• 제목/요약/키워드: hierarchy of design, trend of design research

검색결과 12건 처리시간 0.019초

″ 디자인학 연구″를 통해 살펴본 디자인 논문의 경향에 대한 연구 (A Study on the Trend of Design Research Through the Journal of Korean Society of Design Studies)

  • 이수연;이건표
    • 한국디자인학회:학술대회논문집
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    • 한국디자인학회 1999년도 춘계 학술발표대회 논문집
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    • pp.38-39
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    • 1999
  • 학문으로서의 역사가 길지 않은 디자인 분야에서 디자인 학자들은 많은 연구를 통해서 디자인이 학문적인 체계를 갖출 수 있도록 하기 위해 노력하였다. 이 과정의 산물이 디자인 연구 논문이며, 이러한 디자인 연구 논문에서 주로 다루어져온 연구 주제들의 변화를 살펴봄으로 하여 디자인을 구성하고 있는 학문적 요소를 파악하여 디자인의 학문적 구조를 살펴 볼 수 있다. (중략)

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Display System Design Based On The Abstraction Hierarchy

  • Sohn, Kwang-Young;Shin, Hyun-Kook
    • Nuclear Engineering and Technology
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    • 제28권3호
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    • pp.339-348
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    • 1996
  • Plant monitoring algorithm developments seem to be saturated which means that display system to show the results from the algorithm should be the well-defined and interactive tools for operator's diagnosing, controlling, restoring the abnormal plant situations. On the other hand, very little generalized display design concepts and evaluations are available. Events that are unfamiliar to operators and that has not been anticipated by designers may cause great threats to the nuclear power plant system safety operation. The abstraction hierarchy, considered most popular display design methodology but not generalized for nuclear power plant design space, has ken proposed as a representation frame work that can be adopted to design interfaces and supports operators in diagnosing overlooked events that should have been considered to operate plant safely. However most practical plant display systems do not fully stick to this design concept but partially rely on their philosophy from design experiences. Abstraction hierarchy display design concept will be do scribed and the trend of Advanced Control Room(ACR) CRT design will also be presented with the conventional display for the several type of plants. Consequently this complementary material should be of interest to designer and regulators concerned with nuclear power plant.

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뉴 패러다임 관점에서 해석한 공간의 위계구조와 준공적 공간에 관한 연구 (A study on the semi-public space and spatial hierarchy understood from the viewpoint of new paradigm)

  • 신문영
    • 디자인학연구
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    • 16호
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    • pp.27-38
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    • 1996
  • 환경을 다루는 디자이너에게 있어서 유동적으로 변화하는 과학적 지식 체계의 흐름을 파악하는 것은 중요하다. 당대의 시대적 세계관과 타학문 분야의 발전 성향을 반영하여 새로운 문화를 창조하고 제시하는 과정이 환경디자인이기 때문이다. 본 연구는 변화하는 세계관이 관점에서 공간을 파악하여 현대인의 도시환경에 상실되어 가는 이미지를 회복할 수 있는 방향을 제시하는 데에 그 의의를 둔다. 연구의 진행 과정은 다음과 같다. 1. 공간의 순위적 질서에 따른 각 공간의 역할과 인간과의 관계에 있어서 각 공간의 중요성을 논한다. 2. 새로운 패러다임의 관점에서 공간은 어떻게 해석되는 지와 그에 따른 환경디자인 접근방법의 방향을 제시한다. 3. 도시 환경에 있어서 준공 적 공간의 제안이 뉴 패러다임과 그 입장을 같이 하고 있음을 논하고 준공 적 공간의 도시 활성화 역할의 중요성을 밝힌다. 연구결과 새로운 패러다임에 입각한 공간의 이해에서 출발한 준공적 공간이 도시에서의 풍요로운 삶의 영역을 확장하여 무질서, 엔트로피의 증가라는 부정적인 환경 문제를 극복하는 에너지로서 작용할 수 있는 가능성을 찾아볼 수 있었다.

