• Title/Summary/Keyword: creative design process

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Phenomena of Nonlinear Dynamics in Space Design (공간조형에 표현된 비선형 동력학 현상)

  • 임은영
    • Archives of design research
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    • v.15 no.4
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    • pp.379-390
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    • 2002
  • Science Revolution, which stands for new paradigm in an era as a transfer, usually is accompanied with a change in intellectual sphere. Futhermore, as there is an indissoluble connection between science and an, so the correlation of two realm lead to mutual prosperity in coexistence. Recently, concerns for the phenomena of non-linear dynamics in science and its quick adaptation in art made .it possible. What is important agenda for science and art is to suggest the process of creative evolution and its method, I believe. In order to attain these, different and contra way of thinking, spirit of research and venture for unpredictable things out of daily routine should be indispensible. In this study, I am offering and reviewing the space design based upon phenomena of nonlinear dynamics, drawn from concept of chaos in physics and mathematics. This study places a great emphasis on nonlinearity which should be understood as a whole, not partially, that enable a designer to find new cosmos and principles of creation. In addition to these, I wish that a designer would stop trying partial apply in nonlinear space. In fine, I hope this study enables a designer to adapt and generate nonlinearity as creative attribute in space by understanding of phenomena of nonlinear dynamics and its process as a whole.

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Modernization of the Korean Traditional Patterns and Its Application to T-Shirts (한국 전통문양의 현대적 재구성을 통한 티셔츠 디자인 개발)

  • Ye, In Geol;Kim, Dong Uk;Chung, Ihn Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.37 no.3
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    • pp.270-279
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    • 2013
  • This study presents a T-shirt design process that utilizes modernized traditional patterns; in addition, it also includes various modernization techniques for Korean traditional patterns. T-shirts are a representative casual wear item worn in everyday life, especially among young people. The association of traditional elements and public goods such as T-shirts effects the diffusion of the Korean image into global society. Through the whole design process, target groups and design concepts were determined first: collegiate students as well as clean, natural, refined, simple and sporty image, respectively. Subsequently, Dokkaebi, lotus, Dangcho, dragon and Taegeuk patterns were selected as traditional pattern sources. Along with the technique of the division, transformation, and configuration of original patterns, the combining method of geometrical figures, stripe patterns, and check patterns with traditional patterns was helped create modernized traditional motives. Finally, T-shirt designs with a Korean image were developed with the harmonized deployment of modernized motives and color planning. The survey showed that designs had a clean, natural, refined, simple and sporty image that was preferred by collegiate students. This study is relevant in three aspects. First, the design process of modernization was very creative to combine traditional patterns and basic figures. Second, this study expanded the scope of traditional image design to casual wear to promote the Korean image to young people all over the world. Third, the whole design process, from planning to final product development, presented in this study is applicable to other design processes.

A Study on Fashion Design Using Shape Grammar (형상문법(Shape Grammar)을 활용한 패션디자인 연구)

  • Soo Kyung Ko;Chul Yong Choi
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.4
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    • pp.123-132
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    • 2023
  • The term 'module' is an architectural term. It refers to the components or systems that make up a finished product. As industries develop, modules have become one of the methods that can create diverse and creative designs. Traditional modular fashion design mainly focused on structural methods, such as the combination, assembly, overlap, and arrangement of modules, as well as the tessellation of geometric shapes. However, in this paper, significance lies in exploring the application of shape grammar, a design method in architecture, to fashion design. It aims to search for ways to express three-dimensional designs, derive designs that can be worn and produced, and propose fashion design by applying the rules of shape grammar to the design process. Through this analysis, the paper aims to examine the methods and characteristics of shape grammar. The research method of this paper is as follows. First, by utilizing optimized programs for implementing the modules of shape grammar, it was possible to propose a method for producing modules of shape grammar and suggest module designs. Additionally, effective methods of representation using the Clo 3D program were explored in the design development process. Second, by applying shape grammar to the fashion design process, five-dimensional modular fashion designs were proposed, including a bolero, dress 1, dress 2, setup, and coat. The proposed modular fashion design using shape grammar in this paper provides a rational design process that differentiates itself from traditional modular fashion design. By formalizing the shapes between modules and creating rules, it overcomes the limitations of design that rely on the designer's intuition or sensibility and enables the development of more diverse modular fashion designs. This application of shape grammar in fashion design can provide an important direction in exploring a sustainable fashion industry.

