• Title/Summary/Keyword: Design for Kids

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Kids Color-design Playground Apparatus Proposal (아동 색채조형 놀이기구 디자인 제안)

  • Song, Ji Hong;Choi, Kyung Ran
    • Journal of the Korea Furniture Society
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    • v.25 no.4
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    • pp.239-249
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    • 2014
  • Color is an important subject of interest for cognitive developmental stages of children and it also correlate to emotional and physical development. Children can acquire concept of color by 'play'. Color play can be experienced to children through diversity activity and theses activities contain creative craft art activity. The color-paly with art activity for kids can be called 'kids color-design play'. Recently, indoor playgrounds are rapidly grow-up because parent's concern degree that about play activity get higher. The indoor playground being enlargement and it contains various paly contents. Color-design play is also enacted animatedly in kids indoor playground. The great part of color-design plays are enacted through program that needs teaching. On the other hand, color-design play facility that children can play spontaneously is not composed sufficiently. Therefore this study aim at design proposal of 'Kids color-design playground apparatus' in indoor playground.

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A Study on the Spatial Characteristics and the User's Satisfaction by Types of the Kids Cafes (키즈카페의 유형별 공간특성과 이용자 만족도 분석 연구)

  • Mun, Ja-Young;Shin, Kyung-Joo
    • Korean Institute of Interior Design Journal
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    • v.21 no.6
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    • pp.23-34
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    • 2012
  • There is a demand for a complex cultural space of play, leisure and education, a kids cafe, which will replace a playground just for kids as awareness for the need of a space where parents can spend leisure time with their own children and can take a rest grows, Thus, this study aims to find features for user satisfying kids cafes by conducting observations of the kids cafes and user survey. This study selected 12 kids cafes, 3 kids cafes per type (play focused, cafe or restaurant focused, education focused, multipurpose focused), in Seoul which were built after 2007 and conducted surveys on space planning and spatial characteristics by users and types and the level of satisfaction. As a result, the play focused kids cafes are used the most and the multipurpose focused kids cafes are used the second most. So the reason for using kids cafes is for the play of children. Also the overall satisfaction level for kid cafes were above the average except for the price. The result of this study showed that there was differences of satisfaction based on the type of user satisfaction, size of children space, finishes, colors, furniture and accessories, sanitary conditions. For the overall satisfaction, users were satisfied with the interior space, however, users were unsatisfied with functional parts, such as toys, foods and educational program. The results of the analysis showed that based on the types of the kids cafes, users' satisfaction rate for space size for the children, finishes, colors, furniture and accessories, sanitary conditions were different and for the functional parts, the satisfaction rate was different in all aspects. Also, in overall, the educational focused type users showed higher satisfaction rate than other users. Finally, the level of satisfaction is different by type of kids cafes and we have to consider the level of satisfaction of the users in order to plan kids cafes which meet the demand of the users.

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A Study on Characteristics And Intrinsic Meaning of Conspicuous Kids Fashion (과시적 키즈 패션의 특성과 내적 의미 연구)

  • Kim, Hyun-Kyung;Choy, Hyon-Sook
    • Journal of the Korean Society of Costume
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    • v.66 no.7
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    • pp.1-16
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    • 2016
  • The purpose of this study was to examine the characteristics of conspicuous kids fashion and its intrinsic meaning as the popular trends of luxury product consumption expand into the area of kids' fashion. For methodologies, literature study was conducted along with empirical study. The literature study was based on various literatures and preceding studies, including books. The empirical materials used the internet photos, overseas kids fashion magazines, and free newspapers available on the basis of membership targeting the upper class. Conspicuous kids fashion refers to imported luxury kids brands, which signify higher status of the wearer due to the high prices and high quality. These brands were thrust into limelight amid the Wanna-Be Phenomenon, which resulted from the emergence of kids' fashion icons. Imported luxury brands launched the products in the form of brand line extensions. It promoted exhibition of vicarious consumption to show off the wealth and social prestige of parents. It came into prominence due to emotional consumption among kitty moms. Moreover, this study examined the intrinsic meaning of conspicuous kids fashion. The results showed components of conspicuous kids fashion, which was classified into the emphasis on outward appearance, consumption for vicarious satisfaction, inheritance of cultural capital, and network configuration.

Design and Implementation of a OPAC Prototype for Digital Kids ('디지털 키즈'를 위한 OPAC 프로토타입 개발에 관한 연구)

  • Rho, Jee-Hyun;Lee, Eun-Ju
    • Journal of Korean Library and Information Science Society
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    • v.47 no.1
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    • pp.175-198
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    • 2016
  • This study intends to implement a OPAC prototype for digital kids. To the end, this study applies prototyping techniques that design, evaluate and improve an early sample model. Included in this study are as follows: (1) design a conceptual model of new OPACs based on the information need analysis of digital kids, (2) implement a OPAC prototype with WordPress 4.2 version, (3) evaluate the prototype OPAC from the viewpoint of digital kids and children librarians, and finally, (4) suggest the improved model and implementational strategies for kid's OPAC. 6 fourth and fifth graders in the elementary school and 5 children librarians in public libraries participate in the final evaluation process.

