• 제목/요약/키워드: design activities

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완전 자율주행 자동차의 실내공간 설계를 위한 문헌연구 기반의 실내행위 분석 및 유형화 (Analysis and Classification of In-Vehicle Activity Based on Literature Study for Interior Design of Fully Autonomous Vehicle)

  • 권주영;주다영
    • 한국HCI학회논문지
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    • 제13권2호
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    • pp.5-20
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    • 2018
  • 최근 상용화를 앞두고 국제적으로 활발히 연구되고 있는 완전 자율주행 자동차는 기존의 자동차에 비해 이동하는 시간을 활용할 수 있는 가능성이 높아져 생활공간이 될 것이라고 기대되면서 완전 자율주행 자동차의 실내공간 환경 조성에 대한 중요성이 매우 높아졌다. 완전 자율주행 자동차에서의 경험이 이동하는 목적을 넘어 생활공간에서 느끼는 만족으로 충족되기 위해서는 실내행위를 지원하는 공간이 조성되어야 한다, 이를 위해 실내공간에서의 사용자의 행위 유형이 무엇인지에 대한 고찰이 필요하다. 이러한 중요성에도 불구하고, 현재까지 완전 자율주행 자동차를 대상으로 실내행위에 대한 정의를 규정한 논문은 국내에서 매우 부족한 실정이다. 이에 본 연구는 자동차 내 실내행위 범위를 분석 및 유형화하고, 실내공간 배치에 따른 실내행위와 자동차의 특수성을 종합적으로 고려하여 완전 자율주행 자동차의 실내공간 설계 가이드라인을 제시하는 것을 목적으로 한다. 본 연구의 목적 달성을 위해 국내외 자동차 제조사 및 부품사의 자율주행 자동차 콘셉트 사례분석, 인간의 생활행위 및 생활시간, 공간과 행위에 대한 소비자 니즈(needs) 관련 문헌을 분석하여 완전 자율주행 자동차 내에서 요구되는 행위를 분석하였다. 그 결과 실내행위는 '업무 및 학습', '가정생활 및 개인관리', '휴식', '취미 및 사교'로 유형화되었고, 도출된 결과를 기반으로 종합적인 실내공간 설계 가이드라인을 제시하였다. 본 연구는 실내공간 설계를 위한 새로운 방향성을 고안하여 제시하였다는 점에 의의가 있으며, 본 연구를 바탕으로 하여 일상의 생활시간을 보낼 수 있는 공간인 새로운 미래의 완전 자율주행 자동차의 실내공간 환경 조성이 이루어질 수 있을 것으로 기대한다.

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제품디자인과제에 대한 디자인 정보와 프로세스에 기반한 프로토콜분석 사례연구 (Protocol Analysis of Product Design Assignment based on Design Information and Design Process : A Case Study)

  • 진선태;김용세
    • 디자인학연구
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    • 제19권1호
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    • pp.109-118
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    • 2006
  • 이 연구는 4명의 경력을 가진 산업디자이너를 대상으로 프로토콜 분석을 통해 디자인행위를 탐색하기 위한 사례연구이다. 본 연구에서는 디자인정보양상, 프로세스의 패턴, 해결안의 질적 평가간의 관계를 디자인정보와 디자인프로세스에 기반한 상호보완적 코딩스킴 (Coding Scheme)을 사용하여 분석하였다. 또한 개인창의성모드 (Personal Creativity Mode)와 디자인 행위와의 관계들도 함께 분석하였다. 디자인프로세스에서는 각 디자인전략행위들이 균등하게 분배되어야 좋은 디자인결과물을 얻기 위한 선결조건으로 작용한다는 사실이 발견되었다. 또한 정황과 외부적 지식, GF(General Feathers)에 관한 디자인정보가 많을수록 독창적 디자인 컨셉이 만들어 지는데에 기여하는 것으로 보인다. PCMT에 관해서는 디자인창의성과의 차이성은 나타나지 않았고, 디자이너의 개인성향과 디자인행위간에만 작은 관련성이 드러났다. 이 사실은 실험에 참가한 디자이너들이 경험 이 많은 디자이너라는 것으로 설명될 수 있다. 향후 초보디자이너와 전문디자이너간 디자인정보와 프로세스에 기반한 프로토콜데이터를 통해 나타나는 차이성에 관한 연구와, 개인 디자인 프로세스패턴들이 디자인팀 구성에 있어 어떻게 활용될지에 대한 연구가 진행될 수 있을 것이다.

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업무공간을 위한 가구디자인 프로세스 사례 연구 - 은행의 가구디자인을 중심으로 - (A Case Study on Furniture Design Process in Work Spaces - Focused on furniture design for bank Interiors -)

  • 박영순;신인호;최지연;박소연
    • 한국실내디자인학회논문집
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    • 제23호
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    • pp.85-91
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    • 2000
  • This study is focused on the process of a furniture design in work spaces, especially for bank interiors. Basically furniture design is consisted of two main parts of process. The first part is series of a theoritical background and the second part is a visual design process. Theoretical background contains human activities in place, antropometric data, requisite furniture type according to activities and some guidelines for design. And for the visual design process, series of sketches(theoretical background must be applied to this process), and alternatives of design was needed. Researching and applying all these factors systematically to furniture design process will lead to harmonious interiors.

