• Title/Summary/Keyword: design industry

Search Result 8,769, Processing Time 0.031 seconds

A Scientific Approach for the Design and Service Productivity (디자인과 서비스생산성에 대한 과학적 접근)

  • Kim, Hyun-Soo
    • Journal of Information Technology Services
    • /
    • v.7 no.4
    • /
    • pp.269-285
    • /
    • 2008
  • Design productivity can't be easily measured since there are so many different design productivity factors but such a few meaningful design product units. It's very difficult to evaluate the performance of design activities. Performance measures are not defined easily and are not measured correctly in many cases. So, in this paper the value added productivity is used to measure and analyze design productivity. Some issues are analysed to assess real productivity level of Korean service industry. And then we propose a few ways to Improve design productivity including the use of scientific approach at design processes and the change of the industry structure. It seems that the higher the level of IT(Information Technology) usage at a design industry is, the higher the design productivity is. Further research will be needed to investigate scientific approaches to increase design productivity.

Development Study of Capstone Design Matching Platform based on Industry-Academic Cooperation (산학협력 캡스톤디자인 매칭 플랫폼 개발 연구)

  • Kim, Younyoung;Kim, Jaehee
    • Journal of Engineering Education Research
    • /
    • v.26 no.2
    • /
    • pp.3-22
    • /
    • 2023
  • The purpose of universities is diversifying, such as education and research for the transfer of knowledge and technology, and training talented people with the competencies required in industrial sites. Therefore, universities are attempting various forms of industry-academic cooperation to maintain organic relations with companies and to conduct research activities, technology sharing, technology development, technology transfer, and human resources training. In particular, in the field of engineering education, various industry-academic cooperation programs such as field training, interns, and start-up support are actively developed and operated. Accordingly, the Engineering Education Innovation Research Information Center developed an online industry-academic cooperation capstone design matching platform for engineering education to enable collaboration between universities and companies nationwide. The industry-academic cooperation matching platform was developed under the theme of capstone design. Capstone design is a project-oriented and problem-based learning method that combines the knowledge and experiences acquired by the undergraduate department and designs and produces them. The subject of the Capstone design project was to solve corporate difficulties and allow companies and universities to collaborate. This study developed an online industry-academic cooperation capstone design matching platform according to analysis, design, development, evaluation, and execution procedures. This study is meaningful in that it has developed a channel through which students and companies, who are the subjects of industry-academic cooperation, can carry out projects and communicate organically through an online matching platform.

Crowdsourcing design in contemporary fashion industry (현대 패션 산업에 나타난 크라우드소싱 디자인에 관한 연구)

  • Park, Hye Won
    • The Research Journal of the Costume Culture
    • /
    • v.25 no.6
    • /
    • pp.893-912
    • /
    • 2017
  • Crowdsourcing models in which organizaions obtain needed product ideas and services from a crowd in a network-based society are rising as a global industry trend. The purpose of this study was to figure out the types and characteristics of crowdsourcing design shown in the domestic fashion brands, and to provide implications for design strategies using crowdsourcing. This study was based on qualitative research which was brand case studies on crowdsourcing design in the fashion industry from January 2006 to July 2017. Also, quantitative analysis using frequency and percentage was applied. The results were as follows: First, crowdsourcing design was used in almost all types of fashion brands, such as sports and outdoor wear, men's wear, women's wear, men's and women's casual wear, shoes, bags, school uniforms, jeans, accessories, etc. Crowdsourcing design in the fashion industry was classified into three types: crowdsourcing graphics and artwork; crowdsourcing customized designs; and crowdsourcing product designs. Of the three types, crowdsourcing graphics and artwork was used most. There were four methods to choose the best crowsourced design: review only by experts, voting by crowd and review by experts, crowdvoting, and crowdfunding. Second, the characteristics of crowdsourcing design were openness, participation, reward and acknowledgement, sharing and interaction, and individualized collective intelligence. Crowdsourcing design could be used as an open innovation strategy in the fashion industry, which could collect new and creative design ideas for product development, resulting in the satisfaction of consumers and benefitting the company.

Guidelines for a Sustainable Fashion Design Process from the Point of LCD (LCD 관점에서의 지속 가능한 패션디자인 프로세스 가이드라인)

  • Lee, Jee-Hyun;Ahn, Ji-Won;Kim, Ri-Ra;Seo, In-Kyung
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.37 no.8
    • /
    • pp.1044-1059
    • /
    • 2013
  • The fashion industry has become more interested in sustainable fashion design due to the demand for environmental action based on increased social responsibility awareness and environmentalism. In the current sustainability fashion industry, guidelines for sustainable fashion design are essential. This study suggests guidelines for a sustainable design process based on a theoretical and practical approach. An analysis of several global fashion brands will be applied to the whole apparel design process. This paper will explore the sustainable fashion design process and deal with LCD, as an important factor, by analyzing three global fashion brands: 'H&M', 'NIKE', and 'Levi's'. These three companies are the most active in the area of sustainable performance. The sustainable fashion guidelines will be controlled based on a strategy of practical use in design for sustainable (DFS) fashion industry. The results indicate that the fashion industry has to invest heavily in the future rather than focus on short-term profits; consequently, sustainability is a new growth direction for fashion companies. In addition, the fashion industry should work towards sustainable design under a clear understanding of its goals.

