• Title/Summary/Keyword: industrial designers

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Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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A Method of Extracting Significant Design Attributes using PRETREE Model (PRETREE 모형을 이용한 중요 디자인 속성 추출 방법)

  • Lee, Yuri;Park, Sang-June
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.565-574
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    • 2012
  • This study focuses on a consumer-based design process that overcomes practical drawbacks of the previously used design process. On the contrary of the existing method of attracting design attributes by designers' own insights, it present the PRETREE model that attracts the important design attributes of the products based on consumer preferences. The PRETREE model has the advantage that it does not require identifying design attributes a priori. For the wire-wireless telephones, this study presents the identifying process the important design attributes empirically using PRETREE Model. The PRETREE Model has been widely used in the fields of psychology, consumer science, economics and business administration. It might also be useful in the design field because it can identify the important design attributes objectively without designers' own insights.

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A Proposal for IT Design Curriculum in Community College based on IT Industry Demand Survey (IT 산업수요 조사에 기초한 전문대학교 IT 디자인 교육과정 제안)

  • Lee, Yun-Hui;Jo, Seong-Hwan
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.345-353
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    • 2016
  • This study was intended to analyze the present condition and problems of education by examining the curriculum of departments relating to IT design in community colleges in the environment of IT that more rapidly grew than any other sector due to the development of information and communication and smart device, focusing on the actual condition. And it was intended to present a scheme for the improvement of IT design curriculum in community colleges in preparation for the surveyed industry demand in IT sector. First of all, this study attempted to check how IT designers' work changed according to the change of technology in industrial scene through a survey of job in IT industry and an analysis of IT industry trends. As a result, it was shown that the work of IT designers who had carried out web design work extended to mobile design, and school education also required mobile education according to the change of the times. Here, through task analysis, it was possible to find that web design and mobile design was not fundamentally entirely different, but was within the range where it was perfectly possible to carry out mobile design work if mobile environment and condition was understood and an education was given together with the existing curriculum.

Reinterpreting Frederick Law Olmsted's Idea of Urban Parks (프레데릭 로 옴스테드의 도시공원관에 대한 재해석)

  • 조경진
    • Journal of the Korean Institute of Landscape Architecture
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    • v.30 no.6
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    • pp.26-37
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    • 2003
  • Urban park are indispensable elements of contemporary cities. However, the structure and culture of contemporary cities is currently changing. There are prevalent discourses that Olmstedian parte are no longer relevant to our new societies and cultures. New kinds of parks have emerged with different forms and functions. In order to propose a new paradigm for parks in the 21st century, we need to look back to the origin of modem parks, which is to say, Olmstedian parte. This paper aims to trace the background of park movements in the 19th century America and to identify and describe Olmsted's idea of urban parks. In addition, the paper will clarify the limitations and reinterpret the meaning of Olmsted's idea of urban parks. One idea behind the development of urban parte was to mitigate urban problems such as public health, alcoholism violence and class conflicts in 19th century industrial cities. The aim of urban park was partially achieved at that time. However, those parse did not serve the use of diverse classes. Olmstedian parks were designed for passive and civilized recreation, and lower classes were more attracted by active theme parks and areas such as Coney Island and John Wood. The strengths of Olmsted's idea of urban parte can be outlined as follows: First, designing parte goes beyond shaping physical lands to embrace social reforms. This means that park designers should have a critical understanding of society and culture. Also, landscape designers should have a bold vision for the future. Without such a vision and social agenda, landscape architects cannot postulate alternative possibilities through engaging in new practices. Second, Olmsted successfully adapted British landscape aesthetic ideas such as the picturesque, the sublime and the beautiful into an American context. Finally, his vision and idea of urban parks show us that landscape architecture is not just technical work, but that it can create a locus to engage a new cultural praxis by inventing cultural products - parks.

The Usage of Anthropomorphic Forms in Robot Design and the Method of Evaluation (로봇 디자인에서 의인화 기법의 활용 평가 방법에 관한 연구)

  • Choi, Jeong-Gun;Kim, Myung-Suk
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.126-130
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    • 2008
  • It takes only few seconds to find an artifact that has anthropomorphic form. There are numerous examples illustrating human's shape in daily life products. Usage of anthropomorphic form has been a basic design strategy especially when industrial designers design intelligent service robots because most of robot features were basically from human. Therefore, it's necessary to use anthropomorphic form not only in appearance design but also in interaction design. To use anthropomorphic form effectively, it needs to measure how much the artifact is similar to human, and then to evaluate whether the usage of anthropomorphic form fits to the artifact. This study's goal was to set up an evaluation standard for anthropomorphism for robot design. We suggest that there are three criteria for the evaluation standard. Those are 'anthropomorphic form in appearance', 'anthropomorphic form in Human-Robot Interaction', and 'accordance in two former criteria'. We expect that when designers put an evaluation step of anthropomophism in their design process of robots, robots might become more preferred by users, and easier to understand how to interact with.