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어린이용 휴대폰 기능 및 설계 요소에 관한 연구 (A Study on the Function and Design Factors of Mobile Phones for Children)

  • 송미진;심정훈;윤훈용
    • 대한인간공학회지
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    • 제28권4호
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    • pp.51-59
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    • 2009
  • These days mobile phone which were used mainly by grown-up persons are now widely used among children as well due to new social demands. Despite this trend, existing mobile phones are still being designed and produced according to the taste of people in their 20s and 30s, even the elderly, not satisfying physical, emotional and cognitive characteristics raised by children. This study aimed to extract the design factors of mobile phones for children by reflecting functional factors requested by children and parents in QFD's customer demands. First, functional and design factors requested in mobile phones for children were extracted from existing products and documentary records and some functional factors were selected through a process of integration and omission. The survey research was conducted on children and parents, based on the selected functional factors. Based on the survey research, functional factors were analyzed using AHP, and key functional factors considered by children and parents in mobile phones for children were investigated. Finally, in order to reflect the results in QFD, the correlation between functional factors and design factors was constructed as HOQ through experts' evaluation. The results showed that both children and parents recognized the basic functions such as telephoning, text messaging and phone directory as high priority functional factors, even though the relative importance was different between children and parents. Therefore, it is likely to satisfy the desires of both children and parents by designing mobile phones for children in consideration of design factors such as menu depth, button independence and button arrangement. It is expected that this study will promote experiments on design factors and propose basic data for and guidelines to mobile phone design for children.

한의학 용어 관리 시스템 구축 연구 (The Study on the Establishment of Management System for Traditional Korean Medicine Terms)

  • 이병욱;엄동명
    • 대한예방한의학회지
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    • 제13권2호
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    • pp.115-128
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    • 2009
  • Background : Currently, ontology research has led the trend of technical development in medical informatics area. For Korean medicine, the reference terminology should be developed to facilitate the ontology research. Objective : This research aimed to design the management system for traditional Korean medical terms. Method :We built the internet-based system in which multi-users work simultaneously by using the relational database system(SQL Server2005) and visual studio 2005. Result : By this system, researchers can collect, refine, and inspect Korean medicine terms efficiently, and the terms can be transcribed into synonym, Korean, Chinese, and simplified Chinese. It enables the terms be input into the system accurately and managed by its classification. Conclusion : We developed the concept groups and its hierarchy system for Korean medicine terms which provides the basis for ontology system.

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G-SEED 평가항목별 중요도 및 문제점 비교연구 (A Comparison Study on the Importance and Problems of Assessment Items of the G-SEED System)

  • 장현숙;이상호
    • KIEAE Journal
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    • 제14권1호
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    • pp.113-120
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    • 2014
  • The Green growth has been demanded in all industrial sectors due to environmental destruction and exhaustion of natural resources. Buildings have consumed 1/3 of the total energy and 40% of natural resources and have accounted for 50% of $CO_2$ emissions and 30-50% of waste materials. In 1991, BREEAM(Building Research Establishment Environmental Assessment Method) of the British BRE(Building Research Establishment) had begun reduction of $CO_2$ emissions and energy saving movements, in which all the countries around the world have participated. The Republic of Korea has taken part in this trend by declaring a "National Vision in the Green Growth" in 2008 and implementing regulations on "Low Carbon, Green Growth" in 2010. G-SEED(Green Standard for Energy and Environmental Design) based on GBCS(Green Building Certification System) has been actively promoted for its application. This study has limited its scope to G-SEED office buildings. It has conducted surveys of problems and assessment items of the G-SEED identified in the preceding study by the AHP(Analytic hierarchy process) method. The purpose of this study is to conduct a comparison analysis of problems and ranking of evaluation items recognized in the survey and to be presented as reference materials for G-SEED system improvements at its next amendments.

An Outlook for Interaction Experience in Next-generation Television

  • Kim, Sung-Woo
    • 대한인간공학회지
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    • 제31권4호
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    • pp.557-565
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    • 2012
  • Objective: This paper focuses on the new trend of applying NUI(natural user interface) such as gesture interaction into television and investigates on the design improvement needed in application. The intention is to find better design direction of NUI on television context, which will contribute to making new features and behavioral changes occurring in next-generation television more practically usable and meaningful use experience elements. Background: Traditional television is rapidly evolving into next-generation television thanks to the influence of "smartness" from mobile domain. A number of new features and behavioral changes occurred from such evolution are on their way to be characterized as the new experience elements of next-generation television. Method: A series of expert review by television UX professionals based on AHP (Analytic Hierarchy Process) was conducted to check on the "relative appropriateness" of applying gesture interaction to a number of selected television user experience scenarios. Conclusion: It is critical not to indiscriminately apply new interaction techniques like gesture into television. It may be effective in demonstrating new technology but generally results in poor user experience. It is imperative to conduct consistent validation of its practical appropriateness in real context. Application: The research will be helpful in applying gesture interaction in next-generation television to bring optimal user experience in.