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청소년의 여가실태를 고려한 공동주택 커뮤니티시설 요구에 관한 연구 (A Study on the Needs of Community Facilities in Apartment Complex for Leisure Activity of Adolescent)

  • 황연숙;장아리;임은영
    • 한국주거학회논문집
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    • 제24권4호
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    • pp.75-82
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    • 2013
  • Being able to enjoy leisure time for adolescents is a necessary activity, for it helps them relieve their anxiety and stress and develop their potential. It is necessary to incorporate such spaces in the housing plans in advance and support diverse community activities. The current living spaces do not hold proper spaces and facilities for community activities appropriate for adolescents. Community facilities should be planned so as to reflect the needs of these adolescents, based on a clear survey in advance. The current study has conducted a survey to find out about the level of satisfaction and requests from adolescents on the leisure facilities their current living spaces hold. Based on this prior research, this study looks for solutions that could solve the issue at hand. The current community facilities are not convenient to support a diversity of leisure activities to the adolescents. The community facilities should be able to supplement information on the various activities put in place for the youth and widely supply the programs in demand. Furthermore, the adolescents wanted to form their own community within the facilities to practice their leisurely activities. We can safely assume that the youth's desire for more community amenities will increase for their own development.

A Study on Affordance Dimensions of Digital Services for the Elderly through the Analysis of Senior Adults' Daily Activities

  • Park, Soobeen
    • Architectural research
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    • 제10권2호
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    • pp.11-20
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    • 2008
  • Designing environments for the elderly includes studying changes in the elderly themselves, changes in their environment, and changes in the intercommunication between the elderly and their environment. The purpose of this study is to provide guidelines for a ubiquitous environment in which seniors can "age in place," using an environment-behavioral approach. 305 subjects aged 45 to 78 take part in the survey research. Temporal sequence (age groups) and behavior (daily activities) are considered as the significant variables to design digital services for the elderly in the perspective of an environment-behavioral approach. Several conclusions can be made. (1) The characteristics of subjects in the over-65 age group shows that they manage an independent lifestyle even if they realize some body functions deteriorate as they age. (2) Over-65 age group is more engaged in healthcare and pastime activities. The male subjects of it are most inactive. (3) The IDA (importance of daily activities) and FDA (frequency of daily activities) are classified by five to six factors in each group. The IDA and FDA of the group aged over 65 differ from other age groups. (4) Five affordance dimensions of digital services for the elderly are proposed: Healthcare, Domesticity, Mobility & Security, Network, and Recreation & Pastime. These affordance dimensions will help research groups or companies design ubiquitous environments to enhance the quality of life of seniors.

예술적 표현으로서 뷰티일러스트레이션 연구 - 종이조각기법을 이용한 작품제작을 중심으로 - (A Study Beauty Illustration as Part of Artistic Expressions - Focusing on the Creation of Paper Sculpture Works -)

  • 김진희;정연자
    • 한국의상디자인학회지
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    • 제15권1호
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    • pp.47-57
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    • 2013
  • In terms of expression, beauty illustration has become more diverse and innovative. Because of continued unique creative activities, more novelty has been pursued. In this study, beauty illustration in new artistic and decorative images was used to investigate the basic concepts of art activities, illustration and beauty illustration and make up for beauty illustration which adheres to traditional and classical expressions. In this study, the following results were obtained: First, in terms of expression of beauty illustration, the work with art expressions are still poor compared to other fields such as fashion illustration. Therefore, it is necessary to attempt beauty illustration of a new image which expresses artistic emotions. Second, by using an artistic technique called 'paper sculpture', a semi-solid shape has been completed, and a decorative beauty illustration was created. People get new inspiration through beautiful and innocent art pieces, which in turn motivate to create new expression. New art activities which take a human body as an art support beauty activities through picture and more sensitive inspiration. It was attempted to express other emotion and beauty by observing a single piece of work. A new possibility in beauty illustration which is differentiated from other art activities is proposed and its domain is developed.

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DSM 기반의 프로세스 구조화 방법론 (A new approach to structuring the process based on design structure matrix (DSM))

  • 설현주;김철현;이창용;박용태
    • 품질경영학회지
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    • 제37권3호
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    • pp.39-53
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    • 2009
  • This paper suggests a new process structuring method, which we call process modularization, for decomposing and grouping activities in a process. Above all, we propose the concept of a module that is a group of activities positioned on the same flow before and after control constructs. Since activities in a module are relatively strongly interrelated with one another, it is important to take into consideration of these together. A design structure matrix (DSM) is used to structure the process because it has a lot of advantages in process modeling and analysis. We developed two algorithms: the restricted topological sorting (RTS) algorithm for ordering activities and the module finding (MF) algorithm for detecting modules in a process, which utilize the DSM. The suggested approach enables a firm's manager to design and analyze the process effectively. We also developed a supporting tool to accelerate the progress of process modularization. The supporting tool aids the process manager in finding the module and understanding the process structure easily. An illustrative example is addressed to show operations of the suggested approach.

