RISS 학술연구정보서비스

검색
다국어 입력

http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.

변환된 중국어를 복사하여 사용하시면 됩니다.

예시)
  • 中文 을 입력하시려면 zhongwen을 입력하시고 space를누르시면됩니다.
  • 北京 을 입력하시려면 beijing을 입력하시고 space를 누르시면 됩니다.
닫기
    인기검색어 순위 펼치기

    RISS 인기검색어

      검색결과 좁혀 보기

      선택해제
      • 좁혀본 항목 보기순서

        • 원문유무
        • 음성지원유무
        • 원문제공처
          펼치기
        • 등재정보
          펼치기
        • 학술지명
          펼치기
        • 주제분류
          펼치기
        • 발행연도
          펼치기
        • 작성언어
        • 저자
          펼치기

      오늘 본 자료

      • 오늘 본 자료가 없습니다.
      더보기
      • 무료
      • 기관 내 무료
      • 유료
      • KCI등재

        설계프로세스 가시화 도구의 개발과 적용에 관한 연구

        김성아 대한건축학회 2006 대한건축학회논문집 Vol.22 No.8

        Design process is a dynamic process in which numerous intermediate design artifacts and information are interwoven. On the other hand, designer's design activities are major elements which drive the evolution of the design process. As the analysis of design process requires multi-faceted inspection of design activities and involved design issues and concepts, effective externalization of design thinking has been the important task in design research. The verbal protocol analysis has been the most utilized experiment method while it is not only perfect solution but requires laborous work. As the design environment is rapidly shifting to the digital counterpart, the representation method of design process as well as design process capturing are desired to be digitalized and information rich. The assumption is that the design process can be effectively captured by the presented system and it can help both designers and tutors review and analyze the design process. It should also help novice designers learn from expert designer's design process. The system represents design process pattern in a graphic interactive environment. It also provides various useful features to enhance the analysis of design process. This paper presents theoretical groundwork and development process of the design process visualizer. The representation model is presented, and the application of the system is reviewed. Discussions on the further development directions include critical evaluation of the system.

      • KCI등재

        서비스디자인 프로세스를 활용한 UX중심 오피스 전화기 디자인개발 프로세스 연구

        서홍석 한국감성과학회 2022 감성과학 Vol.25 No.1

        The purpose of this study was to propose a “user experience (UX)-centered product development process” so that the product design development process using the service design process can be systematized and used in practice. In a situation in which usability research on office phones is lacking compared to general home phones, this study expands to a product-based service design point of view rather than simple product development, intending to research ways to provide user experience value through office phone design in smart office. This study focused on extracting UX-centered user needs using the service design process and developing product design that realizes user experience value. In particular, the service design process was applied to systematically extract user needs and experience value elements in the product development process and to discover ideas that were converged with product-based services. For this purpose, the “Double Diamond Design Process Model,” which is widely used in the service design field, was adopted. In addition, a product design development process was established so that usability improvement plans, user experience value elements, and product-service connected ideas could be extracted through a work-flow in which real users and people from various fields participate. Based on the double diamond design process, in the “Discover” information collection stage, design trends were identified mainly in the office phone markets. In the “Define” analysis and extraction stage, user needs were analyzed through user observation, interview, and usability survey, and design requirements and user experience issues were extracted. Persona was set through user type analysis, and user scenarios were presented. In the “Develop” development stage, ideation workshops and concept renderings were conducted to embody the design, and people from various fields within the company participated to set the design direction reflecting design preference and usability improvement plans. In the “Deliver” improvement/prototype development/evaluation stage, a working mock-up of a design prototype was produced and design and usability evaluation were conducted through consultation with external design experts. It is meaningful that it established a “UX-centered product development process” model that converged with the existing product design development process and service design process. Ultimately, service design-based product design development process was presented so that I Corp.'s products could realize user experience value through service convergence.

      • 스포츠웨어 디자인 프로세스의 개선 방안 : CR(Consumer Response)에 기초하여 Based on the Consumer Response

