• 제목/요약/키워드: Role of a Designer

검색결과 161건 처리시간 0.026초

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

  • Kang, Bum-Kyu
    • International Journal of Contents
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    • 제7권4호
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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.

The Role of Sketches in Fashion Design -Focus on a Case Study of a Professional Designer's Process-

  • Lee, Jung Soo
    • 패션비즈니스
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    • 제21권3호
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    • pp.58-66
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    • 2017
  • This study investigated the key role of sketches in creative fashion design by observing the cognitive process of idea development through a professional's design problem solving using the medium of hand sketching. The three-part semi-constrained design experiment with a professional designer, in which the participant designer was provided a source of inspiration image and asked to design a small collection of outfits, identified a fashion designer's idea development process as involving two phases of sketch processes: lateral and vertical transformation. Analysis of the video/audio recording and corresponding interviews validated lateral transformation in the designer's use of sketches to represent interpretation of the provided inspiration source. Through sketching, the designer transferred fuzzy ideas onto paper. Vertical transformation was observed through the designer's modification of previous ideas after reflecting on earlier sketches, with various ideas divided, manipulated, discarded, regrouped, and combined through sketching activities. The designer's sketching process is valuable design knowledge that facilitates the idea development process and ultimately triggers generation of creative ideas. Understanding it may benefit practitioners and educators.

디키의 <예술제도론>의 관점에서 본 예술로서의 패션의 본질 -패션계의 구성요소를 중심으로- (Essentials of Fashion as art from the Perspective of George Dickie's Institutional Theory of Art -Focus on the Structural Elements of the Fashion World-)

  • 서승희
    • 패션비즈니스
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    • 제20권5호
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    • pp.1-15
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    • 2016
  • The purpose of this study is to interpret the artistic nature of fashion from the point of view of George Dickie's Institutional theory of art, which defined art from a sociological context. Five notions to formulate the institutional definition of art were regarding the artist, work of art, public, artworld, and artworld system. These notions were applied to the fashion world, and they deduced the definitions of a fashion designer, a fashion product, a fashion consumer, and the fashion system, which indicated fashion's social status in the art system. Firstly, a fashion designer plays a collective role in the product with an understanding of the consumers, professional knowledge of the design, and knowledge of making images of fashion products. Secondly, a fashion product involves artifactuality in the form of clothes created by collaboration among producers and it is transformed into fashion by collective activity of distributors and consumers. Thirdly, a consumer is a set of people who play a leading role in the assessment and consumption of the fashion product, allow the fashion designer to read his or her taste and reflect it in the fashion product although they are not directly involved in its production. Fourthly, a fashion system is a social framework for the presentation of a fashion product by a fashion designer to a consumer, and a social institution which enables clothes to transform into fashion through design, production, display, distribution, and sales. As a result, fashion is defined as an artifact in the form of clothes created by a fashion designer and presented to a consumer by the fashion system.

신진 디자이너 브랜드의 시장 지향성 고찰 (A Qualitative Study on Market Orientation of New Designer Brand)

  • 윤소정;추호정
    • 한국의류학회지
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    • 제39권6호
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    • pp.838-851
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    • 2015
  • This study explores the level of designer brands' market oriented attitude through a conceptual framework of market orientation. Designer brands have rapidly increased in the Korean fashion market with a competitive environment that pushes designers to improve market oriented attitudes and strategy. Designers working for 20 brands that the government designated as 'promising creative designer brands' were invited for in-depth interviews, 19 designers from 18 brands participated in this study. The generation of market intelligence that composes market orientation meant that the designers were confirmed to collecting different types of information according to information sources. They showed interest in collecting information on the exploration of design trends from overseas designers as well as operational and managerial information from domestic designers. Fashion-related stakeholders mainly collected feedback on design concepts from the press and public institutions. They collected customer feedback from buyers; however, appropriate feedback was inadequate. Designers generally appeared to place less value on the collection of customer responses and opinions; however, two groups of designers showed customer-oriented attitudes according to accumulated experience. The market-oriented attitude of top designers had an important role in designer brands; consequently, top designers should be properly trained to improve market-oriented attitudes to increase market performance.

4차 산업혁명 시대 디자이너의 역량에 관한 고찰 (A study on competencies of designer in forth industrial revolution)

  • 조규은;김승인
    • 한국융합학회논문지
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    • 제10권2호
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    • pp.167-173
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    • 2019
  • 본 연구는 기술의 발전으로 인해 변화한 4차 산업혁명 시대에 요구되는 미래 디자이너의 전문 역량의 방향성을 제안하는 데 목적이 있다. 디자이너는 단계별 산업혁명을 거치며 기술과 인간을 연결하게 해주는 중간자적 역할을 수행했다. 4차 산업혁명 시대에 역시 디자이너로서 중간자적 역할을 원활히 수행하기 위해 요구되는 역량이 변화하였다. 문헌 조사를 통해 단계별 변화한 디자인의 패러다임을 연구하였다. 또한, 디자이너 전문 역량에 관한 선행연구를 통해 과거와 미래 디자이너 전문 역량을 비교함으로써 우선순위를 확인하였다. 그 결과 디자이너의 고유 영역이라 여겨졌던 시각적 표현 능력 이외에 복잡한 문제 해결을 위한 융합적인 프로젝트 기획 역량과 이를 실현할 디자인 경영 역량이 대두되었음을 확인하였다. 본 연구를 바탕으로 4차 산업혁명 시대에 디자이너로서 갖추어야 할 역량의 방향을 인지하고 후속 연구에 참고 자료가 될 수 있기를 기대한다.

