• Title/Summary/Keyword: use-centered design

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(A) Study on the Consideration Observed in Contemporary Furniture Design - Focused on Affordance - (현대가구디자인에 나타난 배려에 관한 연구 - 어포던스를 중심으로 -)

  • Lee, Sang Ill;Kim, Chung Ho
    • Journal of the Korea Furniture Society
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    • v.25 no.2
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    • pp.104-111
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    • 2014
  • Design is one of those elements to create an artificial environment, improving human life. It also signifies some concrete work and plan for better life in the present environment, and it is even believed to be an act of consideration for the sake of human beings. This consideration design would be included to design which deals not only with truths and values being demanded in a new era but also with various users, and it is design that attaches values to behaviors of the users, searching for new values while studying user-centered behaviors. It is regarded as a part of the consideration design in that it is able to make plans and extract design factors using affordance while it helps any users to use as considering the user-centered behaviors. Design factors of such affordance has been inherited and developed from the Bauhaus principle, and the spirit of Bauhaus is believed to have a great influence on contemporary furniture design while being a matrix of modern design. A follow-up study will look into backgrounds and cases of social design, one of those consideration design factors, while proposing directions on how to develop contemporary furniture design.

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A Study on the Improvement of Job-Related Skills of Game Designers through the Perception of Color Utilization (색채활용인식을 통한 게임디자이너의 직무능력향상에 관한 연구)

  • Yu, Myung-Sun;Lee, Youn-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.4
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    • pp.9-16
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    • 2022
  • This study studied the improvement of job-Related skills by grasping the status of color use of game designers. The use of color centered on designer was surveyed. As a result, the ranking of color use was in the order of digital color, color harmony, color perception, color mixing, color emotion, and color name. Finally, it presents the opinion that it is necessary to open a color curriculum centered on practitioners and to focus on the 1st to 4th in color fields.

Exhibition Space Characteristics that Reflect the Expression Type of Interaction Design - Centered in Digital Media Exhibition Space of Seoul City - (인터랙션 디자인 표현유형을 반영한 전시공간 특성 - 서울지역 디지털미디어 전시공간을 중심으로 -)

  • Kim, Kyoung-Tae;Han, Hae-Ryon
    • Korean Institute of Interior Design Journal
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    • v.25 no.5
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    • pp.55-62
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    • 2016
  • This study was to research and study whether the types of interaction design perform the effective functions and roles as the exhibition space that audiences want centered in the digital media exhibition space. It was to suggest effective space characteristics through analyzing how the interaction design was expressed at the exhibition space and its application. For the analysis, it completes theoretical inquiry on the classification of the space characteristics according to the concept type of interaction and design characteristics. Based on it, it directly visited the exhibition space that reflected the interaction design centered in Seoul City, experienced the given experience, and designed the analyzing frame by composing a checklist after the observation research. Through the designed analysis, it performed a site questionnaire to audiences. It induced the conclusion as follows after analyzing the case space that reflected the interaction design type. First, the program analysis of the space that has the variability is necessary through a variety of digital analysis as there is a limitation that the characteristic of digital media has. Second, in the concept type of the interaction design, it needs the interaction stage among people that can communicate with audiences and stimulate their senses through vidual factors. Third, in the characteristic of the interaction design, it should try to use effective contents to get over the limitation of the space through the interaction in the designated space in case of exhibition. In the following research, it needs to study on the variety of stage plans in detail by supplying contents to audiences and grafting to the exhibition space continuously through using the interaction design that uses digital media at there.

