second, expressive techniques of Depaysement present a new methodology which can express an irrational thinking, which is not controled by reason such as unconsciousness, dream, and fantasy etc, in a way that is easier and more realistic rather than thinking centered on an art which is ruled by consciousness. Third, unique and free-form fashion design, which destroys a general idea, was could develop by using abundant materials and composing items borrowed various silhouette for expressive the techniques of Depaysement. Forth, Through this study, the concept of Korean fashion design, that was limited by the standard form when we approach Korean fashion design as identity of social culture, ideology of reflection and expression, object of commercial expression, was could think outside of the box.

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Educational Needs of Distribution Company Salespeople in Core Competencies for Convergence (미래융합인재 핵심역량에 대한 유통업 영업사원의 교육요구도 분석)

  • Kim, Eun-Joo;Seong, Myeong-Hee
    • Journal of Distribution Science
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    • v.16 no.6
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    • pp.77-84
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    • 2018
  • Purpose - The aim of this study was to analyze the educational needs of distribution company salespeople in core competencies for convergence and their general perception of convergence education. Furthermore, this study provides basic data on core competencies for convergence needed by them. Research design, data, and methodology - A survey was conducted on 104 distribution company salespeople who worked near Seoul, Korea to analyze the perceptions of their educational needs in core competencies for convergence education, according to their socio-demographic characteristics. The socio-demographic characteristics were gender, age, workplace size, education background, work experience and business category. The questionnaire consisted of demographic factors (7 questions), general perception of convergence education (5 questions), perception of importance of core competency for distribution company salespeople (9 questions), and current perception of distribution company salespeople on core competency of convergence workers (9 questions). Park et al.(2014)'s categorization of convergence core competencies was used: Cognitive convergence (creative thinking, critical thinking and understanding of convergence knowledge), convergence performance (problem solving, communications, collaboration and application of convergence tools) and attitude toward convergence (empathy and responsibility). Data was collected through an independent sample of t-tests and a one-way analysis of variance and the Borich Needs Assessment Model was used to identify the educational needs of distribution company salespeople in the core competencies of convergence education. Results- The results show that the subjects recognized the need for convergence education to be high among the general perceptions. The perception scores for workers of different backgrounds only varied according to the size of the business. Moreover, the results of the educational needs analysis and the ranks of the required core competencies of convergence workers by the subjects were as follows: 1. convergence knowledge understanding competency, 2. creative thinking competency, 3. convergence tool application competency, 3. communications competency, 4. problem solving competency, 5. collaboration competency, 6. critical thinking competency, 7. empathy competency, 8. responsibility competency. Conclusions - This study highlights the necessity of developing university curriculum that can nurture the core competencies of conversion education reflecting distribution company salespeople's requests as well as cultivating qualified convergence workers required by distribution company workers.

Work and Life Balance in teleworking Environment - Application of CLD, TP, and TRIZ - (원격근무환경에서 일과 삶의 균형방안: 인과지도, 사고프로세스와 트리즈의 적용)

  • Kang, Jae-Jung
    • The Journal of Information Systems
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    • v.29 no.3
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    • pp.179-195
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    • 2020
  • Purpose & Design/methodology/approach Amidst the COVID-19 spread, interest in telework has been increasing as a way to respond to environmental changes and improve organizational performance. In this study, causal loop diagram, thinking process, and four principles of TRIZ were used to find various ways to achieve work-life balance for workers and firms in teleworking environment. Findings The result of the causal loop diagram shows that keeping work-life balance is needed to provide free extra time for workers and achieve the firm's performance through efficient coordination between departments in teleworking environment. Using thinking process of TOC, we proposed a evaporating cloud for work-life balance and reviewed assumptions and premises to maintain extra free time for workers and achieve firm's performance paradoxically, and suggested solutions through the breakdown of the assumptions and premises. Resolving the contradiction(RC) by spatial separation is to divide working spaces into home, smart center, and mobile work types, to find both ways to achieve the organizational performance, and to provide extra time for workers. RC by temporal separation is to divide working time into various unit time, and to find ways to achieve organizational performance through doing work at office or home periodically or shiftly according to a predetermined schedule and time setting. RC by situational separation is to give options of flexible methods of performing work according to the conditions of the company or the worker. RC by separation between part and a whole is to find ways to organize and do the work so that the entire work can be completed efficiently even if each work is performed separately in teleworking way. This study is meaningful in that it provides basic thinking framework for achieving work-life balance in teleworking environment and proposes ways to resolve conflict from various perspectives, but it is limited in that it has not been tested empirically.

A Study on Foreigners' Korean Language Learning Experiences through Design Thinking Analysis (디자인 사고 분석을 통한 외국인의 한국 언어 학습의 연구)

  • Lee, Pei Zhi;Kim, Boyeun
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.345-351
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    • 2017
  • The international status of the Korean language has been elevated as the demand for studying the language among foreign students has grown sharply over the past few years. Unfortunately, foreign students face difficulties in learning the language, conflicts are also deepening between Korean and foreign students. Using Erin Sander's design research spiral, this paper investigates foreigners' Korean language learning experiences, identify the main cognitive and affective factors influencing their learning process. Research findings collected with the design analysis revealed needs and insights that offer opportunities relevant specifically for the conception, design and development of new products and services related to Korean language learning.