Substituting Bread By-product for Barley Grain in Fattening Diets for Baladi Kids

  • Haddad, S.G.;Ereifej, K.I.
    • Asian-Australasian Journal of Animal Sciences
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    • v.17 no.5
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    • pp.629-632
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    • 2004
  • The objectives of this study were to determine the effects of substituting bread by-product (BBP) for barley grain in high concentrate fattening diets for kids on nutrient intake, growth performance, and nutrient digestibility. Twenty-eight Baladi kids (body weight=17.1${\pm}$1.0 kg) were assigned randomly to 4 experimental finishing diets (7 kids/treatment) in a completely randomized design for 70 days. The control (CON) diet contained 20, 60, 11, 7 and 2% (DM basis) alfalfa hay, barley grain, soybean meal, corn grain, and mineral and vitamin mix, respectively. Bread by-product substituted barley grain by 10, 20 and 30% of the diet DM in the LBBP, MBBP, and HBBP diets, respectively. Dry matter intakes for the CON, LBBP and MBBP diets were similar (p>0.05; avg.=592 g/day), however, kids fed the HBBP diet had a lower (p<0.05) DM intake (451 g/day). Organic matter and CP intakes showed similar patterns to that observed for DM. Dietary treatments did not affect (p>0.05) average daily gain for kids fed the CON, LBBP and MBBP diets (avg.=150 g/day). Final body weights for kids fed the CON, LBBP and MBBP diets (avg. 27.1 kg) were greater (p<0.05) than for kids fed the HBBP diet (23.7 kg). Feed to gain ratio was greater for the CON, LBBP and MBBP diets (avg. 3.9) compared with the HBBP diet (5.0). No significant (p>0.05) effect of the dietary treatment was observed for DM, OM and NDF digestibility. Substituting BBP for barley grain up to 20% of the diet DM did not affect nutrient intake, growth performance and nutrient digestibility of kids and resulted in a decrease in feed cost.

Glanceable and Informative WearOS User Interface for Kids and Parents

  • Kim, Siyeon;Yoon, Hyoseok
    • Journal of Multimedia Information System
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    • v.8 no.1
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    • pp.17-22
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    • 2021
  • This paper proposes a wearable user interface intended for kids and parents using WearOS smartwatches. We first review what constitutes a kids smartwatch and then design UI components for watchfaces to be used by kids and parents. Different UI components ranging from activity, education, voice search, app usage, video, location, health, and quick dial are described. These components are either implemented as complications or on watchfaces and may require on-device standalone function, cross-device communication, and external database. We introduce a theme-based amusing UI for kids whereas simple and easily accessible components are recommended to parents' watchface. To illustrate use cases, we present 3 scenarios for enhancing communication between parents and child. To show feasibility and potential of our approach, we implement our proof-of-concept using commercial smartwatches, smartphones, and external cloud database. Furthermore, performance of checking app usages on different devices are presented, followed by discussion on limitations and future work.

A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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Fun Factors of New Media Content for Kids (유아용 뉴미디어 콘텐츠의 재미 요소)

  • Chung, Jee Yong
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.40-52
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    • 2018
  • Media can be considered as a type of play for kids in this new media era. Researches on media content for kids have mainly focused on educational effect or specific features such as design, but a great deal of kids content is created for fun and enjoyment. This study analyzes fun factors of the most popular kids content on Youtube: Kongsuni and Friends, Carrie and Toys, and Pinkfong. The result shows that seven fun factors can be grouped into three categories; 1) Self-determination and independence are related to the media environment; 2) Sensuous vividness, empathy, and physical dynamic are related to the content; 3) Self-expression and social interaction are related to associated activities. This study extends our perspective on kids content by analyzing fun factors in the comprehensive process of media consumption.

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.

Digital Content Design Making Children Like Reading Books (아이들이 책을 좋아하게 만들 디지털 콘텐츠 디자인)

  • Wang, Lin;Lee, Ha-Na
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.20-28
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    • 2016
  • Recently, with various smart devices being used, more attention is paid to digital content development for kids. Many parents and teachers are using digital contents both at home and the classroom. However, there are many concerns on the delayed language ability development and lack of social skills due to children's overuse of digital technology. This study reviewed related literature on digital content for kids including storytelling videos, flash, animation, multimedia fairy tales, and app-books. Based on that, digital contents design guidelines were proposed. It was expected that by appropriate digital content design, children would like reading books just as they like watching digital contents.