• Title/Summary/Keyword: design industry

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A Study on The furniture Design Education and Industrial Educational Cooperation (국내 대학의 가구디자인교육과 산학협동에 관한 연구)

  • 양영완
    • Archives of design research
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    • v.12 no.3
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    • pp.215-224
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    • 1999
  • In the recent era of diversity and grobal competition, it is very important to notice that we need a new paradigm, where and should cooperate with each other. In particular, for the area of furniture, industry must strategically adopt a new design in order to improve product's competition, and also university as an education institute ought to provide with good designers for development of furniture. For this purpose, it is essential for and (University> to cooperate with each other in all areas, and it is necessary to maximize the activity in This cooperation is again emphasized in the view that design without production or production without design is nonsense. We have to go beyond and escape from narrow concept of education in only university and production in only industry. It is required for all of us to have the common consensus that what we have to do now for our future is to construct the system of cooperation between and

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Effects of the Flow of an Internet Shopping Mall upon Revisit Intention and Purchase Intention

  • Lee, Kwang-Keun;Ahn, Seong-Ho;Kim, Hyung-Deok;Youn, Myoung-Kil
    • Asian Journal of Business Environment
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    • v.4 no.4
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    • pp.27-38
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    • 2014
  • Purpose - The study aims to investigate empirically the effects of the flow of an Internet shopping mall upon consumers' revisit intention and purchase intention. Research design, data, and methodology - The subjects comprised customers of Internet shopping malls. SPSS 19.0 for Windows was used to verify the models and hypotheses. Frequency, factors, reliability, and regression analysis were used. Results - This study classified flow behavior factors of Internet shopping malls into four categories-skills, convenience, design, and mutual reaction-to investigate their influence on flow. Skills and convenience had a greater influence than mutual reaction and design. The flow was most influenced by convenience, followed by skills. Conclusions - First, the subjects comprised those who had made purchases at least once at an Internet shopping mall. Second, the study applied the common flow attributes of past researchers to the Internet shopping mall environment, to gauge customers' e-commerce involvement. Third, skill, convenience, and shopping mall display design affirmatively influenced the computer-mediated environment from the Internet marketing control implications perspective regarding the contents of the marketer's website.

A Study on Design Process and Production in the Knitwear Industry (니트제품 생산업체 디자인ㆍ기획 및 생산 현황에 관한 연구)

  • 이윤미;박재옥;이연희
    • The Research Journal of the Costume Culture
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    • v.12 no.2
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    • pp.300-311
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    • 2004
  • The purpose of this study is to investigate design process and production in the Korean knitwear industry and to examine the possibility for our knitwear industry to develop into the developed countries' model. This purpose was empirically pursued through questionnaires, of which respondents were 110 designers, merchandiser(MD), and top managers of knitwear companies and jobbers in Seoul. The questionnaires were analyzed on the basis of such statistical tools as χ²-test, t-test, and one-way ANOVA. Findings of this study were as follows. Designers of knitwear companies evaluated that their design is more creative than that of designers of jobbers. But designers of knitwear companies and jobbers all responded that they obtained their design ideas from samples produced by leading foreign knitwear companies. The dominant form by which knitwear companies use jobbers was that knitwear companies do a major part of designing and order jobbers to elaborate it and produce knitwear samples. The most important reason of hiring jobbers was to obtain specialized technical skills and knowledge.

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A Study on the Curriculums Related to Furniture Design Departments in Germany (독일대학 가구디자인 관련학과 교육과정에 관한 연구)

  • 조숙경
    • Journal of the Korea Furniture Society
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    • v.11 no.2
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    • pp.13-23
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    • 2000
  • Our furniture industry is rapidly changing due to the declining economy. The existing weak furniture industry in Korea has yielded its inability to complete in a very competitive marketplace. The furniture companies lack the special necessary skills and professional knowledge necessary to design and manufacture furniture. Therefore, constant effort by designers and managers is needed in order to strengthen the Korean furniture industry's strategy and advance it into becoming a recognized player in the area of furniture design, worldwide, Designers has to have systematic training in order to have insight into upcoming international trends and incorporate new manufacturing techniques immediately This study will analyze the curriculums related to furniture design departments in Universities and technical schools in Germany, a leader in the furniture industry. It will present new educational ideas and program for furniture designers in the Korean universities.

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MEASURING THE PERFORMANCE OF INNOVATION IN A KNOWLEDGE-BASED ARCHITECTURAL DESIGN SERVICE INDUSTRY

  • Ji-Sun, Kim;Jung-Lo, Park;Yoon-Sun, Lee;Jae-Jun, Kim
    • International conference on construction engineering and project management
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    • 2013.01a
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    • pp.628-633
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    • 2013
  • Knowledge-based Service Industry is an industry that creates added value through the production, processing, and use of knowledge. Comparing to other service industries, it is innovation-oriented business endeavors having the characteristics that exert the great influences on other fields. Meanwhile, however, research efforts thereof are yet insignificant. In this study, we analyzed the innovation performance of architectural design office which creates knowledge services, having raised the necessity of innovation of the design office. The innovation performance were classified according to the extent of efficiency of the architectural design office making use of DEA-Tier analysis, and, for those architectural design offices that showed significant differences in efficiency, we presented the case studies of the firms that were substantial benchmarking targets from short, medium, and long-term perspectives.