Development of virtual upcycling fashion design based on 3-dimensional digital clothing technology (디지털 클로딩 기술 기반 가상착의 업사이클링 패션디자인)

  • Chen, Tianyi;Yang, Eun Kyoung;Lee, Younhee
    • The Research Journal of the Costume Culture
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    • v.29 no.3
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    • pp.374-387
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    • 2021
  • The purpose of this study is to develop up-cycling fashion design methods centered on discarded denim material for the study of original up-cycling design methods. Up-cycling fashion design work was developed using digital clothing technology. This is a recent hot topic among sustainable fashion design methods. Up-cycling fashion design expression methods (categorized as dismantlement, collages, dépaysement, grafting, weaving, and tearing) were centered on design methods. These methods create various three-dimensional modeling effects in planar forms, whereby five pieces can be applied to the fabric and digitally produced. The results are as follows: First, the use of discarded denim fabric for the development of up-cycling fashion design pieces enabled the recycling of existing resources, provided solutions to environmental pollution problems, and provided expansion opportunities for design processes for sustainable fashion products that expand the design value of denim products and their utility. Second, new eco-friendly fashion designs that attempt to achieve diversity in modern fashion trends could be presented through formative contemporary fashion produced by up-cycling work products. Third, up-cycling fashion design work is expected to provide opportunities for eco-friendly fashion design methods. This will expand the value of sustainable fashion design by recycling simple waste materials through the use of three-dimensional digital clothing technology and further through the presentation of expanded life cycles that extend product planning, production, and life cycles.

Convergence in Fashion Design (컨버전스 트렌드에 의한 패션 디자인)

  • Ko Hyun-Zin
    • Journal of the Korean Society of Costume
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    • v.56 no.7 s.106
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    • pp.148-162
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    • 2006
  • The purpose of this study is to examine the concept of convergence which is one of the trendy issues as a new digital paradigm of Integrative thinking in 21st century, to analyze the plastic feature and internal meaning of convergence expressed in fashion design, and to grasp the cultural symbolism through this aesthetic analysis. Because there have been considerable discussions on convergence, centering on industrial product area associated with media, I will proceed my study on the basis of them. For this, the documentary study and practical case study have been executed. This study will be helpful to find a direction of future fashion design trend. Convergence in digital stage can be defined as a phenomenon which different functions of product move towards one direction for greater efficiency, and not only as a technical integration between functions of product, but also an extension of area. Convergence can be classified by their use as (1) convergence for convenient daily life (2) convergence with intelligent scientific technology (3) convergence for entertainment on the basis of sensual experience. The plasticity of convergence designs feature as a open dynamic structure which potentiate transformation and their internal meaning can be inquired such qualities as integrative multiplicity, efficiency, mobility, intelligence. Specially convergence fashion design has protection qualify resulting from wearability on body. Ultimately convergence fashion design as a future digital paradigm can be thought as both eco-friendly design and human-centered design from positive technology-based viewpoint, because it is easy to transform according to our environment, convenient to reserve, and efficient to enhance spatial usibility.

A Study on User-Centered Design for Cut-scene in Action-Adventure Games (액션어드벤쳐게임 컷신을 위한 UCD 디자인 연구)

  • Ruan, Xiaoyin;Cho, Dong-Min
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.137-146
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    • 2014
  • Recently, the games on the market are getting rich and excellent in the category of design and productions. The style and production quality of cut-scenes also have achieved a continuous development, so how to stand out from multiple designs and gain popularity always acts as a challenge to designers. However, such design strategy up to developers will be failed to judge whether or not design achievements are loved by players and thus cannot meet rapidly changing market demands on both in a quantity and quality. Therefore, this study holds that cut-scene design for video games must set out from user-centered design(UCD). According to literatures with respect to product market, we know that Market Pull imposes far more impacts on success in bringing new products to the market than the technology Push, hence players actually determines the success of a game in competitive game market. This study will help to enhance the immersion of playing game, including the interest and standing out the designer's message without distorting the original impression in the game publishing environment.

A Study on Application of Ethnography for the User Research in Designing Korean Express Train

  • Kim, Hyun-Jeong;Lee, Kyn-Pyo
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.389-393
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    • 2000
  • Ethnography, a major research method in Anthropology, has been recently applied in human-centered design research. Since ethnography has empirical, naturalistic, holistic and eclectic characteristics, it is needed a guideline to apply ethnography into design research in accordance with a characteristic of project. Design project in which ethnography is applied can be categorized by two criteria; degree of newness of project goal(existing user-potential user) and limitedness of worksite(site-oriented-work-oriented). Among work-site activities, technology in use, and user group culture, it should be decided which content to content to focus more than others and thus what kinds of research techniques to apply in the ethnographic research.Case study was to design an interior of a Korean express train. This project is site-oriented and has an existing-potential users. Therefore, video ethnography was effectively applied to obtain chronological data of activity potential users. Therefore, video ethnography was effectively applied to obtain chronological data of activity flow, and participant observation was applied to obtain statistical data of synchronous activities. Case study shows a concrete process example of how to apply ethnography into design research.