A Study on Non-Representational Characteristics that Appears in the Design of Gaetano Pesce (가에타노 페세의 디자인에서 나타나는 비재현성에 관한 연구)

  • Park, So-La
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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    • pp.106-113
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    • 2013
  • Since the 1960's, diverse movements that oppose the uniform design tendency of modernism appears in Italy. Especially, Gaetano Pesce, who opposed uniformity and standardization that are based on mass production system, had interests in making unique product, not an identical product, while accepting modern production technology. Therefore, the purpose of this study is to comprehend Pesce's design, which creates diversity by arranging contingent, non-predictive, and episodic aspects in creative and acceptance processes according to the intension of the designer within mass production system, as a non-representational characteristic, which appears widely in modern thought and the arts, and examine how it is materialized in detailed design work. The study methods are first examining non-representation with theoretical contemplation and dealing with the design philosophy of Pesce based on the examination. Next, in order to discover non-representational characteristics that appear in the work of Pesce, it examines from introducing worker's creativity, user's possibility of choice, openness in the working process, and the aspects of researching materials. And a specific application method will be drawn through case analysis centered on furniture design. Gaetano Pesce's design that denies the world of representation based on the sameness comes to possess non-representational characteristics that acknowledge contingency and ceaselessly create difference by intentionally arranging during the working process.

The Approach of Environmental Design on the System of Pattern Language (패턴언어 체계에 기초한 환경디자인 접근방법)

  • 임은영
    • Korean Institute of Interior Design Journal
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    • no.28
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    • pp.60-67
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    • 2001
  • Built-up environments by humans are cultural byproducts which combine social ideology and architectural paradigm. The process of modernization in the Western countries has the characteristic of decisive paradgm based on materialism. Therefore, environmental design in modern world failed to focus on the essential features of humanity which are the subject of space and replaced it for objective and unilateral architectural environments, instead. Environment without supporting the human psychological and complicated behaviorism is as same as the hardware without the vitality. under these regards, this study will cover the design approach of pattern language as a design method of environment design. The purpose of design approach by pattern language lies in creating the space of flexibility, adaptability and strong vitality. It is summed up as humanization in space and it helps the user to verbalize individualized space language for their own. The range and method of in the study attribute to the pattern language of Christopher Alexander and a researcher' method on them. In premise that human behavior ought to the multilateral and indefinite under rapid change of circumstances in modern world, th study tried to find the design method stimulating creative behavior of human being.

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A study on the process of thinking of development of text model (디자인 학습의 프로세스적 접근을 위한 TEXT 모형 개발에 관한 연구-사고과정을 중심으로-)

  • 이은주;류성현
    • Archives of design research
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    • no.16
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    • pp.113-122
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    • 1996
  • ilesi gn is on process. j)esign is not a result, but a process, It requires organizatiun ui design process to ubtain the most efiectivc design. The urganizatiun of design process means to understand the inner ur outer problems. to cr-eate r-esonable process, and to hale ability of problem soiving, In this paper, we suggest lhal student need to understand the importance oi 'discovering \ulcornerrOCeflB'. not 'd iscovered process'. _\ nd we also SUi(\{est text model of instructor with respeCl to the basic concept of creative ability and den]opmcnt of imagination ahality.

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A study on the development of fashion illustration course using contour drawing (콘투어 드로잉을 활용한 패션 일러스트레이션 교과 개발 연구)

  • Kim, Koh Woon
    • The Research Journal of the Costume Culture
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    • v.28 no.4
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    • pp.508-526
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    • 2020
  • This study has established a fashion illustration education plan using the contour drawing that fosters observational ability and enables creative drawing. This study developed two illustration curriculum proposals consisting of 15 weeks, combining literature and case studies. The researchers organized a step-by-step teaching plan that utilizes contour drawing according to the three stages of fashion illustration classes: foundation courses, general courses, and intensive courses. When the contour drawing is used at the beginning stage of the foundation courses of fashion illustration, it can be used as a technique to reduce the fear of students about practical skills, induce interest in illustration, and cultivate observation ability about objects. In general process, it is combined with various tools and coloring materials to strengthen expression power, and it is possible to produce detailed expressions and illustrations about human body and clothing. In intensive courses, it is expanded to the production of creative works with new aesthetics through digital techniques and mixed materials. As such, the contour drawing is expanded in various ways according to the learning contents and goals of each step, and is flexibly adjusted according to the learning content. Contour drawing has the effect of acquiring observation and expression ability, and it is analyzed as a technique that enables the production of creative illustration of students.

