• Title/Summary/Keyword: design Thinking

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Differences between Japanese Characteristics and those of Europeans from the viewpoint of TQM: -Ways of thinking at the stage of design and/or development of new products-

  • Shingyouchi Kouji;Maruyama Yukio;Miyazu Takashi
    • Proceedings of the Korean Society for Quality Management Conference
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    • 1998.11a
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    • pp.37-42
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    • 1998
  • In the 11th AQCS(1997), the paper entitled 'Statistical Analysis of Baseball Records - Jinx and National Characteristics -' was presented by the same authors. At that time, the differences between Japanese characteristics and those of Europeans, using baseball data were discussed, mainly from the viewpoint of 'ways of thinking about chance cause and assignable cause.' In this paper, the authors described also on the same subject from the different viewpoint, 'ways of thinking at the design and development stage of new products', From this viewpoint, the difference also be found. It seems that the most significant difference between Japan and Germany exists in the field of aeroplanes design. The German ideas in the field were very unique, therefore the authors classified and named their ideas as: A) 'Quantitative analysis' type idea, and B) 'Chemical synthetic' type idea. The former concept is composed of two ways of thinking: a) All parts essential for just flying must be used, but b) All other parts shall be rejected, as far as possible. The latter concept is that, the all additional parts necessary for the development of the above 'purified' original product should be added respectively, depending on the requests of customers. These ideas are outlined using the actual examples of German aeroplane.

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A Study on the Creative Game Design Framework (창의적인 게임아이디어 발상에 관한 방법 연구)

  • Choi, Dong-Seong
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.49-59
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    • 2011
  • The creativity is the important ability required to game designers. But there is few research for the definition of creativity and creative thinking method. This study suggests that what creativity is and how to use creative thinking methods in the game design. In the first, this study analyzes three types of creativity meaning: revolutionary creativity, evolutionary creativity and impromptu creativity. In the second, this study suggests that how to use thinking methods that are mind map, brainstorming, check list and etc. The game designer's creativity can be improved by the suggestion of this study.

Study on Social Media Business Model Design through Visual Thinking (시각적 사고를 통한 소셜미디어 비즈니스모델 설계에 대한 연구)

  • Park, Sang Hyeok;Sung, Haeng Nam;Cho, Hyun Dal
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.4
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    • pp.289-297
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    • 2012
  • It is a recent trend to utilize a variety of visual tools(process map, mindmap, ERD) to create, when we create the design of information system or business models. Theses visual tool is standardized tools as process map or BPMN, on the other hand, there is also a non-standardized tools as mindmap. The utilization of the non-standardized tools as mindmap in startups is a increasing trend, because of the order the release of creative thinking to design new business model. Mindmaps can be divided into pen-based mindmap(of hand-written) and computer-based mindmap. This study was conducted under the premise of a different thinking pattern, when you take advantage of pen-based mindmap and computer-based mindmap. In other words, the pen-based mindmap is a tool for deductive reasoning and the computer-based mindmap is a tool would be more appropriate for inductive thinking. The purpose of this study is to investigate these relationships through experiments. In this study propose guidelines how visual tools, when designing a social media business models.

Study on Consumer Preferences for Discount Presentations in Different Purchase Contexts

  • ZONG, Lu;DUAN, Shen
    • Journal of Distribution Science
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    • v.19 no.12
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    • pp.15-22
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    • 2021
  • Purpose: There is still lack of guidance for merchants toward price discount presentations (absolute/relative), especially for consumers in different purchase contexts. Based on the general evaluability theory, this study investigates consumers' preferences for the presentation of discounts in various contexts through experiments. Research design, data and methodology: The relationship between discount presentation and consumers' preference is investigated in Study 1 using a two-factor between-subject design of 2 (purchase type: material vs. experiential) ×2 (discount type: absolute vs. relative). The Moderating effect of thinking mode has been examined in Study 2 via a multi-factor intergroup design of 2 (purchase type: material vs. experiential) ×2 (discount type: absolute vs. relative) ×2 (cognitive load: high vs. low). One-way ANOVA and planned contrast have been performed for analysis. Results: Experiment 1 reveals that consumers prefer absolute discounts rather than relative discounts when in material purchases. However, when in experiential purchases, they are willing to choose relative discounts. Experiment 2 verifies the boundary conditions of matching effect and illustrates the generation of matching effect is determined by thinking mode. Conclusions: Our study enriches the theories of purchase type and thinking mode. Simultaneously, the results provide practical guidance for merchants to formulate the discount presentation and distribution pricing strategies.

A Study on Comparative Amount of Idea Thinking between Brainstorming and Webstorming (브레인스토밍과 WebStorming의 아이디어 발상량(發想量) 비교 연구)

  • Han, Kyung-Don;Park, Dea-Woo
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.8
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    • pp.189-196
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    • 2011
  • To develop a creative design concept, amount of idea thinking between team members is important. In the process of planning to proposal brainstorming helps clarification of problems and allows a creative solution. Here, idea generation is to express thinking into words, and greater amount of idea is more valued than to choose one fine idea at first. This paper studies actual processes of brainstorming, and we utilize network services upgraded in Web and multimedia techniques to develop idea with arrangement. We compare the amount of idea generation by groups and topics with Brainwriting and Braindrawing of Webstorming, without limitation of space and time. Then, we propose a creative idea thinking by analyzing the characteristics of design team members in various aspects. This result will contribute in improving national potential value and design competitiveness by the help of design and IT, on product research and marketing.

