• Title/Summary/Keyword: industrial designers

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Parts Management Method for Weapon System Parts Standardization (무기체계 부품 표준화를 위한 부품관리 방안)

  • Jung, Hyun-Woo;Shim, Bo-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.2
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    • pp.409-417
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    • 2021
  • The standardization of weapon system parts is one of the elements of parts management and is an important factor for reducing the cost of acquiring and maintaining a weapon system, enhancing its reliability, improving interoperability, alleviating parts obsolescence problems, improving logistics efficiency, and strengthening the military's combat readiness. This study examined how to manage parts of domestic R&D weapon systems, overseas imports weapon system parts, and various commercial parts from a standardization perspective, and to study parts management methods for standardizing parts in the future. This system was used to achieve systematic part standardization in a military weapon system. To this end, this study investigated what elements are used to standardize weapon system parts. The importance and weight of each element were calculated using the AHP (Analytic Hierarchy Process), one of the decision-making techniques, and the design stage standards using the part selection method were studied. Through this, the selection process of standard parts, which has been made according to the experience and subjective judgment of designers and personnel, was improved to propose a systematic and objective method of standardizing weapons parts.

Analysis of Collaboration Method Used according to the Characteristics of Each Stage of the Design Process (디자인 과정 단계별 특성에 따라 활용되는 협업 방식 분석)

  • Jung, Young-Wook
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.300-308
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    • 2021
  • The epidemic of COVID19 caused a big change in design collaboration, which has been conducting using face-to-face interaction. Designers actively used video conferencing and online document tools in situations where face-to-face meetings were difficult, and this gave them an opportunity to experience that non-face-to-face collaboration can be more effective in a specific design process. In this regard, this study attempted to find out which activities during the design process are more compelling in face-to-face collaboration or non-face-to-face collaboration. To do this, three user experience design projects conducted after the COVID19 epidemic were analyzed through a retrospective interview method. As a result, during four design stages, 'Discover, Define, Develop, Deliver', face-to-face collaboration is necessary for the areas that require creative problem solving through active interaction. In contrast, non-face-to-face collaboration is preferred and more effective when designers need their own space and proceed their design work. In addition, the aspects of design tools supporting non-face-to-face collaboration were also illustrated. Findings discovered through this study are expected to contribute to research on the design process later.

Case Studies of Comparing EN 954-1 and EN ISO 13849-1 Standard for Design of Industrial Machinery Safety Control System

  • Kim, Tae-Ho;Kim, Hong-Ki;Yoon, Hoon Yong
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.3
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    • pp.279-291
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    • 2013
  • Objective: The aim of this study was to compare old standard EN 954-1 and new standard EN ISO 13849-1 through case study and provide necessity of adaptation of EN ISO 13849-1 in Korea. Background: International and EU harmonized standard EN ISO 13849 "safety of machinery - Safety-related parts of control system" is classified into Part 1: General principles for design and Part 2: Validation. EN ISO 13849-1 standard was introduced in Official Journal of the European Union on September 8, 2009 as harmonized standard, and old standard EN 954-1 was withdrawn on December 31, 2011. So, EU decided to use of EN ISO 13849-1 standard forcibly from January 1, 2012 for safety of machinery. New machines need to be CE marked if they are to be placed on the market in the European Economic Area(EEA), Switzerland or Turkey, and Korean machine builder should apply EN ISO 3849-1 standard for safety of machinery accordingly. However, current Korean Safety Certification system(KCs mark) for dangerous machinery is not referred to EN ISO 13849-1 standard as safety standard. There is a need of research for adaptation of EN ISO 13849-1 standard in Korea as safety standards for new design of safety-related control system which use mostly electronic components. Method: Five case studies of representative designs for safety-related control system in accordance with EN 954-1were selected according to safety category from B to 4. And these five representative designs were tried to change new design in accordance with EN ISO 13849-1 standard. The results of comparison were analyzed in aspect of economy and technical complexity. Results: The results showed that EN ISO 13849-1 provided quantitative method of application and it enabled designers to create safety-related control systems that require fewer components and less wiring, with many of the components being to a lower specification and, therefore, less costly. Conclusion: EN ISO 13849-1 standard is good for electronic safety-related control systems compare to EN 954-1. By considering the importance of application of EN ISO 13849-1 and benefits, the application of EN ISO 13849-1 as safety standard for safety of machinery is urgent in Korea. Application: The results of comparing EN 954-1 and EN ISO 13849-1 standard might help to determine the adaptation of EN ISO 13849-1 standard for safety of industrial machinery in Korea.

