• 제목/요약/키워드: Participated Design

검색결과 1,663건 처리시간 0.031초

주민참여형 워크샵을 통한 공동주택의 주거환경개선 디자인 제시 - 서울시 수서영구임대 단지 사례 연구 - (A Design Suggestion for Improving Apartment Complex Environment through Resident-participated Workshop)

  • 오준식;서귀숙;정수미
    • 한국주거학회:학술대회논문집
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    • 한국주거학회 2009년도 추계학술발표대회 논문집
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    • pp.207-212
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    • 2009
  • This research is focused on the 'Resident-participated Workshop' which targets the improvement of residential environment of apartment complex from the residents' point of view. The purpose of the workshop is to induce the residents interest and encourage them to participate in design process, thus, residents will be satisfied with the result with affection and achievement. This research aims the effectiveness of 'Resident-participated' design plan as a program which enables them to maintain and self manage in the long run. The object of this research was the public space within the apartment complex of Susojugong Rental Apartment Complex in Gangnam-ku, Seoul and followings are the contents; 1. Method of 'Resident-participated Workshop'. 2. Program of 'Resident-participated Workshop'. 3. Design analysis of improved apartment complex through 'Resident-participated Workshop' and selection. As a result, it was noticeable that 'Resident-participated Workshop' was an important factor in decision making of designs from the very first stage through communication. As a part of workshop program, design game used cubic models which was useful to enhance the understanding of the participants. It also induced the cubic conception so that intercommunication with the design specialists was possible. But, the development of various workshop method to increase the residents' interest and participation is necessary, especially, program development is required to change the residents' attitude towards the design plan. It is anticipated that a continuous related research is neccsary in this regard.

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The Role of Science Knowledge Application in Improving Engineering Problem Solving Skills

  • Nam, Younkyeong;Chae, Jimin
    • 한국지구과학회지
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    • 제40권4호
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    • pp.436-445
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    • 2019
  • This study presents how two types of integrated science and engineering lessons affect students' engineering problem solving skills and their perceptions of engineering. In total, 146 middle school students participated in this study. Eighty-six students participated in the Type I lesson (complete engineering design lesson with a science knowledge application) and 60 students participated in the Type II lesson (engineering design without a science knowledge application). Two main datasets, (1) students' Creative Engineering Problem Solving Propensity (CEPSP) measurement scores and (2) open-ended survey questions about students' perceptions of engineering, were collected before and after the lessons. The results of this study show that after participating in the Type I lesson, students' CEPSP scores significantly increased, whereas the CEPSP scores of the students who participated in the Type II lesson did not increase significantly. In addition, students who participated in the Type I lesson perceived engineering and the engineering integrated science lesson differently compared to the students who participated in the Type II lesson. The results of this study show that engineering integrated science, technology, engineering & mathematics (STEM) lessons should include a complete engineering design and a science knowledge application to improve students' engineering problem solving skills.

수서영구임대단지 주거환경개선 방안제시를 위한 주민참여워크숍 과정에 관한 연구 (Research on the Process of Residents-Participated Workshop to Present Schemes for the Environmental Improvement of Susojugong Rental Apartment)

  • 서귀숙
    • 한국주거학회논문집
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    • 제22권3호
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    • pp.47-57
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    • 2011
  • The purpose of this research consists in the process analysis and studying of the Residents-Participated Workshop which aims to improve the environment of common areas at the rental apartments, and also to present the spacial designs for the improved environment. The objects of this research are Susojugong Rental Apartments and total 3 Residents-Participated Workshops were held. The contents of the research are as follows; 1) Background and purposes of resident environmental improvement and associated group of people were examined. 2) Execution of Residents-Participated Workshop programs and the analysis of the process to present the plans of environmental improvement. The results of the research are; 1) representing variety of opinions and the increased sense of participation. 2) possibility of presenting designs initiated by residents through participatory design workshop. 3) improvement of relationships between managerial authorities, specialists and residents. 4) the place of interchange among residents. 5) necessity of assisting workshop tool, Resident-Participated Workshop programs and schedules. Environmentally improved designs which were presented at the workshop have been actually demonstrated at the Rental Apartments of this research. Follow up research on the process of construction, maintenance management of the construction after completion and the full contents should be studied further.

여가적 등산에서의 전문화 활동 추구에 따른 등산복 불만족과 선호 디자인 (Dissatisfaction with and design preferences for mountain gear as determined by specialization activity-pursued for recreational mountaineering)

  • 한희정;김미숙
    • 복식문화연구
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    • 제22권4호
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    • pp.526-542
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    • 2014
  • The purpose of this study was to investigate the differences in the dissatisfaction with and design preferences for mountain gear among the segments divided by specialization activity-pursued for recreational mountaineering. Data were collected by questionnaire survey from 900 subjects with the experiences of mountaineering and purchasing mountain gear in the past year, and 891 were used for the data analysis. The results of the study were as follows: Three factors were formulated based on mountaineering specialization activity-pursued: expertise-pursued mountaineering, mountaineering with psychological attachment and activity-oriented mountaineering. Four segments were identified based on the specialization activity-pursued: the emotionally-committed, the continuously-participated, the expertise-pursued, and the passively-participated. Significant differences were found in dissatisfaction with and design preference for mountain gear among the segments. The expertise-pursued tended to be more dissatisfied with color and fabric than the others, and preferred various mountain gear design of shape, color combination and construction line. On the other hand, the passively-participated tended to prefer simple and comfortable style with solid color and simple color combination.

