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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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Is the retroauricular region a suitable donor site for full-thickness skin grafting in the era of mask wearing?

  • Yoon Soo Kim;Jeong Jin Park;Hyung Suk Yi;Jin Hyung Park;Hong Il Kim
    • Archives of Craniofacial Surgery
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    • v.24 no.2
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    • pp.66-72
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    • 2023
  • Background: During the coronavirus disease 2019 (COVID-19) pandemic, the everyday use of face masks massively increased to prevent the spread of infection. Many people complain of ear pain and erosion when wearing a mask for extended periods of time. If prolonged mask usage is uncomfortable for ordinary people, a question arises-how much more inconvenient must mask wearing be for patients with a full-thickness skin graft (FTSG) donor site in the retroauricular region? Herein, we evaluated complications related to face mask use in 27 patients with a retroauricular FTSG donor site, with the goal of clarifying whether the retroauricular region is still an appropriate FTSG donor site in the context of the COVID-19 pandemic. Methods: Complications in 27 patients treated by FTSGs harvested from the retroauricular region from 2019 to 2021 were investigated. A questionnaire comparing the normal and the operated sides was administered. Pain, itching, soreness, deformity, and symmetry were further investigated. Results: Pain and itching were the only observed complications. The operated side was slightly more painful than the normal side in four patients (14.8%), and four patients (14.8%) reported itching on the operated side. However, all patients who experienced complications stated that the pain or itching did not interfere with mask wearing. Most symptomatic patients were older than 60 years of age (23.8%, p= 0.185) and wore masks for longer periods of time (28.5%, p= 0.326). Conclusion: Few retroauricular donor site-related complications occurred, and none of these complications caused inconvenience in daily life. Therefore, in the COVID-19 pandemic, the use of the retroauricular region as an FTSG donor site remains appropriate.

A Study on the Tangible Interface Design System -With Emphasis on the Prototyping & Design Methods of Tangibles - (실체적 인터페이스 디자인 시스템에 관한 연구 - 텐저블즈의 설계 및 프로토타입 구현을 중심으로 -)

  • 최민영;임창영
    • Archives of design research
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    • v.17 no.2
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    • pp.5-14
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    • 2004
  • Introducing human capacities of control and sensation which have been overlooked into Human-Computer Interaction(HCI), Ubiquitous computing, Augmented Reality and others have been researched recently. New vision of HCI has embodied in Tangible User Interface(TUI). TUI allows users to grasp and manipulate bits with everyday physical object and architectural surface and also TUI enables user to be aware of background object at the periphery of human perception using ambient display media such of light, sound, airflow and water movement. Tangibles, physical object which constitutes TUI system, is the physical object embodied digital bit. Tangibles is not only input device but also the configuration of computing. To get feedback of computing result, user controls the system with Tangibles as action and the system represents reaction in response to User's action. User appreciates digital representation (sound, graphic information) and physical representation (form, size, location, direction etc.) for reaction. TUI's characters require the consideration about both user's action and system's reaction. Therefore we have to need the method to be concerned about physical object and interaction which can be combined with action, reaction and feedback.

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A Study on The New Conceptual Faucet Design to Which Flow-meter is attached (유량 측정기기 부착 수전금구 디자인에 관한 연구)

  • 박성룡
    • Archives of design research
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    • v.17 no.2
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    • pp.351-362
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    • 2004
  • Generally, they respond to a phenomenon, with their any way, which they have looked at in their surroundings, and also put into their action successively and variously according as what it is. A person who has not so much problems in experiential education added to mental and physical ability prefers controlling his manner by himself as seeing, listening and feeling to being cured it by other physical support. Meanwhile, even though there are tools that we use conveniently in everyday life, it is sometimes required that user is able to control his action by himself with a certain interactive function to deal with a accidental situation. For example, in the home, when they were cooking, washing dishes and taking a bath they would not often control their minds on how to act about flowing water through the faucet going back and forth between saving and easygoing. By reasons of those statements, the project has been studied to propose the new conceptual faucet which digital technology is applied to, for recognizing the volume of water flowed through water pipe as counting it with built-in flow meter, and then saving water as controling the water-flow with faucet lever. It means that homemakers can observe the flow rate of water from the faucet placed in front of the sink in kitchen and control it right away for saving water. For studying this project, the kinds and features of the various flow-meters that measure the volume of water-flow were researched and analyzed for taking a reasonable type to the new ideal faucet. According to this analyzing, turbine-flow-meter was selected as appropriate form for the digital display-built-in faucet that would be presented in this project. As the next step, the basic structure was created for developing a new conceptual faucet. Finally two models have been presented through several steps for making the suitable shape to the new style faucet.

