• Title/Summary/Keyword: design originality

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A study on the Development of Assessment Category and Items for Building Design Evaluation - Focused on the Small and Medium Building - (건축물 디자인 평가를 위한 평가체계 및 평가항목개발에 관한 연구 - 중소형 건축물을 중심으로 -)

  • Ryu, Soo-Hoon
    • Journal of the Korean Institute of Rural Architecture
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    • v.11 no.2
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    • pp.19-27
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    • 2009
  • The purpose of this study is to develop an evaluation category and items for architectural design assessment in attempt to improve design of small scale buildings within Se-Jong City. Some of the domains in existing design assessment are building design, function, environment, and technology. The category and items developed in this study however, is composed to aim for the building's qualitative design assessment. Therefore the architectural assessment tool in this study includes design assessment of the building. Also, assessment category was comprised to verify the design expression used in improving the function and environmental condition of the building. The study was enforced by extracting raw data from existing architectural design related cases. Classification system and assessment category was developed and presented through combination of expert advice, survey, and sample test. In result of this study, the composition system required for design assessment can be divided into five large classifications ; public and harmony, access, form, environmental design, and space. Total of 24 assessment categories are developed and presented. The assessment category and standard presented in this study reflects the distinct regional characteristics and originality of Se-Jong city, creating one of a kind design assessment tool.

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The Influence of Cognitive Factors on the Creative Abilities in Design -Focused on the Sensory Modalities and Thinking Modes-

  • Woo Heung-Ryong
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.143-154
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    • 2006
  • The primary purpose of this study was to investigate the influence of Cognitive Factors (CF) on the Creative Abilities (CAs) in design. We set up a model of Cognitive Design Process (CDP), which consists of four domains: Concepts, Experience, Five Senses (FS), and Thinking Modes (TM). Here, experience is first perceived by the five senses, and then recognized by intelligence. We regard design as a transforming process from concept to experience. For this study, two major Sensory Modalities (Visual and Kinesthetic), four Thinking Modes (Brain Dominance Profile), and four Creative Abilities (Fluency, Flexibility, Originality, and Elaboration) were reviewed. We hypothesized that idea generation is influenced by different Sensory Modalities (Visual Sense vs. Kinesthetic Sense) and Thinking Modes, and that these have a close relationship with the attributes of CAs. Firstly, we have examined the cognitive thinking model in design. Then, we adapted the Test of Creative Abilities of Design Thinking (TCADT) for measuring CAs. We surveyed the CAs under CF in particular. Finally, we have investigated the influences of the different Sensory Modalities (Visual Sense vs. Kinesthetic Sense) on CAs. It was found that a close relationship between Brain Dominance and CAs, and Sensory Modalities (SM) have different influence on these creative abilities. As a result, a tool for the Test of CAs and a framework for creative idea generation with the effective CF will be presented. These provide the basis for a new approach to creative idea generation in Experience Design.

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A Study on Principle for Use of Multimedia in order to have Effective Communication in Information Design (정보디자인에서 효과적 커뮤니케이션을 위한 멀티미디어 사용원리에 관한 연구)

  • Lee, Il-Soon
    • Cartoon and Animation Studies
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    • s.13
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    • pp.255-267
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    • 2008
  • Recently in the field of information design use of multimedia Including animation has been rapidly increased. And its application is expanding in the field of design nevertheless relevant research in this field is scant. In particular research on which characteristics contribute to improvement for effect of information communication is negligible. Until now designers' interest was mainly focused on visual perfection of screen such as diversity and originality. Actually the aspect of recognition of design was mostly overlooked. But considering ultimate purpose of Information design is accurate communication of information thus there should be more endeavor for research on man's visual recognitive faculty and memory in order to Improve power of communication of information for the purpose of reducing confusion of user before its originality and diversity. For this reason this author in this treatise attempted to examine possible impact of multimedia in information design on recognition of user and communication based on theory of effectiveness of media and also attempted to identify how maximize its effect under different circumstances. Theories on effectiveness of media can be summed up as that well- advanced information of multimedia should be analysed from diverse standpoints on relevancy to tasks and recognitive relevancy rather than its simplification from the standpoint of richness of media. For optimal interface design unnecessary recognitive load should be eliminated and information should be structured by laking maximum advantage of working memory of limited quantity. Also there will be need for selection of proper media and suggestion of expressive method to enable building accurate and successful mental image. In this treatise this author attempted to contribute to designer's decision making in future through examining theories on effectiveness of media in connection with the question of which information technology should be used in order to heighten effect of information communication appropriate to information design.