Augmented Reality Based Tangible Interface For Digital Lighting of CAID System (CAID 시스템의 디지털 라이팅을 위한 증강 현실 기반의 실체적 인터페이스에 관한 연구)

  • Hwang, Jung-Ah;Nam, Tek-Jin
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.119-128
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    • 2007
  • With the development of digital technologies, CAID became an essential part in the industrial design process. Creating photo-realistic images from a virtual scene with 3D models is one of the specialized task for CAID users. This task requires a complex interface of setting the positions and the parameters of camera and lights for optimal rendering results. However, the user interface of existing CAID tools are not simple for designers because the task is mostly accomplished in a parameter setting dialogue window. This research address this interface issues, in particular the issues related to lighting, by developing and evaluating TLS(Tangible Lighting Studio) that uses Augmented Reality and Tangible User Interface. The interface of positioning objects and setting parameters become tangible and distributed in the workspace to support more intuitive rendering task. TLS consists of markers, and physical controller, and a see-through HMD(Head Mounted Display). The user can directly control the lighting parameters in the AR workspace. In the evaluation experiment, TLS provide higher effectiveness, efficiency and user satisfaction compared to existing GUI(Graphic User Interface) method. It is expected that the application of TLS can be expanded to photography education and architecture simulation.

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Development of Questionnaire for Automobile Seat Comfort Evaluation (자동차 시트의 안락도 평가를 위한 문항개발에 관한 연구)

  • Kim, Jung-A;Na, Ho-Jun;Cho, Dong-Hwan;Shin, Yun-Ho;Park, Se-Jin;Kim, Jin-Ho
    • Science of Emotion and Sensibility
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    • v.13 no.2
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    • pp.381-390
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    • 2010
  • The automotive seat comfort evaluation was to begin a key aspect in seat design. It depended largely on the basic mechanical aspect such as geometric parameters of seat, choice of suspension system and cushion material used. Until recently, seat comfort evaluation advanced to evaluate subjective sensitivity of human. The external literatures showed in the last decade, there have been very few attempts to establish and document automotive seat comfort evaluation. In 2006 Smith, D. proposed the statistically reliable tool in giving a numeric rating for set comfort and the tool was used in the many country. On the other hands, we, in Korea, had not the reliable tool for the automotive seat comfort evaluation. So that, we studied to develope the questionnaire for seat comfort evaluation based on Smith, D.(2006) and some studies. As a result, we developed 36 contents for the automotive seat comfort evaluation with the help of professional in Korean automotive industry. Here, 36 contents were identified as the dimensions that represent the human sensitivity and psychological feeling on comfortable seat. Also, we derived the priorities for the 36 contents by using analytic hierarchy process (AHP), based on the judgments of 30 experts and drivers. This study will help the designers and developers clarify the conceptual and abstract aspect of the design evaluation by proposing a more systematic and process-oriented method.

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Engineering Design Education based on Three Essential Design Technology Factors (설계기술역량 3요소 기반의 공학설계 교육)

  • Cha, Sung-Woon;Kim, Dae-Eun;Lee, Soo-Hong;Lee, Kyung-Soo;Kim, Min-Soo
    • Journal of Engineering Education Research
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    • v.10 no.4
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    • pp.5-16
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    • 2007
  • It is a fact that current engineering education is insufficient to cultivate engineers who can fulfill industrial demands. Engineering colleges and the government have expended much effort to develop new education model to overcome these shortcomings. The purpose of the present research is to formulate direction of engineering design education to cultivate talented engineers meeting engineering and industrial needs. We compared and analyzed Creative Design Project (3) (a core subject in engineering design) from the feedback of practising engineers, professors and students based on essential design technology factors and the educational achievement contents of ABEEK. The three essential factors of design technology which are prerequisites for the designers to implement design work were selected by surveying experts in the field of device design of cellular phone company. Moreover, educational purpose of the professors, educational achievement of the students, and educational direction of industry needs are deduced based on the three factors. It is also ascertained that Creative Design Project (3) meets most of the requirements of industrial design field by comparing and analyzing deduced results.