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The Effects of Sustained Release Growth Hormone in the Repair of Neurological Deficits in Rats with the Spinal Cord Injury (척수손상 백서에서 서방형 성장호르몬의 투여가 신경회복에 미치는 영향)

  • Kim, Min Su;Heo, Jung;Kwon, Yong Seok;Lee, Keun Cheol;Kim, Seok Kwun
    • Archives of Plastic Surgery
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    • v.35 no.3
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    • pp.235-242
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    • 2008
  • Purpose: Due to increasing interest in the treatment of spinal cord injuries, many histopathological studies have been conducted to prove that many neurotrophic factors including growth hormone are important for regeneration of the injured spinal cord. Growth hormone has to be given everyday, however, and this negatively affects compliance in clinical trials. Recently, the invention of sustained release growth hormone (SRGH) that can be given just once a week may both help the regeneration of injured spinal cord and, at the same time, be more compliant and convenient for clinical patients. Methods: In this study, thirty 7-week-old female Spraque-Dawley rats were subjected to a weight-driven impact spinal cord injury. They were divided into 3 groups and Group I and II were injected with SRGH once a week for 4 weeks; Group I were injected into the injured spinal cord area, while Group II were injected into the peritoneal cavity. Meanwhile, Group III were injected with normal saline solution. The functional outcome was evaluated using the Basso-Beattie-Bresnahan motor rating score and the inclined plane test was done 4 weeks after the first injection. Histopathological examination was performed at the same time and the amount of residual white matter was measured in all groups. Results: After 4 weeks, Groups I and II showed greater improvement than Group III(the control group) in the functional test. In the control group, invasion of atypical phagocytes, axonal degeneration, edema and cavity formation in the posterior site of spinal cord gray matter was observed in histopatholgical examination. The rate of residual white matter in Group III was less than in the other groups. Conclusion: Data showed significant functional and histopathological improvement in the groups treated with SRGH into the spinal and peritoneal cavity compared with the control group. SRGH is therefore beneficial because it helps with regeneration of the injured spinal cord and improves the compliance and convenience of patients.

Observation of brand Characters of 'Blessing Pattern' used in ancestral household utensils in Korea (한국 전통 생활 용품에 나타난 '구복문양'의 브랜드 특성에 관한 고찰)

  • Han, Ji-Ae;Shin, Seung-Taek
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.293-302
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    • 2005
  • The emotion and culture of an age are reflected through several mediums. The special quality and generality are discovered through household utensils used in everyday life specially. This paper was intended as proceeding study for brand development with national empathic relationship. In this article, we were here concerned with symbolism and features for stories of traditional pattern on ancestral common household utensils, and considered about development possibility by brand of tradition pattern. As analysis for symbolism of traditional pattern, re-sorting and classifying pattern, meaning, symbol and stories of pattern based on 'Blessing notion' were set. It was found from the analysis that meaning and symbol of traditional pattern were set up and stories for them were excerpted. This study defines tradition pattern classified based on 'Blessing notion' as '8 Blessing pattern', and investigated development possibility and derivative value of it. We discovered through this study that 'Blessing patterns' function as communicator, have 4 abilities in sympathy with brand paradigm, and have 6 elements of brand identity. Furthermore, 'Blessing Patierns' have some derivative functions; cognitive intension, expression, loyalty, differentiation and symbol. This research will become basis of study for brand development having 'Empathic relationship' and foundation of 'Blessing brand' that is available to be umbrella and super brand. A further direction of this study will be to make 'Blessing brand series' and to create culture of it. We hope Korean brand market goes a step further through our studies

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Toward the Cultural Approach to the Discipline of Korean Design History: -A Plea for the Domestic Handcrafts of Yang, Gap-Jo- (한국디자인사 연구의 문화사적 접근을 향하여 -양갑조 할머니의 규방 공예품을 위한 변론-)

  • Ko, Young-Lan
    • Archives of design research
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    • v.17 no.4
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    • pp.375-384
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    • 2004
  • The general tendency of approach to Korean Design History has been focusing its primary interest on the grand story in relation to the problems of modernization in political, economical and social aspects of Korea. In the discourse of modernization, however, there are two sides immanent in the modernization: there is the formal, institutional and authoritative modernization developed inside the capitalistic mode of production and the informal, individual and cultural modernization manifested in the mode of everyday lives. Especially, despite the viewpoint of the latter being embossed as an alternative approach in various areas including the academic world of history since the collapse of socialism, the historical recognition of the phenomena of modern design by the Korean design historians is more like the 'history from the above' that exists at the level of the discourse outside the reality rather than the 'history from the below' that exists within the ordinary life. To grant a sense of balance in such frame of historical understanding, it requires the restructuring the design history of Korea through the cultural perspectives from having the representation of mundane lives realized by the voluntary design activity of the common people as research subjects. One of the methods to acquire an answer to such problem is decoding, in the manner of 'cultural history', the life-long domestic artifact made by Madame Yang, Gap Jo (currently 87 years of age) who is a model of typical Korean mother. Through the historical rumination on the traces of unpretentious lives of the people that has been buried under the grand narrative of the Korean Design History, a new era aimed for the historical prospect of Korean design as cultural history will be possible by excavating the petit yet multi-layered meaning of Korean designs.