Application of Creative Design-inducing, Teaching-Learning Method for Improvement of Creativity (창의성 향상을 위한 창의적디자인도출 교수학습법 적용사례)

  • Seo, Mi-Ra;Kim, Ae-Kyung;Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.448-457
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    • 2015
  • This study aims to suggest a creative design-inducing, teaching-learning method which can enhance the efficiency of design education by helping learners improve their creative thinking and solve problems and apply it to diverse curriculums with a goal of having a positive effect on the development of learners' creativity. For this, it was actually applied to game character design from Department of Game Engineering, formative arts from Department of Beauty Care and Digital Graphics from Department of Visual Design using the action research method, and a teacher defined course topic, contents of the course and creative thinking tools and promoted the class. As a result, it was confirmed that it is effective in deriving creative design and increasing learners' interest and participation in class. When a creative thinking tool was used, however, the outcomes of creative learning slightly varied depending on learners' competence.

A Longitudinal Study of Critical Thinking Dispositions & Critical Thinking Skills in Baccalaureate Nursing Students (간호대학생의 비판적 사고 성향과 비판적 사고 기술에 관한 종적 연구)

  • Shin Kyung Rim;Ha Ju Young;Kim Kon Hee
    • Journal of Korean Academy of Nursing
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    • v.35 no.2
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    • pp.382-389
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    • 2005
  • Purpose: This longitudinal study was done to investigate critical thinking dispositions and critical thinking skills of nursing students enrolled in a 4-year baccalaureate program at a university in Korea. Method: The study used a longitudinal design. A convenience sample of 32 nursing students who were completing their 1st, 2nd, 3rd, and 4th year in a baccalaureate program at a selected university was included. The subjects completed the California Critical Thinking Dispositions Inventory (CCTDI), the California Critical Thinking Skill Test (CCTST), and a demographic questionnaire. Data was analyzed by descriptive statistics, repeated ANOVA, adjusted p-values, and Pearson's correlation coefficient with SAS 8.12. Results: There was statistically significant improvement according to academic year in the CCTDI total mean score (F=7.54, p= .0001) and subscales of Open-mindedness, Self-confidence, and Maturity. Contrarily, no statistically significant difference was found in the CCTST total mean score and subscales' score except Analysis. Conclusion: There is no significant correlation between critical thinking dispositions and skills, so it will be necessary to repeat a study like this, and the translated instruments should be modified by considering Korean culture.

The Factors Influencing Information Technology Non-Acceptance: Approach by Grounded Theory (정보기술 비수용에 영향을 미치는 요인: 근거이론에 의한 접근)

  • Lee, Woong-Kyu;Park, Jin-Hoon
    • The Journal of Information Systems
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    • v.24 no.4
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    • pp.83-97
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    • 2015
  • Purpose: Traditionally, information technology acceptance have been considered one of the most important research issues. However non-acceptance, which was main objective of acceptance theories, have not been included in main research area by communities of information systems. This study is to identify the factors influencing non-acceptance of information technology and suggest a total research model for explaining the phenomena of non-acceptance. Design/methodology/approach: Grounded theory was adopted as a principal research method. which is an inductive technique of interpreting qualitative data about a social phenomenon to build theories about that phenomenon. Data were collected by depth interview and open question on potential non-adopters during 3 months. The collected data were coded by two main coding paradigm in ground theory, open coding and axis coding. Findings: Factors influencing non-acceptance, status quo, imitation, value evaluation, and concerning risk were extracted from open coding. These factors were integrated into system 1 thinking and system 2 thinking, which were from axis coding. More specifically, status quo and imitation are system 1 thinking which are more responsive and emotional thinking and value evaluation and concerning risk are system 2 thinking which are more rational and reasoning thinking.

Examining the relationship between educational effectiveness and computational thinking in smart learning environment

  • Han, Oakyoung;Kim, Jaehyoun
    • Journal of Internet Computing and Services
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    • v.19 no.2
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    • pp.57-67
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    • 2018
  • The $4^{th}$ industrial revolution has brought innovation in the educational environment. The purpose of this study is to verify the educational effectiveness of smart learning environment especially with the computational thinking. A big data analysis was performed to confirm that computational thinking is the one to prepare the 4th industrial revolution. To teach computational thinking at university, educational design should be careful. This study verified the relationship between improvement of computational thinking ability and major of students with coding education. There was difference in effectiveness of the coding education depending on the major of students, it means students must be guaranteed to be educated by the differentiated coding education for different major. This study extracted factors of computational thinking through literature review. Thirteen research hypotheses were applied for the statistical analysis in R language. It was proved that expectation of class and improvement of abstraction ability and algorithmic thinking ability had mediation effect to the relationship between knowledge acquisition and problem-solving abilities. Based on this study, effectiveness of education can be improved, and it will lead to produce a lot of distinguished students who are ready for the 4th industrial revolution.

Study on Users' Housing and Interior Design Needs Affected by Personality Types (사용자 성격유형에 따른 주거공간 실내디자인 요구에 관한 연구)

  • Lee, Hunju;Park, Soobeen
    • Korean Institute of Interior Design Journal
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    • v.22 no.6
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    • pp.88-97
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    • 2013
  • This study aims to find out various users' diverse interior design needs for their housing and interior design through the personality, which is intrinsic and consistent traits of the individual. The survey research followed the literature reviews including personality studies and interior design assessments. 176 undergraduate and graduate students as controlled by age, sex, and major answered the questionnaire. Their housing and interior design attitudes, the semiotic assessment of interior design styles, and interior design preference were compared in accordance with four pairs of preference dichotomy of MBTI (Myers-Briggs Type Indicator): Extraversion -Introversion, Sensing-iNtuition, Thinking-Feeling, Judging-Perceiving. As a result, the framework of housing and interior design needs by the users' personality types are proposed. It shows specific needs for 16 types of personality based on eight preference dichotomy: extroversion-open, introversion-closed, sensing-functional, intuition-emotional, thinking-restricted, feeling-receptive, judging-simple, and perceiving-creative.