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A Study on the Interaction Design Guideline for Web2.0 Service Based on Ajax (Ajax 기반의 웹2.0 서비스를 위한 인터랙션 디자인 가이드라인에 대한 연구)

  • Lee, Ji-Hyun
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.4
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    • pp.569-574
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    • 2010
  • After the beginning of Web2.0 era, newly developed interaction design patterns based on Ajax(Asynchronous JavaScript and XML) have been tried in various Web2.0 services. These new interaction design patterns enable web service to provide rich experience for users. However, it is very hard to find organized task based guideline about Web2.0 interaction design even though there are a lot of complicated interaction design techniques and patterns. It is essential to have Web2.0 interaction guide based on Ajax because it can guide designers to use appropriate interaction design patterns and to keep usability for ordinary users. Therefore, this research aims to establish task based interaction design guideline for Web2.0 service based on Ajax. The reason why this research focused on Ajax is that Ajax is most widely used language for Web2.0 service. First, primary five interaction design patterns were defined through analysis of various interaction design patterns from Web2.0 services. Second, detail interaction design tasks from five major patterns were analyzed based on the study of major Web2.0 services such as Gmail, Twitter, YouTube and Google maps. Third, general design guidelines such as heuristic guidelines for web service are studied through literature review. After all, this study proposed task based interaction design guide for Web2.0 service with Ajax. With this guide, designers and developers can choose appropriate Web2.0 interaction patterns and apply to their service and provide service to users with enhanced usability and satisfaction.

A Study on the Social Reformation Policy of the Swedish Government during 1930-1970 Period and its Influence on Swedish Modern Design (1930-70년대 스웨덴의 사회개혁 정책과 현대 디자인의 형성)

  • 강현주
    • Archives of design research
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    • v.11 no.1
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    • pp.119-130
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    • 1998
  • The social-democratic ideas which define the modern national Swedish idea have had an important influence on Swedish modern design during this century. Swedish designers found humanistic and democratic values in the traditional design style and they tried to create a modem style that was based on handcraft traditions as well as modern industrial aesthetics. Issues raised by Swedish designers of that time induded how Sweden was achieving a national identity through design and how design retlected changes within society. The purpose of this study is to investigate the social reformation policy of the Swedish government during the 1930-1970 period and its influence on Swedish modern design. This paper, it is hoped, will provide an opportunity to place contemporary Swedish design in a social and aesthetic context.

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A Study of Design for Additive Manufacturing Method for Part Consolidation to Redesign IoT Device (IoT 기기 재설계를 위한 적층제조를 활용한 부품병합 설계 방법에 대한 연구)

  • Kim, Samyeon
    • Journal of Internet of Things and Convergence
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    • v.8 no.2
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    • pp.55-59
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    • 2022
  • Recently, IoT technology has great attention and plays a key role in 4th industrial revolution in order to design customized products and services. Additive Manufacturing (AM) is applied to fabricate IoT sensor directly or IoT sensor embedded structure. Also, design methods for AM are developing to consolidate various parts of IoT devices. Part consolidation leads to assembly time and cost reduction, reliability improvement, and lightweight. Therefore, a design method was proposed to guide designers to consolidate parts. The design method helps designers to define product architecture that consists of functions and function-part relations. The product architecture is converted to a network graph and then Girvan Newman algorithm is applied to cluster the graph network. Parts in clusters are candidates for part consolidation. To demonstrate the usefulness of the proposed design method, a case study was performed with e-bike fabricated by additive manufacturing.

Differentiation of Signature Traits $vis-\grave{a}-vis$ Mobile- and Table-Based Digitizers

  • Elliott, Stephen J.
    • ETRI Journal
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    • v.26 no.6
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    • pp.641-646
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    • 2004
  • As the use of signatures for identification purposes is pervasive in society and has a long history in business, dynamic signature verification (DSV) could be an answer to authenticating a document signed electronically and establishing the identity of that document in a dispute. DSV has the advantage in that traits of the signature can be collected on a digitizer. The research question of this paper is to understand how the individual variables vary across devices. In applied applications, this is important because if the signature variables change across the digitizers this will impact performance and the ability to use those variable. Understanding which traits are consistent across devices will aid dynamic signature algorithm designers to create more robust algorithms.

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Development of CAMPform2D Preprocessor for Forming Process U sing Convenient Input Method (편리한 입력방식의 단조공정해석을 위한 CAMPform 2D의 Preprocessor 개발)

  • 박성균;이상헌;이강수
    • Korean Journal of Computational Design and Engineering
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    • v.9 no.2
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    • pp.133-142
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    • 2004
  • CAMPfonn2D is a Finite Element Method (FEM) based process simulation system designed to analyze two dimensional (2D) flow of various metal forming processes. It enables designers to analyze metal forming processes on the computer rather than the shop floor using trial and error and provides vital information about material and thermal flow during the forming process to facilitate the design of products. CAMPfonn2D can be used by companies, research institutes and industrial applications to analyze forging, extrusion, drawing, heading, upsetting and many other metal forming processes. Also, process simulation using CAMPfonn2D can be instrumental in cost, quality and delivery improvements at leading companies. Today's competitive pressures require companies to take advantage of every tool for rapid manufacturing of well-designed product. So, the preprocessor of simulation program must be easy to use to speed-up design. In this paper, we introduce new version of Preprocessor and show how easy to use it. And, Preprocessor will prove itself to be easy and extremely effective.