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Design of Kinetic Typography Interaction based on the Structural Characteristics of Hangul

  • Lim, Sooyeon
    • International Journal of Contents
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    • v.12 no.3
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    • pp.42-46
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    • 2016
  • Kinetic typography is technology such as color, scale, position of the letter changes dynamically with time and it communicates information with aesthetics and originality. The purpose of this study is to identify the design factors in the formativeness of Hangul and present and implement the interaction design method of unique Hangul kinetic typography based on the scientific structure of Hangul. We implemented the Hangul kinetic typography system, which varies in sizes and motion directions according to a viewer's movement and exhibited in a media art event. To do this, we used a viewer's skeleton information on typography synchronization. The results indicated that Hangul kinetic typography has potential not only as a means to communicate with viewers but also as a medium to show the artistic value of Hangul.

A Study on the Patterns of Panel Attrition in the Korea Welfare Panel Study (한국복지패널 마모패턴 특성 및 패널 이탈 모형 추정 연구)

  • Park, Seung-Hwan
    • Asia-Pacific Journal of Business
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    • v.11 no.4
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    • pp.291-301
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    • 2020
  • Purpose - The purpose of this study was to investigate several household characteristics related to panel attrition, examining how they may have conditioned the panel data in the Korea Welfare Panel Study (KOWEPS). Design/methodology/approach - We studied the cause of the differences in household income between the original panel and the new panel in KOWEPS. Findings - To summarize our findings, whereas it is highly likely that a low-income household or a household without health insurance will remain in the panel, it is highly likely that a high-income household or a household of more than three members will be taken off the panel. Research implications or Originality - The proportion of low-income household tends to decrease over the years, which appears to result from an overall increase in household income. Such changes are reflected in the pattern in which older panels have higher estimates of household income than newer panels.

A Study on Textile Design of Raoul Dufy adapted in Fashion (패션에 활용된 Raoul Dufy의 텍스타일 디자인 연구)

  • 이선화
    • Journal of the Korean Society of Costume
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    • v.50 no.5
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    • pp.25-39
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    • 2000
  • Raoul Dufy devoted and was involved in textile design between 1910 and 1928. It was a transitional period in fashion. especially Poiret took an important role as a fashion designer at that time. After meeting Poiret, he won the fame as a textile designer rather than a painter, in his early stages, He had been deeply involved in fashion design. For instance Dufy and Poiret shared their world of art, collaborated to mount exhibitions, the Print textile fabrics by Dufy was used for dresses by Poiret and so on. The textile design which showed Dufy's artistic abilities was used as a method of expression of an exchange and a communication between art and fashion in the same period, through collaborations with Poiret. For instance, Dufy as a fauvist created and produced textile designs using his magnificent and cheerful colors and lines. He brought about a revolution in the textile design due to his participation in fashion design, as well as encouraging fashion designers. Textile design by Dufy, which grafted onto his world of art impressed Poiret greatly. It proposed the new direction of the fashion and influenced modern costume. The positive collaborate between Dufy and Poiret provided a momentum to a costume for being a part of art. Textile design as one of the important area in modern fashion needs a design originality for creating a high value-added products.

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A Study on the Design for Fashion Cultural Product with Formative Beauty in Traditional Ornament Unique to Korean Females (전통 여성 수식의 형태미를 활용한 패션문화상품 디자인 연구)

  • Kim, Sun Young;Kwon, Jin
    • Journal of the Korean Society of Costume
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    • v.63 no.3
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    • pp.33-45
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    • 2013
  • This work developed the basic motive design utilizing the physical beauty of the traditional ornaments used uniquely by Korean females and suggested some textile designs and fashion cultural product designs. As a research method, computer design programs Adobe Illustrator CS3 and Adobe Photoshop CS3 were used as well as literature examination. The motive was mainly based on the dwiggoji and ddeoljam, which are female ornaments. The formative shape in woman ornaments was classified into four kinds: plant, animal, geometry, and hybrid. The hybrid type was divided further into such combinations as plant, animal, and geometry, which came up with 8 fundamental motives for design development in total. With regard to the basic motive design, the coordinated concept was adopted with a combination of traditional taste and contemporary taste in harmony for the expression of delicate image on the condition that the basic format in female ornament is maintained. Textile design was processed with symmetry, rotation, repeat, and overlap as fundamental motive. As to the design for fashion cultural products, design mapping was proposed for neckties, handbags, clutches, shirts, and one-pieces. Utility and beauty in the traditional ornaments unique to Korean women could be recognized once again through this work. This work also assured the possibility for the endless improvement as a design development motive with originality.