Japanese Postmodernity and Flat Architecture

  • Kim, Lawrence B.
    • Architectural research
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    • 제21권4호
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    • pp.99-109
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    • 2019
  • 'Superflat' is a hugely influential contemporary art movement founded by Takashi Murakami. The concept of Superflat art is based on the notion that there exists in contemporary Japanese culture an inherent inclination for two-dimensionality devoid of perspective and hierarchy with all elements existing equally and simultaneously. The theory is defined in broad terms and asserts that this inclination for flat aesthetic has its roots in the traditional Japanese art and the development of post-war Japanese subculture. As such, Superflat as a theory possesses a capacity to engage and explain wide-ranging conditions in contemporary Japan. Taro Igarashi has made such a point and argues that the generations of leading Japanese architects practicing today possess Superflat 'tendency' for flat aesthetics and are inclined to focus on the expressive possibilities of the building's skin. While such sensibility could simply be interpreted as a stylistic trend that has emerged over the years, when examined against the characteristics of the art movement, there exist unmistakable similarities in terms of the design sensibility and techniques applied. Furthermore, the theory has become a force in how Japanese architecture is defined and understood internationally in the past decade.

무기체계 소프트웨어 GUI에 대한 사용성 평가 요소 도출 (Usability Evaluation Criteria of Software GUI on Weapon System)

  • 김두정;이혜원;정주현;용화영
    • 한국산학기술학회논문지
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    • 제16권12호
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    • pp.8691-8699
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    • 2015
  • 기술이 고도화, 다양화되면서 소프트웨어의 발전이 급격하게 이루어지고 있다. 이에 따라 소프트웨어 GUI (Graphical User Interface)의 사용성(Usability)에 대한 연구가 활발하게 진행 중이다. 그럼에도 불구하고 무기체계 소프트웨어는 GUI의 사용성에 대한 연구가 부족한 실정이다. 이에 본 논문에서는 무기체계 소프트웨어 GUI에 대한 사용성 평가 항목을 도출하고 설계 우선순위를 도출하였다. 사용성 평가 항목을 도출하기 위해 전문가 평가를 통해 사용성 평가에 대한 기준요소(Attributes)와 설계요소(Design factors)를 선정하였다. 또한 AHP(Analytical Hierarchy Process)와 매트릭스(matrix) 분석을 이용하여 각각 기준요소의 상대적 중요도와 기준요소와 설계요소간 연관성을 파악하여 최종적으로 설계 우선순위를 도출하였다. 그 결과, 정보제공성(Informativity)과 정보접근성(Accessibility), 가시성(Visibility)의 중요도가 0.127, 0.121, 0.108로 도출됨에 따라 기타 요소에 비해 우선적으로 평가하는 것이 바람직할 것으로 판단된다. 본 연구는 무기체계 소프트웨어 GUI의 사용성 평가에 대한 기반 연구로 활용될 수 있을 것이다.

차세대 이동공간 대상의 콘텐츠 감성 평가를 위한 우선순위 도출 (Prioritization Analysis for Contents Sensibility Evaluation of the Future Mobility)

  • 이정민;주다영
    • 감성과학
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    • 제21권1호
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    • pp.3-16
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    • 2018
  • 제 4차 산업 시대의 도래는 기존 사회와 산업 생태계를 급속히 변화시키며, 기술, 문화, 금융 등의 경계선을 사라지게 하고 있다. 이동공간 산업도 마찬가지로, 기존의 기계공학 중심의 산업이 전자 및 정보통신기술과 융합함에 따라 이동성 및 안전성 중심의 공간을 넘어, 인포테이먼트 및 콘텐츠를 소비할 수 있는 공간으로 변화하고 있다. 현재까지 수행된 차세대 이동공간 관련 이론적 평가 방법은 대부분 사용성 평가, 혹은 수용성 평가방법 등에 집중되어있으나, 실제 동향조사에 의하면 대부분의 자동차 OEM을 포함한 많은 이동공간 업체에서는 감성평가를 중요시하고 있는 것으로 나타났다. 이에 본 연구는 차세대 이동공간에서의 콘텐츠 인터랙션을 개발하는 데에 있어 어떠한 감성 요소들을 평가해야 하는지에 대해 수행한다. 패트릭 조단의 네 가지 즐거움 이론의 감성요소들을 기반으로 국내 운전자 116명을 대상으로 차세대 이동공간에서 콘텐츠 감성평가를 수행할 때 필요한 요소들에 대해 평가하였다. 통계분석 및 AHP (Analytic Hierarchy Process) 분석 결과, 심리적-관념적-사회적-물리적 즐거움 순으로 평가 우선순위를 도출시키는 것이 필요하며, 콘텐츠 소비 유형에 따른 평가를 수행하는 것이 필요할 것으로 나타났다.