A Study on the Actual Conditions and Usage of Korean Design Right (한국 주얼리 디자인권 실태 및 이용에 관한 연구)

  • Chang, Chin-hee;Ko, Seung-Geun
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.2
    • /
    • pp.227-233
    • /
    • 2019
  • In order to suggest the utilization measures suitable of the 4th industry and design right in the management of jewelry company and also applying it to Korean jewelry industry, Also, the current status of Korean jewelry industry and design right was researched. Based on the theoretical background, the hypotheses were set up. After conducting a survey on the 4th industry, design right, management mind, and management intention targeting jewelry industry workers focusing on the set-up hypotheses. In the results The job currently working for in the jewelry industry and the job desired in the future were the design with the highest ratio, so that the importance of design was high in Korean jewelry industry. Also, design was the first priority of management mind, important elements of jewelry industry management, and successful management strategy while technology showed a bit less importance than factors of marketing, capital, and personal connections.

A Strategy to Activate Design Industry for Provincial Development - Centering on the region of Daegu and Gyeongbuk - (지역발전을 위한 디자인산업 활성화 전략 -대구 경북지역을 중심으로-)

  • Yun, Young-Tae;Kim, Yun-Hee
    • Archives of design research
    • /
    • v.18 no.3 s.61
    • /
    • pp.55-62
    • /
    • 2005
  • Recently, the opening of the world economy and regional ization of national demand endless endeavors and investments to upbring design-industry for regional economic development. Our domestic commodities, declined in price competitiveness against China and Southeast Asian nations, need construction of brand image of commodities and consumers' response through expanded concernments in marketing spheres. The design-industry is a important means to strengthen competitiveness of the domestic industry through discrimination of commodities and creativity of high added value. Design-industry has some problems in circumstances; commodity development and marketing are below the level in the sphere of manufacture industry yet and businessmen are unwilling to invest demanded for development of new design. Establishment of the personal foundation, useful for accumulating competent designers' experiences and technologies, can not pass limit. In addition, a system and a policy to protect design-industry have a problem in effectiveness. Concrete strategies to activate design industry which meets social and cultural circumstances of Daegu and Gyeongbuk region are to establish policy for construction of specialists' infra, systematization of study & development of design, common ownership of information on design, and expansion of design company. The business to upbring design in the region should be operated to develop competitive commodities which is helpful to the regional economy and to increase value of the regional enterprises' brand. In addition, foundation of design should be expanded personal, material, and informational infra through design-centered so that they are helpful to activate economy of Daegu and Gyeongbuk through making design reformational cluster.

  • PDF

A Study on Improving Institutional order of the Exhibition Design Industry (전시디자인 산업의 발주제도 개선방안에 관한 연구)

  • Ji, Hwan soo
    • Korean Institute of Interior Design Journal
    • /
    • v.24 no.5
    • /
    • pp.136-143
    • /
    • 2015
  • At this present, the world is in the era of digital and culture.Tourist resources through cultural infrastructure have been a crucial factor of a country's competitiveness. A Museum is tourism resource facility like one of core cultural infrastructures which provides experiential culture, history and tradition. The field of a planning and a design for a museum should be recognized like professional design industry.n Korea, the government has various laws and systems to support the design promotion policy but it is not sufficient. If you plan to extend the scope of the maintenance of law and institutions As today 'Exhibition Industry Development Act, which is responsible for maintenance, including a permanent exhibition area in the exhibition industry facilities will be efficient alternative. And also, it would like to analyze states of the orders in the exhibition design industry for past five years (2010 ~ 2014) and show the problems and alternatives. Exhibition business-related orders investigation into the recent five years to analyze and suggest improvements. In the delivery method it was found three types of goods, the services, the delivery method through the analysis of the enforcement order to the Corporation and that are mixed.If these alternatives has been reviewed and used for basic data to promote professional companies and designers for museums, it must be expected to be well worth a careful study.

A Study of Necessary Elements of Game Character Storytelling (게임캐릭터 스토리텔링의 필요 요소 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
    • /
    • v.17 no.4
    • /
    • pp.169-178
    • /
    • 2017
  • In order for the game industry to grasp the initiative of the global industry, it is time to positively need storytelling that can move the emotions of gamers over graphical appearance. Also, in the era of the 4th industrial revolution where the point of contact between virtual and reality spreads widely, it seems that the game character industry will rapidly emerge. Therefore, the author recognizes the importance of the character industry in the future, and based on the accumulated game research, he has identified 10 elements necessary for character storytelling. The ten elements are as follows. Design of life, design of race, design of occupation, design of PC and NPC, design of monster, design of personality, design of conflict, design of protagonist, design of external image, design of birth and death.