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

  • 정원준;김승인
    • 디지털융복합연구
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    • 제16권8호
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    • pp.279-285
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    • 2018
  • 본 연구는 인공지능 시대에서 미래 디자이너의 역할과 키워야 할 역량을 제안하는 데 목적이 있다. 인공지능 기술이 사회 전반의 핵심 기술로 등장하여 디자이너의 작업 영역에 영향을 주고 있다. 따라서 4차 산업혁명 시대에 존재하는 현역 및 예비 디자이너들은 이에 맞추어 필요한 역량을 키울 준비를 해야 한다. 연구 방법으로는 문헌 연구를 통해 과거부터 현재까지 디자인의 의미와 디자이너의 역할 변화를 조사하였다. 또한, 생성적 디자인, 디자인 프로세스 그리고 인공지능 기반 디자인 소프트웨어에 관한 연구를 진행하고 한계점을 분석하였다. 마지막으로 디자이너에게 필요한 핵심역량을 알아보고, 인공지능 시대 사회에서 미래 디자이너의 역할과 갖추어야 할 역량을 제안하였다. 결론적으로 미래 디자이너의 역할은 사용자에 대한 이해와 공감능력을 바탕으로 인공지능과 협업하여 창의력을 발휘해 사회혁신을 이끌어야 한다. 본 연구를 바탕으로 디자이너는 4차 산업혁명 시대에 대응하여 인공지능이 갖지 못하는 공감능력, 창의성 등 인간 고유의 인문학적 역량을 키우고 인공지능과 협업할 수 있기를 기대한다.

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

  • 인치호
    • 한국가구학회지
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    • 제27권4호
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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.

건설공사 발주자의 계획, 설계, 공사단계 안전보건관리 역할 분석 (Analysis on Construction Clients' Role for Safety and Health Management in Plan, Design, and Construction Stage)

  • 임세종;정성춘;나예지;원정훈
    • 한국안전학회지
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    • 제35권3호
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    • pp.24-31
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    • 2020
  • The duty of construction clients in WSH (Workplace Safety and Health) system was included in the amendment of Occupational Safety and Health Act (enforced on 16 January 2020), which was estimated the shift of paradigm in the prevention of construction accidents. The purpose of this paper is to introduce the analysis results of construction clients' role in the construction project, which were performed by authors over the recent years in order to impose the duty on construction clients, and to suggest their role according the plan, design, and construction stage. Utilizing the systematic literature review process based on Meta analysis, the related papers were selected. For the selected papers, related domestic and foreign regulations, and other prominent report, the construction clients' role was analyzed by reflecting the experts' advice. Results show that the construction clients should control the designer and contractor for implementing the WHS system during the whole process of the construction project. They should supply sufficient source and time to ensure the workers' safety. In the plan stage, the key role of construction clients is to identify intensively controlled hazard and risk reduction plan and to transfer the results. In the design stage, their key role is to select the designer with the capacity in WSH and to assist the designer for the safety design. The main key role of construction clients in the costruction stage is to select the contractor with specialty in WSH including a contract reflecting the WSH requirement and to check implementation of WSH plan, WSH cost, WSH education, and accident report. In addition, it is thought that the construction clients' participations in the site WSH activity and adjustment of safety and health problem among contractors can be effect in the prevention of construction accidents.

메뉴북의 제작과 역할에 대한 이론적 고찰 (The Theoretical Study for Rule and Production of the Menu)

  • 김종훈
    • 한국조리학회지
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    • 제10권1호
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    • pp.96-115
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    • 2004
  • Though the foodservice industry in Korea has developed in the aspect of quantity, it has left behind in the aspect of quality compared with other foreign countries. Previous researches has just indicated that the menu should be built through mutual consent between a menu planner and a menu-book designer without defining the concept of menu. Therefore, it is necessary to establish a theoretical basis about the menu-book, showing quality of the foodservice industry in Korea. First of all, a menu planner's understanding to the menu-book should be changed and also a menu designer should understand positively the foodservice industry. Therefore the utility of menu-book can be maximized as a communication and marketing method breaking from simplicity and aesthetic. Both food items and design have a common feature to explain emotion, history and culture of a people. Menu planner and menu-book designer should undertake a role of solving one of the most important human desire by distinction and creativity. And they should play a role as a cultural creator through designing the menu-book which can spread out traditional food culture to the world.

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