• Title/Summary/Keyword: creative design process

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A Study on the Architectural Characteristics of Museum design Works of Moshe Safdie (모세 사프디의 미술관 작품에 나타나는 건축 특성에 관한 연구)

  • Ahn, Abraham Chiwon;Kim, Jin-Ho
    • Korean Institute of Interior Design Journal
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    • v.26 no.5
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    • pp.16-24
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    • 2017
  • This study examines Safdie's design philosophy: place, purpose, and process and design strategies found in museum buildings. Safdie, influenced by personal background as immigrant, education of McGil University in Canada, apprenticeship from Louis Kahn, is one of the most recognized architects who designed renowned public and cultural buildings after Habitat 67 in Montreal, Canada. In order to reveal design strategies his eight museum buildings has been selected and analyzed in terms of interpretation of context, program presented in floor plan and section design, and the process of integrity found in structure and material. The results of this paper can be summarized as follows: 1) Reflection of existing context and regeneration of the locality has been in a creative way to reinforce the sense of place. 2) The layout of major and gallery space is determined according to the Safdie's interpretation of the site context and this can be categorized into three types. 3) Integration of the innovative structural frame and material has been experimented by using tartan grid and toroid form in the major and gallery spaces. This study is intended to reevaluate the significance of Safdie's design approach to building uniqueness of the site, program and tectonic.

A Study on the Fabrication and Performance Evaluation of Worm Gear Reducer (웜기어 감속기 제작 및 성능평가에 관한 연구)

  • Lee, Dong Gyu;Zhen, Qin;Jeon, Min Hyong;Kim, Lae Sung;Lyu, Sung-Ki
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.17 no.1
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    • pp.1-7
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    • 2018
  • We aimed to develop a high quality 3.5 ton class swing reducer by studying the efficiency improvement of the reducer through the optimum design and performance evaluation of the assembled, high efficiency, lightweight 3.5 ton swing reducer. Based on the optimal design of the worm and worm wheel, the optimal manufacturing method of the worm wheel, the optimized casing design, and the optimum design of the output pinion, Respectively. Therefore, in this paper, to improve the efficiency of the worm gear reducer system, we will develop the manufacturing technology and verify the mass production by combining the manufacturing process design, processing and assembling technology according to the optimization design. We have conducted research to realize mass production by product verification such as product efficiency, reliability and durability according to optimal design of worm gear reducer.

A study on the Characteristics of each Period of Diagrams appearing in Modern Architecture (현대건축에서 나타나는 다이어그램의 시대별특징에 관한 연구)

  • Moon, Ko Ri;Park, Ji Hun;Lee, Seung Yong
    • Smart Media Journal
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    • v.11 no.8
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    • pp.37-46
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    • 2022
  • In the design process of modern architecture, diagrams are most commonly used as tools of explanation and creation. Many architects use diagrams in the process of explaining or creating their own works, and the concept of programs and diagrams expressing them are accepted by audiences as part of creative work in the process of actual architectural design beyond the role of a medium. Therefore, the purpose of this study is to analyze the various uses of architects through diagrams in the construction process and the operation process of diagrams applied in the design process by defining diagrams by era as a tool to show the process of building space over the past 30 years.

Effect of Board Game Design Activity for Environmental Education on High School Students' Environmental Knowledge, Environmental Literacy and Creative Engineering Problem Solving Propensity (환경교육용 보드게임 디자인 활동이 고등학생들의 환경적 지식, 환경 소양과 창의 공학적 문제해결 성향에 미치는 영향)

  • Kim, JuHui;Nam, Younkyeong
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.1
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    • pp.117-131
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    • 2022
  • The purpose of this study is to develop a board game design activity for environmental education and to investigate how it affects high school students' environmental knowledge, environmental literacy, and creative engineering problem solving propensity. Twenty-five freshman and sophomore students belonging to the environmental club participated in this study. The board game activity was designed as 10 class hours lessons based on the engineering design process. The main data source of this study was pre-post students' conceptual maps of the environmental topics (global warming or ecosystem destruction) to measure the background knowledge on the topic. In addition, the environmental literacy measurement questionnaire and the creative engineering problem solving propensity questionnaire were collected before and after the activity. The result shows that the number of environment-related words described by the students on the post-concept map increased compared to the pre-concept map. In addition, the environmental literacy score and the creative engineering problem-solving propensity score increased significantly after performing the board game design activity. The results show that environmental lessons using board game design activities can help student develop various competencies in a good way. As above, research that combines board games and secondary education must be activated, and a new educational method and systemic support for in-service teachers who want to apply it to science classroom is required.

A Study on the Traditional Expression of the Contemporary Korean Architecture through Consciousness and Unconsciousness - Focused on the Cultural Facilities since 1990s - (의식과 무의식을 통한 한국현대건축의 전통성 표현에 관한 연구 - 1990년대 이후 건축된 문화시설을 중심으로 -)

  • 이완건
    • Korean Institute of Interior Design Journal
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    • no.41
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    • pp.45-54
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    • 2003
  • An architecture as a creative work can be expressed through its diverse conditions, such as humanitarian and social factors, the natural environments and also the each situations of that period. Thus, architects create their work based upon the experience that they have achieved in the past as well as the informations they have accumulated over the time. By this process architects used to achieve the design they hope to aim, whether it is made intentionally or not. This means that architects used to understand their works as it have the factors of the consciousness and the unconsciousness. This research looks to achieve a new design method by finding out how architects express the tradition in contemporary architecture through a psychoanalytic point of view. Hence, this research shall be a significance if it is applied to the process of modern architectural work with tradition concepts.