The Study on Creative Tutoring Service Design to Improve Self-presentation and Learning Abilities for Kids Focusing on Visual Association and Storytelling

  • Lee, Dong-Min;Park, Hye-Jung;Cho, Sung-Bae
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.117-124
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    • 2012
  • Objective: The goal of this study is to design a creative tutoring service, which helps children gain confidence and creativity through learning activities. Background: Nowadays most kids are growing up in a very competitive environment under their parents' zeal for education. A stressful environment can deter a child from the confident undertaking of challenges, leading to depression, anxiety, and feelings of inadequacy. Art therapy helps children work through these issues, however the process led by instructors or parents, and kids still feel anxious studying adults' face to read their thought. Method: To help children address challenges, a creative tutoring service application can provide images with certain tasks instead of asking them to fill in blank areas. The tasks asked by the service system are 1) to visualize children's own experience utilizing visually associated images from given images and 2) to create an illustrated story modifying and re-composing given images. Another task is to learn basic math and words with numbers and alphabets in customized colors. By completing each task children collect awards, which allow them graduate to higher levels of challenges. The outcomes from the tasks are sent to the main server system and reviewed by analysts. Those results are sent to children's parents as a text message on smart phone. Results: Visual implication using images inspires children to make creative stories based on their own experience. Also, children can find their own patterns of reaching answers by using synaesthetic imagery through repetitive practices of creative thinking tasks. Conclusion: Understanding how they feel about doing tasks in certain environments and assessing them in varied situations should be carefully considered when designers approach service design for kids. By focusing on how to tutor children in creative ways, as opposed to focusing on the expected outcome, creative service applications can be designed to reduce children's stress and encourage self expression. Children are predicted to gain confidence through using the service without the concern of comparison by others. Application: The creative tutoring service needs to be developed and tested by varying types of children.

Automatic generation of higher level design diagrams (상위 수준 설계 도면의 자동 생성)

  • Lee, Eun-Choul;Kim, Kyo-Sun
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.42 no.11
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    • pp.23-32
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    • 2005
  • The automatic generation of circuit diagrams has been practically used in the HDL based design for decades. Nevertheless, the diagrams became too complicated for the designers to identify the signal flows in the RTL and system level designs. In this paper, we propose four techniques to enhance the roadability of the complicated diagrams. They include i) the transformation of repetitive instances and terminals into vector forms, ii) an improved loop breaking algorithm, iii) a flat tap which simplifies the two level bus ripping structure that is required for the connection of a bundle net to multiple buses, and iv) the identification of block strings, and alignment of the corresponding blocks. Towards validating the proposed techniques, the diagrams of an industrial strength design m generated. The complexity of the diagrams has been reduced by up to $90\%$ in terms of the number of wires, the aggregate wire length, and the area.

Extraction of design elements and sensibility factors influencing on preference and purchase for digital cameras (디자인요소와 감성언어 추출을 통한 디지털 카메라의 선호도와 구매도에 영향을 미치는 요소에 관한 연구)

  • Kwon, Jong-Dae;Hong, Jung-Pyo
    • Science of Emotion and Sensibility
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    • v.11 no.2
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    • pp.285-292
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    • 2008
  • The purpose of this study is to provide the fundamental data needed in analyzing customer needs and understanding products in developing designs, to help designers to have better understanding of digital camera products, and to support the setting of concepts in developing designs, by understanding the specific properties of products that have specific purposes. In this study, homogeneity analysis was performed to the collected products launched from 2000 until now and representative products were selected to extract the questions on the adjectives and preferences felt form such products. Based on the questions, basic questionnaire survey and subject image analysis was performed in relation to the elements of images preferred by customers through the regression analysis of dependent variables and preferences and the regression analysis of purchasing power. When we design for digital camera, we must consider about the elements of digital cameras and the terms convenient, sensitive, functional, and grace. In terms of whole trend of shape, the shape highlighting grips and the digital cameras having grips, large LCD, dark colors, and manual buttons were preferred.

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A Study on User-Centered Vehicle Designs - Focusing on the Emotional Values - (자동차에 있어서 USER CENTERED DESIGN에 관한 연구 - 감성 가치를 중심으로 -)

  • 이명기
    • Archives of design research
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    • v.16 no.3
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    • pp.299-308
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    • 2003
  • The existing market patterns and social structures have been changed according to the trends of digital and informational society of the 21st century. The characteristics of the consumption market is that the balance of power moves from enterprises to consumers. As consumers’ demands are diversified according to life quality enhancement, many products are based on main aspects of human experiences, emotions and values. Standardized functions and services of products cannot capture consumers to a great extent any more. A notable aspect is that consumers want products or services that can oner movable experiences. Future products must appeal to emotion, not to reason of consumers. Now consumers purchase styles, experiences and stories contained in products, not products themselves. That is, the key to decision to purchase products is the satisfaction of emotional values. Users'emotions diversified due to the development of industrial designs demand the development of new designs that can represent new trends of users. User-centered values imply the change of people's purchasing trends. This indicates that there is a need to change physical aspects such as price or functions into individual emotions and characters. In addition, studies are required on design concepts to pursue new emotional values, apart from functional type designs. It is time for designers to suggest initiative and rational directions for this changing era.

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