다운대체 아웃도어 재킷의 디자인 개발 (Development of a Down-alternative Outdoor Jacket design)

  • 이달아;문선정;정삼호
    • 복식
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    • 제63권8호
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    • pp.143-155
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    • 2013
  • The outdoor apparel market has been growing very fast recently, and consumers are spending more time doing outdoor activities for their leisure. As the outdoor apparel market is growing, it has started to combine functionality with style to provide more diverse designs and colors for all ages. The increase of interest in heathy life-styles, outdoor activities, and leisure has lead to a rise in demand for outdoor apparel. Now outdoor apparel have become a part of people's daily casual wear in addition to being worn for outdoor activities. This study is focused on a outdoor jacket design which is used as down-alternative material and the purpose of this study is to design outdoor jackets using a down-alternative fabrics that improve the thermal and lightweight effects for clothing comfort, and increase the satisfaction of wearing down-alterative outdoor jacket. The research of this paper was done by using a questionnaire survey. The survey was used to examine the male customers' outdoor activities, purchase behaviors, place, expense and design preferences. Then, down-like fabric was used to make the prototype down jacket and its design, function, and satisfaction with wearing compared with other brands down jacket products were analyzed. Although duck down fabrics are representative of outdoor jackets, they have many problems that need to be solved such as feathers falling out or its vulnerability to moisture. They have competitive prices compared to down jackets so down-alternative jackets are able to gain more proportion of its market share.

국내 직장인을 위한 여가활동 방안 연구 -요리 분야를 중심으로- (A Study on Leisure Activities for Workers -Focusing on a Cooking Category-)

  • 이재은;김승인
    • 디지털융복합연구
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    • 제16권1호
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    • pp.305-310
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    • 2018
  • 이 연구는 국내 직장인의 개인적인 삶과 직장생활의 개선을 위한 여가활동 방안을 제안하는 데 그 목적이 있다. 이를 위해 적은 비용과 시간적 공간적 제약을 최소화하는 여가활동 방안의 형태로 DIY를 선택하여 연구를 진행하였다. 연구방법으로는 1차 사례연구를 통해 기존 운영되고 있는 여가활동 서비스 사례의 특징을 조사하였다. 그리고 2차로 요리를 취미로 하는 직장인 8명을 대상으로 한 심층 인터뷰를 통해 요리 분야 여가활동에 대한 니즈를 알아보았다. 그 결과, 두 가지 필수 요소를 도출해낼 수 있었다. 첫째로 브랜드만의 명확한 범위 설정과 콘텐츠의 확보, 둘째로 여가활동 공유 플랫폼이 조성되어야 한다는 것이다. 이 연구는 직장인을 위한 여가활동에 대한 개선 방안을 제시했다는 점에 의의가 있다. 후속 연구를 통해 여가활동 방안에 대한 설계까지 이어져 우리나라 직장인의 여가활동 확산에 도움이 되기를 기대한다.

Developing User Persona Based on the Factors of Visitor Recreation Activities in Hongneung Experimental Forest

  • Jang, Youn-Sun;Yoo, Rhee-Hwa;Lee, Jeong-Hee
    • 인간식물환경학회지
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    • 제22권5호
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    • pp.525-539
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    • 2019
  • Much research has been conducted on user behavior by taking surveys and interviews to plan the green space effectively. However, there is a limitation in understanding detailed user characteristics such as personalities and values. This study applied the Persona-based Scenario Method (PSM) to Hongneung Experimental Forest to understand the detailed needs and behaviors of the users in the forest recreation area. The PSM is a user experience modeling technique, which tries to understand the users by describing the type of users as real people. This study 1) extracts the factors of visitor recreation activities in Hongneung Experimental Forest based on the results of the survey, 2) develops user personas based on the results of survey and comes up with activity factors, and 3) designs user scenarios. As a result of applying the PSM, 64 factors of visitor activities were derived from the observation survey in 14 sites of Hongneung Experimental Forest and 25 key factors of visitor activities were chosen through observer's brainstorming. Second, three types of personas were developed considering the key factors and the results of user characteristics with quantitative and qualitative analysis. Lastly, context scenarios were designed by applying the key factors of visitor recreation activities to the persona model. We identified the design problems of the space and design requirements through the scenarios. This study has significance in that it takes an approach from the user perspective and was applied to the forest recreation area, which was mainly used in product design. The developed personas could be used for deriving design elements and setting the direction for planning considering detailed needs, behaviors and characteristics of users.