자극에 대한 상호작용 관점에서의 노인의 오류 특성 (The Elderly's Error Characteristics in Some Human Interactions)

  • 정광태
    • 대한인간공학회지
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    • 제30권1호
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    • pp.109-115
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    • 2011
  • In this research, three topics were studied for the elderly. The first was the elderly's error characteristics for tracing task and the second was for depth perception. The characteristics were compared with the young's. Twenty two old people and twenty two young people participated in the tracing experiment, respectively. In the depth perception experiment, twenty three old people and twenty two young people participated. A depth perception apparatus and a tracing one were used in the experiment. In the depth perception error, a significant difference was not detected on gender. However significant differences were detected with age and viewing distance. In the tracing error, significant difference was detected with age, also. The third experiment was push-button operation and fifteen old people participated in the experiment. As the result, operation time error was increased with the button size and the moving distance. The result of this study will be able to be considered in its user interface design to reduce the elderly's error while using a product.

기업참여 공공 공간의 인터랙티브 디자인 특성에 관한 연구 (A Study on Interactive Design Characteristics shown in Corporate Participated Public Spaces)

  • 송용주;심은주
    • 한국실내디자인학회논문집
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    • 제18권1호
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    • pp.72-79
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    • 2009
  • Due to characteristics of modern society including technological development, various methods engaging interaction between people and manmade environment have become one of the major issues raised in various fields of deign so called interactive design. Interactive design started as the interface between human and computer system, but now expanded to interior design field enhancing spatial experience of users. Now, many corporates are looking into interactive design to bridge the gap between company or brand identity and consumers as marketing tool. The current study investigates interactive concepts and characteristics of corporate participated public spaces and tries to define their design methods according to spatial marketing strategies. Using theoretical inquiry, cultural events and delivery of corporate identity information were defined as two major spatial strategies through cognitive or behavioral approaches. Moreover, digital, constructive, and expressive presentations were found to be most common design methods. Through this theoretical framework, 7 selected samples in Korea are analyzed in order to find detailed design characteristics. It is hoped that this study may serve in understanding current design approaches of interactive corporate public spaces and useful guideline when designing interactive public spaces not only as means of marketing strategies but even for public goods.

영양보건교육이 초등학교 아동의 식이 자기 효능감과 식행동 실천에 미치는 효과 (A Study on the Effect of the Nutrition Education Program on the Dietary Self-efficacy and Dietary Practice for Elementary School Children.)

  • 이주영
    • 한국보건간호학회지
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    • 제18권1호
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    • pp.132-142
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    • 2004
  • Purpose: The study was to test the effects of nutrition education program changing the dietary self-efficacy and dietary practice of elementary school children. Method: The study was designed as a nonequivalent control group pretest-posttest design. The subjects of the study were 70 boys and girls in the fourth grade of elementary school in Seoul. They were devided in two groups evenly : control group and treatment group. The control group participated in the nutrition education with 4 sessions for 4 weeks. data were collected by self-reported questionnaires(dietary self-efficacy and dietary practice) from the 28th of August to the 10th of October. 200l. Result: 1. A hypothesis that 'the elementary school children who participated in the nutrition education may get higher points on dietary self-efficacy than the elementary school children who did not participated' has been adopted(t=-6.36. p<001). 2. A hypothesis that 'the elementary school children who participated in the nutrition education may get higher points on dietary practice than the elementary school children who did not participated' has been adopted(t=-5.03. p<001). Conclusion: The nutrition education is an effective nursing intervention strategy for elementary school children by supporting them form positive dietary self-efficacy and improve dietary practice.

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인공현실감을 이용한 승용차 운전석 디자인 평가시스템 (Virtual design evaluation system for and automobile cabin)

  • 윤정선;박재희;김철중
    • 대한인간공학회지
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    • 제14권1호
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    • pp.83-90
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    • 1995
  • Virtual reality can be applied well to product design and evaluation. A virtual design evaluation system for an automobile cabin was implemented on a desk-top virtual environment system. It has two frontal seats, a dashboard, a steering wheel, and various displays/controllers. Users can interact with these components as they do that with real ones. To verify the effectiveness of the virtual design evaluation system, 17 subjects participated in the evaluation procedure. The evaluation result showed that the stereoscopic vision enhanced the subjective reality of the virtual automobile cabin. Graphic details, design, and time lag were also related to the subjective feel for reality.

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