• 제목/요약/키워드: design activities

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융복합 Capstone Design 활동이 공학설계 역량에 미치는 효과 분석 (An Analysis of the Effect of Convergence Capstone Design Activity on Engineering Design Competency)

  • 위선복;김태훈
    • 공학교육연구
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    • 제25권4호
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    • pp.3-12
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    • 2022
  • The purpose of this study is to analyze the educational effects of convergence Capstone Design activities. To this end, it analyzed the difference in engineering design competency before and after completing the curriculum in the Capstone Design process, where students from various majors team up, and analyzed the impact of convergence Capstone Design activities on engineering design competency. A survey study was conducted on experimental participants to collect data on individual characteristics and engineering design competency, and to analyze differences by background variable. As a result of analysis according to background variables, the engineering design competency was improved afterwards than before, except for some competency areas.

커피 전문점 서비스디자인을 위한 사용자 중심의 서비스 접점 (The User-centered Service Encounters for Service Design of Coffee Shop)

  • 민승기
    • 한국콘텐츠학회논문지
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    • 제18권10호
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    • pp.478-489
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    • 2018
  • 본 연구에서는 사용자의 현재와 기대 스크립트를 기반으로 커피 전문점의 서비스디자인을 위한 규준 스크립트를 설계하였다. 1) 현재와 기대 스크립트에 포함된 활동들을 확인하였다. 2) 현재와 기대 스크립트에서 고빈도의 활동들을 선정하였다. 그런 후 이 둘을 통합하여 장면별로 분류하였다. 3) 통합된 장면과 활동들에 대한 중요도를 평가하였다. 4) 일정한 규칙에 따라 불필요한 활동들을 삭제하거나 선택 항목으로 제외하였다. 그리고 나머지 활동들을 장면별로 분류하고 순서대로 나열하여 하나의 규준 스크립트를 완성하였다. 각 장면에 속한 활동들 하나하나가 서비스 접점이 되었다. 장면은 '들어가기', '자리 정하기', '주문하기', '음료 기다리기', '음료 받기', '음료를 마시며 시간 보내기', '화장실 가기', 그리고 '나가기'로 구성되었다. '들어가기'에는 2개, '자리 정하기'에는 6개, '주문하기'에는 11개, '음료 기다리기'에는 2개, '음료 받기'에는 4개, '음료를 마시며 시간 보내기'에는 6개, '화장실 가기'에는 3개, 그리고 '나가기'에는 4개의 활동들이 포함되었다. 이러한 결과들과 함께 특이점을 논의하였으며, 마지막에는 연구의 의의와 제한점을 추가하였다.

공학 설계 프로세스에서 설계 변경 영향 해석 (Change Impact Analysis in Engineering Design Process)

  • 정태형;박승현
    • 한국정밀공학회지
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    • 제20권1호
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    • pp.151-158
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    • 2003
  • Design changes frequently occur while design activities are performed. If the impact of design changes is estimated, design efficiency can be improved. But, the types of design changes are various and they can affect other design parts. Hence, it is difficult to deal with design changes directly. The purpose of this research is to develop systematic algorithms for change propagation tracing and change impact analysis, and then to implement a change impact analysis system. We have selected a process-based design and a design environment which is composed of design parameters and constraints. The algorithm for change propagation tracing tracks the change propagation of design parameters and finds design parameters, constraints and tasks which are probably changed. In the algorithm for change impact analysis, a change impact value is calculated from the list of changeable tasks. These two algorithms have been implemented into change impact analysis system (CIAS). CIAS has been applied to the redesign of 2 stage gear drives. CIAS can improve the efficiency of design activities. If there are many alternatives for a design change at the redesign step, designers can calculate the change impact value of each alternative and perform design change activities in the direction of minimizing design change impact.

TRIZ를 활용한 6시그마 통합설계 ; TPM을 기반으로 한 병합활동방법론 (TRIZ-Used 6-Sigma Integrated Design ; TPM-Based Combination Activity Methodology)

  • 김혜정;이인수;박영택;조재립
    • 대한안전경영과학회:학술대회논문집
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    • 대한안전경영과학회 2008년도 춘계학술대회
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    • pp.247-258
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    • 2008
  • This paper purports to investigate the statistical basic principles through "TRIZ-used 6-sigma integrated activity design" and further, to raise "the importance of measuring technical innovative activities based on 6-sigma integrated design methodology by organization". This paper intends to investigate how the activities of the best conditions, which are necessary for the stage of 6-sigma design, are chosen in the TPM-based 6-sigma integration activities. And it will examine the options, when used together with other technique, in the probability statistical methodology. Through the combination of the situations which are chosen when activity techniques, which are mostly used for production and technology, and 6-sigma integration activities are used together, it intends to practically use as the basic data for company standards.

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Capstone Design Project by Team Activities

  • Shim, Joon-Hwan
    • 공학교육연구
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    • 제13권2호
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    • pp.33-37
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    • 2010
  • This paper deals with the introduction of capstone design project by team activities in Department of Electronics and Communication Engineering, Korea Maritime University. This course is referred to as Creative Engineering Design for spring semester of 4th-year undergraduates. The course focuses on creative thinking and cooperative mind to students by learning engineering design skills, realizing their idea through design project and recognizing practicality of their systems. The intent of the course is to provide a true "capstone" experience, where students can combine their skills to achieve the successful completion of a project. This paper describes class process and evaluation method, and cooperative works with mentees and industrial mentors connected through Hanium network for IT mentoring activities.