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Case Study on Industry-Academia Cooperation Capstone Design: Focusing on Information and Communication Engineering (산학협력 캡스톤디자인 운영사례 연구: 정보통신공학 중심으로)

  • Bokrae Jung
    • Journal of Practical Engineering Education
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    • v.15 no.1
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    • pp.45-51
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    • 2023
  • The graduation project, which is the final results of the capstone design course, is not only the highest peak in university major education, but also criteria of the practical skills of fourth grader who is supposed to get a job in the future. Therefore, it is needed to operate a capstone design course that reflects industry requirements and its support system for cooperation with industry. In this study, we present a case of the capstone design course and the industry-academic capstone design program at the department of Information and Communication Engineering in Sungkyul University. At the time being transitioned from offline to online class due to COVID-19, we evaluate results of the capstone design class over the past three years and induce improvements for the further operation of the class. This study may contribute to be a practical reference for ICT-related departments that attempt to apply social demands in their capstone design course through industry-academic cooperation

Optimum Design of Retaining Wall with Seismic Constraints (내진제약조건(耐震制約條件)을 갖는 옹벽(擁壁)의 최적설계(最適設計))

  • Kim, Kee-Dae
    • Journal of the Korean Society of Industry Convergence
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    • v.6 no.2
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    • pp.95-102
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    • 2003
  • In this paper, optimum design is considered over the retaining wall with seismic constraints. The sequential linear programming method(SLP) is used as a rational approach to this optimum design. To make a comparison between the seismic design and the normal design, retaining wall with 4~7m height were adopted. It is shown that the seismic design is more expensive (over 30%) than the normal design for the construction cost.

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A Case Study on Curriculum for Re-educational Work of Field Engineers for Invigorating The Elderly-Friendly Industry (고령친화산업체의 활성화를 위한 현장인력재교육사업 교과과정 사례 연구)

  • Yu, Yun Seop;Kim, Sang-Hoon
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.2
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    • pp.142-146
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    • 2011
  • In this paper, to invigorate elderly-friendly industry, a case study on curriculum for re-educational work of the field engineers is introduced. The curriculum has been developed to retrain technicians and engineers in IT-based elderly-friendly business industry, to help them develop elderly-friendly products, and it have been evolved by operating it and analyzing outcome and satisfaction levels since August in 2009. The re-education work of the field engineers are designed for invigorating the IT-based elderly-friendly business industry, based on the instruction system design(ISD) model. To develop IT-based elderly-friendly products, the elderly-friendly accessible design and the elderly-friendly living and health care equipment design are required. For the elderly-friendly accessible design, it consists of "Elderly-Friendly Engineering Based on Human Characteristics", "Color Sensibility and Universal Design for The Elderly", and "Design Understanding and Process". For the elderly-friendly living and health care equipment design, it consists of "Embedded System Design and Debugging Experiments for Elderly-Friendly IT Equipment", "Elderly-Friendly Android Implementation Design", and "Design and Experiments of Silver-care Android-based Smart Equipment".

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A Study on the Design Characteristics of Boutique Hotels by Design Collaborations - Focus on examples of collaborations between industry and designers - (디자인 협업에 의한 부티끄 호텔 디자인 특성에 관한 연구 - 기업과 디자이너의 협업(collaboration) 사례를 중심으로 -)

  • Lee, Min-Hee;Kim, Moon-Hee
    • Korean Institute of Interior Design Journal
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    • v.22 no.2
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    • pp.48-57
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    • 2013
  • With the environmental changes of the times, consumers expect new experiences and seek hotels with various leisure facilities and sensuous design rather than existing static and conservative ones. In particular, boutique hotels connected to all the aspects of lifestyle including architecture, culture, art and fashion are trying out a variety of designs through collaborations in the ways of enhancing their brand images in the design industry. Design through collaboration between different fields has an infinite possibility of breaking from classicism and creating a new type of space in hotel design. Thus, this study attempts to analyze a few cases of boutique hotels by collaborative design that has recently been vitalized and to seek for a direction by suggesting the methods of utilizing design by collaboration for the hotel industry that will further be expanded in the future. For this purpose, first, the theories of collaboration and boutique hotel will be reviewed and the characteristics will be drawn out based on the examples of boutique hotels to which collaborations have been applied by enterprises and designers. By analyzing and classifying the cases of the domestic and foreign boutique hotels through practical experiences among the hotels recently designed by the collaborations between enterprises and designers based on the basic frame of the five characteristics drawn out: identity, symbolism, temporality, locality and interaction, objective values will be drawn out and data for presenting the future orientation will be built. In the Korean hotel industry that is gradually expanding, boutique hotel designs through the appropriate collaboration between enterprises and designers should be considered for the extensive development of the future hotel industry.