• 제목/요약/키워드: metaphor design

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Metaphoric Creativity in Aldo Rossi Design (Aldo Rossi의 San Cataldo 공동묘지에 나타나는 은유적 창조성에 관한 연구)

  • Cha, Myeong-Yeol
    • The Journal of Engineering Research
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    • v.6 no.1
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    • pp.139-150
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    • 2004
  • Metaphor, considered as figurative language and used as methods for emphasis and resonance in verbal communications for over two millennia, has had entailed an important role in thought as well as language, especially in creative thought, Also, in architectural design lots of creative works have been produced using metaphor. Metaphorical expression in architectural design can be seen in many great works, therefore metaphorical thought must have been critical in architectural design. This research mainly focuses on what is the mechanism of metaphor in design and how metaphor works in creative architectural design.

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Indentifying Metaphor and Analogy Strategies for The Creative Design using Protocol Analysis (프로토콜 분석을 통한 창의적 디자인 전략으로서의 은유와 유추)

  • Choi, Han-Hee;Ju, Seo Ryeung;Kim, Mi Jeong
    • Korean Institute of Interior Design Journal
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    • v.22 no.1
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    • pp.64-74
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    • 2013
  • The aim of this research is to explore the potential of analogy and metaphor as design strategies for supporting the creative design thinking. For the empirical research on analogical and metaphoric process in designing, we conducted design experiments that consist of three different conditions of given items as stimulation for design inspiration: baseline, surrealist paintings, and housing design collections. The results were analyzed using a protocol analysis in order to obtain more systmatic interpretation of the design processes and strategies. As a result, it was noted that students are more apt to read visual information rather than semantic information in the given items. Instead of the representation of their senses or feelings from the paintings, they visualized the analogical images of the paintings for the design representation. However, analogical and metaphoric thinking derived from the given items seem change a designer's perspective, thus bring a novel interpretation on design problems, and eventually more creative and meaningful design ideas. An extended research using one-semester training and observation of the design studio process is introduced as a follow-up study for this paper. This research will investigate the long-term effect of the analogy and metaphor on the design thinking.

Guidelines on Effective Metaphor Construction applied Gestalt Principles Underlying Conceptual Model in User Interface (사용자 인터페이스에서의 개념모델에 근거하여 게스탈트 원리를 활용한 효과적인 메타포 구축을 위한 지침)

  • Kim, Sung-Yeon
    • Journal of the Korea Computer Industry Society
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    • v.9 no.2
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    • pp.83-92
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    • 2008
  • Throughout the history of computer use, the interface metaphor has been employed to make computers easier for humans to use. Even the earliest command line interfaces used metaphor. Metaphors in user interfaces help to make the software accessible to users and allow the users to communicate with the system as well. User interface guidelines for most of the popular operating systems encourage the use of metaphors in interface design. Thus, metaphor in interface design is employed as central element with a long history. Therefore, this paper will suggest substantiating guidelines which are based on conceptual model and Gestaltprinciples for successful metaphor construction with a better user interface.

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Experiencing the Art/Craft/Handmade/Studio Furniture Aesthetics in Postmodernism Theoretically (I) -Defining the Postmodern furniture aesthetics as Metaphor-

  • Moon, Sun-Ok
    • Journal of the Korea Furniture Society
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    • v.19 no.4
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    • pp.243-251
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    • 2008
  • This study explored the theoretical context of postmodern aesthetics in experiencing art/craft/handmade/studio furniture for 'wood culture experience class' or 'wood love experience class', which has been recently carried out by the Korea Forest Service and is apt to focus on making simple wood work just involved in the practical part. Qualitative conceptual analysis as the principal methodology was used to achieve the theoretical context in the experience programs. I developed the lesson for an aesthetics of art and everyday life with wood furniture which expresses the metaphorical aesthetics appeared as New Design furniture in postmodernism. As statement of objective in the lesson, I explored that students in elementary schools personally understand and define the postmodern aesthetics of New Design furniture as metaphor. As a result, the students will be able to define and identify New Design furniture as metaphor in their lives.

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Metaphor and Design Methods of 'Forest' in Sou Fujimoto's Design (소우 후지모토의 공간에 나타난 '숲'의 은유와 디자인 방법)

  • Ji, Yi Cheng;Shim, Eun Ju
    • Korean Institute of Interior Design Journal
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    • v.24 no.6
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    • pp.119-127
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    • 2015
  • Sou Fujimoto is well known as the 3rd Japanese architect to participate in the Serpentine Pavilion project, especially youngest of all architects. His projects seem very experimental yet inviting, modern yet comforting and these feeling may be resulted in his metaphor of 'Forest' that is very often mentioned in his writings which originally comes from his personal experience of the city and nature. The purpose of this paper is to understand the Fujimoto's metaphor of 'Forest' and design language he uses to express this very idea. The researchers have analyzed Fujimoto's writings and interviews in order to understand his general design ideas and process, then extracted wordings describing 'Forest' in his works. Four main concepts were found and categorized as follows: blurring territorial boundaries, proliferation of parts, manipulating spatial relationships, and ambiguity in function. Then two or three projects were selected and analyzed in each category to understand design methods used. The results show that Fujimoto enjoys using gradation of density to blur territorial boundaries in order to express ambiguous outline of forest, and fractal reproductions in proliferation of parts to uses express wavering whole and modifying angles in manipulating spatial relationships to show hidden order.

A case study on Metaphor forms of User Interface in HMD based Virtual reality FPS games (HMD기반 가상현실 FPS게임 인터페이스의 메타포 유형 분석 연구)

  • Kim, Bo-Yeon;Suk, Hae-Jung
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.27-38
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    • 2018
  • Today, the field that actively utilizes HMD, which is a representative implementation device of virtual reality, is game. We have frequently used interface design using metaphor to user interface of HMD based virtual reality game. The purpose of this study is to find out the metaphor types that appear in the game interface of the virtual reality FPS genre of HMD devices, which is a new medium. As a result of research, the metaphor types appearing on multiple interfaces have navigation, predictability-based, familiarizing, and physical world metaphor in terms of information perception and predictability-based and familiarizing metaphor in term of control action. It is considered possible to construct a correct mental model. It is expected that the stability-based metaphor to prevent user mistakes and the presentation metaphor to identify the identity of information space will be needed in the future.