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EPLA(Electric Park Lock Actuator) System Safety Design Based on Vehicle Functional Safety Standard ISO 26262

  • Eun-Hye Shin;Hyun-Hee Kim;Kyung-Chang Lee
    • 한국산업융합학회 논문집
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    • 제26권2_1호
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    • pp.239-248
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    • 2023
  • In this paper, we conduct a study on the design that can secure the safety of the EPLA system by performing safety activities based on the ISO 26262 standard for vehicle functional safety. In the case of a company developing a detailed system, it is responsible for verification through hardware design and safety analysis in the overall flow of safety activities, and safety analysis according to the ASIL safety level must be properly performed. At this time, there are cases where the safety goal quantitative metric value suggested by the ISO 26262 standard cannot be satisfied only by the hardware design of the basic function, so it is necessary to design and install the safety mechanism. Based on ISO 26262 safety activities, it is possible to derive an effective design plan through hardware safety analysis.

사회계층 변인과 여가활동에 따른 과시적 여가의복소비 (Conspicuous Consumption of Leisure Apparel according to Social Stratum Variables and Leisure Activities)

  • 박은희
    • 한국의상디자인학회지
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    • 제19권2호
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    • pp.101-115
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    • 2017
  • This study classified social stratum variables of adults in their 20s to 50s by subjective and objective measurements and classified leisure activities into groups to examine the conspicuous consumption of leisure apparel. A total of 365 adults in their 20s to 50s living in Daegu and the Kyungbuk area were selected considering their jobs and residences. SPSS PC+ 20.0 was used to analyze the data with frequency analysis, factor analysis, reliability examination, cluster analysis, ANOVA, Duncan-test, Scheffe-test, and ${\chi}^2-test$. The results of this study are shown as follows. First, 'Jogging/Walking' was found to be the most favorable activity in the examination of leisure sports activities among the participants and showed a difference in gender. Second, leisure activities were pastime-culture activity, sports activities, static activity, volunteering, and relaxing, and these activities were grouped into non-participant, active and passive leisure activities. Conspicuous consumption of leisure apparel was classified into personality oriented, luxury goods-oriented, and other people-oriented. Third, there was a significant difference in the sub-factors of the conspicuous consumption of leisure apparel (personality oriented, luxury goods-oriented, other people-oriented) according to the sub-factors of subjective stratum(economic power, social position, level of consumption, cultural level and overall stratum consciousness). Fourth, there was significance in the objective social stratum variable by the types of leisure activities. Significant differences were found in personality orientation, luxury goods-oriented, and other people-oriented in conspicuous consumption of leisure apparel by the types of leisure activities. Finally, there were significant differences in economic power, level of consumption, cultural level of subjective social stratum by gender, sports activities and volunteering in leisure activities, as well as other people-oriented conspicuous consumption of leisure apparel. This study also found significant differences in economic power, level of consumption and cultural level of social stratum by age, as well as other people-oriented conspicuous consumption of leisure apparel.

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아웃도어 활동기반 에너지 하베스팅 스마트 패션 아이템 개발을 위한 사용자 니즈 분석 (A Study on the User Needs for Developing Smart Fashion Items Using Energy-Harvesting Technology Based on Outdoor Activity)

  • 이은영;노정심
    • 한국의류산업학회지
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    • 제19권2호
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    • pp.221-229
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    • 2017
  • This study researched the needs of smart fashion items using energy harvesting for outdoor wearers and surveyed the application areas and design preferences for energy-harvesting systems based on outdoor activities. A total of 217 subjects were surveyed. Subjects who had at least 3 years of experience in outdoor activities were selected in order to increase the reliability of the research results. The survey investigated lifestyles based on outdoor activities, outdoor clothing and electronic equipment usage, purchase style, utilization plan, and design preference for energy-harvesting clothing and supplies. The results showed that 62.7% of the respondents had experience in outdoor activities for more than five years. 96.3% of the subjects carried electronic equipment, and 179 participants(82.5%) experienced discomfort due to battery consumption/dead batteries during outdoor activities. 78.4% were interested in smat fashion items using energy-harvesting technology, and the energy-conversion technology that was useful for outdoor activities was "kinetic energy"(74.7%). Participants showed a high preference for a detachable type(30.9%) and a city type(69.1%) that can be worn in outdoor activities as well as in general life. The preferred location of the electric power-charging device was the "Hem area of top garment"(35.9%), and the reason for this selection was that it was easy to operate and did not interfere with movement. The data from this paper can be used as a basis for product planning and product design for energy-harvesting apparel designers and supply developers for outdoor clothing.

사회적 배려계층의 일상생활활동 불편도 분석 및 유니버설 디자인 설계요소 도출 (A Study on Perceived Discomforts of the Aged, the Disabled and the Pregnant and Universal Design Factors in Daily Activities)

  • 이동훈;김희진;김충식;정민근
    • 대한인간공학회지
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    • 제28권4호
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    • pp.35-49
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    • 2009
  • This study investigated perceived discomforts and those reasons of the young and middle-aged, the aged, the disabled and the pregnant in various daily activities, and elicited universal design factors based on human capacities (physical, sensory, cognitive and affective). A total of eighty people (twenty subjects for each user group) participated in one-to-one interviews about thirty six items of daily activities. A degree of discomfort of the daily activities was measured using Borg's CR10 scale. As a result, the disabled and the pregnant complained about almost all of the daily activities, and their degrees of discomforts were significantly higher than those of the youth and middle-aged and the aged. However, the youth and middle-aged and the aged only complained about some specific items. The major reasons of discomforts were related to physical and affective capabilities in general, where the detailed reasons of each user group were comparatively different. Finally, the universal design factors were elicited for each daily activity item based on the results of each user group. This study can be used to understand the discomforts and characteristics of the aged, the disabled and the pregnant in the various daily activities. The universal design factors elicited can also be applied to design related products and facilities universally.