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A Study on the Optimization of Edutainment Website design For Juvenile Users (에듀테인먼트 기반의 어린이 웹사이트 디자인에 관한 연구)

  • 손은미;임은정;이현주
    • Archives of design research
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    • v.15 no.1
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    • pp.143-152
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    • 2002
  • As the Internet has been a daily instrument of our lives, the numbers of Internet users are increasing rapidly. Especially, we have to pay special attention to about rapid increasing of juvenile users. In the 1990's, Kids are growing up literally surrounded by new technologies and mu1timedia experiences. For these kids, most of the techno1ologies that we adults find surprising or even incredible are a part of their everyday landscape, a fact of life. Currently, only few of research and discussion has gone into understanding this field. And most of these web sites, set importance on furnishing information only. So educational characters of web are not manifested fully as well as children soon get board with learning with Internet so that feel difficulties in searching and accepting information. At this point, we must try to develop educational sites Not only to show information but also to offer a rich and entertaining time for kids while providing playful teaming and increased technological fluency. Fer this purpose, Web site should be all about combining play with learning. Site navigation should be easy and the pages load quickly. The page download time is also being considerable, which could send kids withy mouse-fingers looking for entertainment elsewhere. Everything about the site must have a familiar feel, uses adequate colors to be satisfied with the juveniles. Multimedia can help the communications in the websites. To maximize the educational effect, technological research and continues invest are need, in addition to usability test.

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The Ride Attraction Design of Theme Park (테마파크의 라이드 어트랙션 디자인)

  • 이호숭
    • Archives of design research
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    • v.15 no.3
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    • pp.5-14
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    • 2002
  • The amusement design of a large amusement park, including theme park, largely consists of attraction design, the main facilities, and auxiliary facilities design. The purpose of this study was to discuss the physical motion characteristics of major ride, a recently highlighted representative ride attraction, modern people's thirst for stronger stimuli, and some of the right future directions for amusement design. In theme park, there is an growing trend for rides, especially major rides, to be more thrilling, and Newton's Law motion is basically applied. The rides we can often see provides a thrilling experience that is different from that offered by vehicles we use everyday, due to a variety of speed change, namely of acceleration. Every entertainment facilities, including ride attractions, are externally cutting edge with the use of new technology. but internally, poor theme or concept not only makes it difficult to function properly as attraction but poses a severe threat to theme park survival itself. Theme park will be able to exist as a comprehensive entertainment entity, when attractions are designed to have a perfect harmony among story, method and environment with cultural universality.

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A Study and Evaluation of Japanese Design Group "Keiji Kobo" -especially on the designs of Toyokuchi Katshei- (일본 디자인그룹 "형이공방(型而工房)"의 활동과 업적에 관한 평가-토요쿠치 카츠헤이의 디자인 활동을 중심으로-)

  • 서병기
    • Archives of design research
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    • v.17 no.1
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    • pp.37-48
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    • 2004
  • Keiji Kobo is a unique self-generated design research group in Japan, which was founded in 1928 when Bauhaus movement was in its peak, and which lasted ten years until the end of the Second World War, when any activity of the group became virtually impossible due to the war. With insight to see the future, the group aimed at Modern Design advocating a new spirit in architecture, and played a significant role in prosperity of Japanese Modern Design assimilating Western design trends. Pursuing of craft works for everyday life--practical furniture works--Keiji Kobo actively executed various projects to realize modern philosophy. The range of the works of this group was very large: survey, mock-up, experiment, research, exhibition, lecture, order-based sale, advertising and writing. The works of the group were oriented to serious academicism, not compromising with commercialism. Considering the peculiar political situation such as Japanese Militarism, the spirit of functionalism that the group pursued was surprisingly academical and pure. This group was relatively small and clumsy, which lasted as short as around ten years. However, strong motivation was in their seemingly quiet movements, and the influence of the group cannot be underestimated even with today's criteria. There were a number of pioneers who contributed to today's prosperity of Japan and Keiji Kobo can be estimated to be one of the pioneers in the field of design. It was found that the contemporary intellectuals hoped that the committment and activity of the group would contribute to modernization of the life quality of ordinary people. In a sense, Keiji Kobo can be estimated to be a little Japanese equivalent for Bauhaus that could not fully bloom.

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