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The Characteristics and the Type Classification of Contemporary Public Libraries in terms of browsing circuit (현대 공공도서관의 회로경험에 따른 유형분류 및 특성)

  • Lee, Soo-Kyung;Kim, Yong-Seung
    • Korean Institute of Interior Design Journal
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    • v.17 no.3
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    • pp.59-67
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    • 2008
  • This study aims to find out the characteristics and the type classification of contemporary public libraries in terms of browsing circuit. In so doing, it is to analyze 21 recently built libraries by using the browsing circuit, the spatial depth and the spatial layout. The study makes use of codes derived from the concept of 'Classification' and 'Frame' suggested by a pedagogist, Basil Bernstein. As a result, it shows that two codes are phased in overseas cases. In other words, one type is a lower depth of space and a high rate of rings with the multi-layer circuits and the three-dimensional circuit of multi-centered. the other type is the higher depth of space and a low rate of rings with the single-layer circuit and the multi-layer circuit of single-centered. In domestic cases, 4 types are shown. The characteristics of layout are seen as a radial shape and the rate of rings is lower than the overseas cases. It can be said that these results are a transitional phenomenon. For browsing circuit, domestic public libraries would be adapted to the three-dimensional circuit of multi-centered, a lower depth of space and a high rate of rings. By instructions of this plan, the real meaning of a public library will be come true.

Design and Implementation of a Personal Health Record Platform Based on Patient-consent Blockchain Technology

  • Kim, Heongkyun;Lee, Sangmin;Kwon, Hyunwoo;Kim, Eunmin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.12
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    • pp.4400-4419
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    • 2021
  • In the 4th Industrial Revolution, the healthcare industry is undergoing a paradigm shift from post-care and management systems based on diagnosis and treatment to disease prevention and management based on personal precision medicine. To optimize medical services for individual patients, an open ecosystem for the healthcare industry that allows the exchange and utilization of personal health records (PHRs) is required. However, under the current system of hospital-centered data management, it is difficult to implement the linking and sharing of PHRs in practice. To address this problem, in this study, we present the design and implementation of a patient-centered PHR platform using blockchain technology. This platform achieved transparency and reliability in information management by eliminating the risk of leakage and tampering/altering personal information, which could occur when using a PHR. In addition, the patient-consent system was applied to a PHR; thus, the patient acted as the user with ownership. The proposed blockchain-based PHR platform enables the integration of personal medical information with scattered distribution across multiple hospitals, and allows patients to freely use their health records in their daily lives and emergencies. The proposed platform is expected to serve as a stepping stone for patient-centered healthcare data management and utilization.

A Robot System for Attaching Fixers to a TV Cabinet (이형 제품 간 접합 공정 로봇 시스템)

  • Kim, Dong-Hyeon;Park, Sang-Sin;Sung, Young-Whee
    • The Journal of Korea Robotics Society
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    • v.6 no.2
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    • pp.141-146
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    • 2011
  • In the TV manufacturing industry, a demand for chic design of TVs is increasing. As a reult of this trend in TV design, more curved surfaces in a TV cabinet are introduced, which enforces the use of fixers to combine a front cabinet with a TV main body. In this paper, we introduce a robot system for attaching various types of fixers to a TV cabinet. The developed system consists of three main blocks. The first one is the dispensing block, in which transferred cabinet is centered and UV adhesives are dispensed on the cabinet. The second one is the fixer attaching block, in which a cabinet is centered again and fixers are attached to pre-determined places on a cabinet by a robot with several end effectors. The last one is the UV hardening block, in which very strong ultraviolet rays are applied to the cabinet for attaching fixers tightly to the cabinet. The developed system is successfully adopted in a TV manufacturing process.