A Study on PBL Instructional Design for Creative Engineering Design Education (PBL을 적용한 창의공학설계 교수설계 방안 연구)

  • Lee, Keun-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.7
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    • pp.4573-4579
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    • 2014
  • In the 21st century, university education is changing from an objective knowledge and information to critical thinking and problem-solving ability. Moreover, university education should change rapidly towards a learner-centered educational environment because it has an educational goal to have college students experience authentic tasks they will be in charge of after graduation, and improves self-directed learning ability and cooperative learning ability. PBL is a pedagogical strategy for posing significant, contextualized, real world situations, and providing resources, guidance, and instruction to learners as they develop content knowledge and problem-solving skills. In problem based learning, the students collaborate to study the issues of a problem as they strive to create viable solution. For these advantages of PBL, the application of PBL in school has been enlarged. On the other hand, the application of PBL in engineering education has not been enlarged. To improve these instruction methods, the development or applications of new instructional methods will be needed. This study examined the PBL instructional design of a creative engineering design subject, which aims to foster talent. The PBL model developed in this study consists of Analysis, Design, Development, Implementation, and Evaluation. A plan of creative engineering design subject was developed based on PBL, and focused on the process of PBL. To determine the effects of this model, studies applying this instructional design to many lecturers should be implemented.

The Design and Implementation of Gamification for Online Mentoring : Focusing on the Case of 'Idea Community' in Creative Economy Town (온라인 멘토링을 위한 게이미피케이션의 설계와 구현 : 창조경제타운의 '아이디어 커뮤니티' 사례를 중심으로)

  • Chung, Do-Bum;Jang, Hye-Jeong;Lee, Kyuhong
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.39-50
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    • 2018
  • Today, gamification that appeal to people and provide fun by applying game thinking and elements in many non-game fields is becoming a big issue. This study analyzed the case of 'Idea Community' in Creative Economy Town that combines online mentoring and gamification. In order to foster and select ideas, we conducted the open simulated investment and mentoring. In this process, members are able to acquire experience points and raise the level when doing certain activities. Besides, members felt their sense of accomplishment by receiving internal/external rewards for their activities. The results will be an importance reference for the application of gamification in various fields.

A Study on the Stage Costumes of Creative Musical Play - Focusing on the Korean Traditional Music Cantata 'I Will Rise' - (창작 음악극의 무대의상 연구 - 국악칸타타 '나는 일어나리라'를 중심으로 -)

  • Kim, Young-Sam;Kim, Sung-Soo
    • Fashion & Textile Research Journal
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    • v.14 no.5
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    • pp.730-738
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    • 2012
  • This study proposes a process to design and analyze stage costumes by design elements for the costumes of the Korean traditional music cantata 'I Will Rise'. This study states fundamental references to make costumes of similar performances in the future and develop costume designs based on the format of a play. The findings are as follows. First, the costume production process of 'I Will Rise' is conducted in the order of directing intentions and script analysis, costume design, miniature production, costume production, costume modification, run, and post-production. Second, an overall Korean silhouette is expressed through the creation of costumes based on the construction of Korean traditional clothing (hanbok); however, from a detail perspective, a modernistic sensitivity is expressed through the use of modern elements (wing shoulders attached to shoulders, narrow ribbons made in a string form, and wristlets and belts) not found in hanboks. Third, tie-dying is applied to the costume colors of each character to highlight the traditional and unique feeling of dye and symbolic colors that effectively represent each role used to communicate the storyline and character emotions to the audience. Fourth, materials for costumes are cotton and linen (frequently used to create the texture of a Hanbok) as the costume of each character is emphasized to the use of additional and detailed materials such as artificial leather, hemp, and silk.

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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Model Development of Convergence Curriculum by Specialization Area Linkage between Local Universities (지역대학 간 특화영역을 연계한 대학연합-융합전공 모형개발)

  • Kyung, Jong-soo;Kim, Jonghae
    • Journal of the Korea Convergence Society
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    • v.9 no.12
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    • pp.251-258
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    • 2018
  • The university bachelor's system is based on autonomy, but due to the rigid academic structure, it is not appropriate to respond to changes in social demand. Recently, universities are pursuing diversification of their bachelor's system. With the introduction of various majors (linkage major, convergence major, autonomic major, and self-design major), efforts are being made to nurture convergence talent based on mutual linkages between major and departments. This study introduces the design and operation process of 'Global Creative Convergence Major' which the four universities of Chungcheong region promoted as a union. In particular, it derives the key elements of each step and presents the operating model and implications based on the main features. Convergence major operation model constitutes educational system (talent award, educational goal, competency factor, curriculum) through linkage between specialization areas of universities. The competency elements contain creative competence, convergence competency, problem solving competency, and global competency.