A Study on the Development of Convergence Educational Program for Children - Focus on Convergence hand-on Education between Design and Robot Science - (어린이를 위한 융·복합 디자인 교육 프로그램 개발연구 - 디자인과 로봇공학의 융·복합 체험교육을 중심으로 -)

  • Han, Hae-Ryon;Jo, Hye-Gyeong;Jang, Yon-Hwa;Ban, Ja-Yuen;Lee, Yun-Hee
    • Korean Institute of Interior Design Journal
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    • v.22 no.1
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    • pp.222-230
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    • 2013
  • The convergence progress in science technology and ensuing changes in educational environments require another huge change in education programs in the 21st century defined as a knowledge-based information society. But nowadays, prospective college students are increasingly avoiding natural science and engineering. So, educational fields in korea need suitable convergence educational programs (STEAM: science, technology, engineering, arts, mathematics) for creative competent person who is training and experiencing. In addition, environmental design fields are predicting about spread of Kinetic architecture. Therefore the aim of this study is developing convergence hand-on educational program which is incorporate robot science into environmental design for children. The program and teaching materials were developed by mapping between robot science and environmental design process leading the Design Promote Committee in KIID(Korea Institute of Interior Design) supported research teams in Hansung University. And then, For utility of the program, we had a 3 times of demonstration of empirical education. First, graduate students of design and robot major, and small group of children who are selected, at last, 63 children who are applying the program randomly. For more high quality program, we were conducting survey of post-empirical education evaluation for children and their parents. In conclusion, we found out highly satisfaction of the program those two groups. Also they need more organized places, time, task and so on. And the convergence educational program would develop by systematic approach and empirical research. At last, various and series convergence programs and teaching materials would develop creative competency based for regular and irregular courses of whole educational period.

Product-Service Systems Design Approach : Servitization of a Small Furniture Manufacturing Company (시스템 디자인 연구 : 가구제조회사의 서비스화 실제 사례 중심으로)

  • Kim, Yong Se;Lee, Ju Hye;Lee, Hee Ju;Lee, Joon Seo
    • Korea Science and Art Forum
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    • v.20
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    • pp.159-171
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    • 2015
  • Service elements are added to the product to improve the company it its sales and innovation. The servitization process could take many different routes reflecting various properties of the manufacturing firm and its business contexts. Product-service systems (PSS) design method developed at Sungkyunkwan Universty, Service Design Institute, has been applied to a small furniture manufacturing company to demonstrate the utility of the method and to devise improvements. First, the business context of the company has been analyzed and key values have been identified. A co-creative session has been conducted to develop initial service concepts to drive those key values. The diverse positioning of those service concepts on the scale of service supporting product and service support customer is then developed to plan servitization phases. The specific service concepts are about company-customer relationship building as well as customization and personalization in this case. Initial service concepts are detailed with service blueprint so that prototyping and customer experience evaluation can be done. Business models in different servitization phases are designed. Further prototyping and customer experience evaluation has been done with business strategy improvements. In this paper, the proudct-service systems design method has been reviewed and the specific and real processes of the servitization using design will be described with discussion on the improvement of the method and the enhancement of the business.

A Semiotic Study of the Generative Trajectory in Animation 'My Neighbor Totoro' Character Works (애니메이션 캐릭터의 기호학적 생성구조에 관한 연구 -<이웃집 토토로>를 중심으로-)

  • Kim Yun-Bae
    • Journal of Science of Art and Design
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    • v.6
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    • pp.288-312
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    • 2004
  • Despite the government's efforts and excessive investments in the establishment of an infrastructure for animation, it can be said that the reasons for the inferiority in character licensing and weak performances compared to other leading countries is attributed to the fundamental factor tying within the piece of work itself. Therefore, this research is aimed at finding a counterproposal by assuming that the reason for the failure of our country's animation 'Oseam' was because of its narrative tactics. First, it is possible for a narrative structure to be participated by the audience's creative strategy Second, the audience's participation makes it possible to create the character into a multilateral and a complex personality. Third, this kindof creative strategy is possible when semiotic analyses are utilized. The sole objective for this is to provide a comprehensive viewpoint for the semiotic approach in the creation process of the character.

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