A Study on the Formal Generation Characteristics in the Digital Design Process (디지털 디자인프로세스에 나타난 형태생성방식의 특성에 관한 연구)

  • Lee, Su-Yong;Lee, Sang-Joon
    • Journal of The Korean Digital Architecture Interior Association
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    • v.6 no.2
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    • pp.9-16
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    • 2006
  • The research want to know about form creation method's special quality that found in digital construction design process that using digital media, and they comparison analysis that who positive using digital media, Frank O. Gehry, Peter Eisenman, Greg Lynn, UN studio's work. First, In digital design process using digital media is make full use to design unfolding step and application way can change by architect's recognition difference of using digital media and each architect's design general idea unfolding process, and it means form creation process can change. Second, In digital design process a building form doesn't design adaptation to construction system, they directly design the third dimension form. So, they deduction a new form that unification and integration. Third, the architect that appear's in digital design process's part is existing, data from position of the master which it selects the coding selects the outcome goods which appears in computer operation with coordinator role of the originality and construction sense which it is visible.

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Study on the Digital Storytelling Types and Characteristics of Fashion Designer Brands (패션 디자이너 브랜드의 디지털 스토리텔링 유형과 특성)

  • Hong, Yun Jung;Kim, Young In
    • Journal of the Korean Society of Costume
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    • v.63 no.8
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    • pp.43-57
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    • 2013
  • The purpose of this research is to systemize the fashion digital storytelling by analyzing the communication method and its elements, and extracting the characteristics and processes of digital storytelling. Based on the previous study on the characteristics and types of storytelling the following things have been researched: 1) the process of digital storytelling in the communication process, 2) the concept and the feature of the academia of digital storytelling 3) storytelling in the document research. On the groundwork of the document research, we were able to sort out the various types, and formed a system of the features in the fashion digital storytelling cases, mainly in the four collections (Milan, Paris, London, New York) from 2000's to recent years of 2010. The types of fashion digital storytelling are episode type, narrative type, and creative type. The characteristics of each of the types are as follows. Firstly, the episode type communicates through the digital media based on the information or fact of the fashion designer brand. Secondly, narrative type communicates with the consumers using previous literature or an existing idea of the original cultural form that is rearranged in digital story expressed by the digital media. Lastly, creative type makes the designer's and consumer's susceptibility and creativity communicate through the newly made story, which expresses the unique originality of the designer. It seems that the cases and studies of using the fashion digital storytelling will increase because of its short history and lack of the case study. Fashion designer brands will show their brand image using the digital storytelling because they are able to better express originality, creativity and imagination of the fashion designer, which were factors that could not be conveyed through fashion alone.

The Development of Textile Design and the Manufacture of Cultural Merchandise by Using Lotus Flower Patterns(I) - For Researching Lotus Pattern Materials and Examples of Cultural Merchandise - (연꽃문양을 이용한 직물디자인 개발 및 문화상품 제작(I) - 연꽃문양의 자료조사 및 문화상품 사례조사를 중심으로 -)

  • Jung, Jin-Soun
    • Fashion & Textile Research Journal
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    • v.6 no.2
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    • pp.135-143
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    • 2004
  • In an information-oriented and internalized society of the future, the quality and price of goods made by each country will be equalized. That eliminates competition. But the design and appearance of products is an important factor in international competition. Indeed, design symbolizes a country's culture visually, and it can show the cultural identity and originality of a nation in international society. And that will play an important part that can contribute to creating added value. It is necessary to revive our people's old lyrical stories which are far away from our memory, and we badly need design development to revive traditional cultural merchandise through visual modernization. Among various Korean cultural inheritances, lotus is often seen in tiles, porcelains and folk stories. In this study, I chose lotus as the subject material of textile design development, and my intention for this study is to reflect Korean traditional cultural value as much as I can, and to develop textile design of Korean images by adding modern scenes. For that, first I researched lotus pattern materials and examples of cultural merchandise.