        김이영,김영인 연세대학교 생활환경대학원 2000 생활환경대학원논총 Vol.1 No.-

        The propose of this study is to consider the way of efficient application of CR(Consumer Response) which is a quick response strategy for the fast changing fashion industry and consumer needs, also, to suggest new design process to achieve the CR. In order to systemize and improve the sports wear design process, the theory of apparel design process has been considered. Besides, 5 sports brans has been elected which are in booming for teens in Korea at present and the actual survey of design processes have been performed for comparison and analysis of practical processes. The results of this study can be summarized as follows; 1) The design process of sports wear can be systematized as 7steps: Collecting and analyzing fashion information → Establishing seasonal concepts → Setting up design concepts → Making Proto and evaluating samples → Presentation/ Convention → Massproduction. 2) As the result of research for design process of sports brand, the following methods are applied for best achieving the CR. - Monthly merchandising design process - Employ the staffs for customer research only. - Have a close relationship with a fabric supplier as a partner. - Use POS system positively 3) According to the basic factors of CR, improved new design process is suggested as follow; - Subdivision of merchandising cycle for re-engineering in order to apply the consumer needs quickly. - Improving research method on consumers needs and better evaluation methods for design are required. - Building a close partnership with fabric suppliers for saving the long lead time of fabric production. Also for building a close relationships with retailers who are the closest to the customers. - Using POS data, data bases for consumers and CAD actively. 4) The improved method of sports wear design process for CR is divided into 3 ways. - The seasonal design process with convention cycling 2 or 4 times a year. - The monthly design process without convention. - The irregular design process for SPOT merchandising. The remedy for each steps and the improved processing structure has been suggested. Also annual time schedule has been suggested for achieving better design process.

      • KCI등재

        기술과 교육의 학습 과정으로서의 ‘설계과정(design process)’과 ‘문제해결(problem solving)’의 비교 연구

        최유현(Choi Yu Hyun) 한국실과교육학회 2004 한국실과교육학회지 Vol.17 No.2

        The design process and problem solving has suggested as the basic principles for invention and innovation in action based on the technological process in technology education. The study was started to solve the problems of conceptional misunderstanding of ‘design process’ and ‘problem solving’ as a technological learning process. The purpose of study was to make a comparative analysis the difference and the common feature between design process and problem solving for technological process in technology education. Therefore, the study was conducted through literature research on the theory and model of design process and problem solving in technology education. The findings of this study were as follows: 1. Basic concepts and key-words used frequently in theory and models of ‘design process’ were identified as follows: Design, Design Brief, Modeling, Observed Need and Requirement, Opportunity, Design Specification, Prototypes, Communication, Realization, Modification, Systematic, Iterative process, Design loop, Technological capability, etc. 2. Basic concepts and key-words used frequently in theory and models of ‘problem solving’ were identified as follows: Problem, Solution(s), Find Problem Identification, Structure of Problem, Define problem, Open ended process, Implementation, Context-specific, Circular process, Technological literacy, etc. 3. The common feature of design process and problem solving for technological process in technology education were focused on procedural knowledge, integration of knowledge, real-world context, higher order thinking, open ended problem, constructivism learning environments.

      • KCI등재후보

        가추를 적용한 디자인 과정의 규명 및 아동용 가구 디자인의 가이드라인 도출

        유택상 한국일러스아트학회 2008 조형미디어학 Vol.11 No.1

        The feasibility of a design case can be validated by the appropriateness of both the result and the process. The process will be validated by the logical propriety in the process. The difficulty of logical validation of design process lies in logical discontinuity being called 'creative leap' in it. If the logical deduction is a methodology to produce rational result, the creative leap is a methodology to create unique result. Therefore logical discontinuity in the creative process is an essential step, and defining the process including it is important to define the design process as a whole. It was attempted to make understanding of the creative process in design by applying abduction, a method of deduction presented by Charles S. Peirce. More concretely, the process of creation can be analyzed into two stages, 'the proposal' in capable of presenting new things but incapable of validation and 'evaluation' in capable of validation but incapable of presenting new things and these two stages are united as a process and function one after another repeatedly to create design proposition. And also the creative process was studied to have identical conceptual structure with abduction process which is consist of two stages, 'assumption' of hypothesis and 'verification' of probability of the assumption. And the abduction can be applied in any stage of design process to deduct either design proposals or design requirements. And finally the deduction of design guideline from design proposal was performed and presented to illustrate the methodology of abduction and the process applied in design process. 디자인의 타당성은 특수한 경우로서 개별적 결과물에 대한 적절성 검증에 의해서 뿐 아니라 보편적 경우로서 그 과정의 적절성에 의해서 확인되어져야한다. 이 가운데 과정의 적절성에 대한 판단은 그 과정이 논리적 타당성을 가지고 진행되었는지를 판별함으로써 이루어질 것이다. 한편 디자인 과정의 논리적 타당성의 검증을 어렵게 하는 것의 하나로 그 과정에 소위 창조적 도약(creative leap)이라고 일컬어지는 논리의 비약 단계의 존재를 들 수 있다. 논리적 추론이 일반적이고 보편적인 결론을 도출하는 방법이라면 디자인 과정에서의 논리적 비약은 개별적이고 특수한 대안을 창출해내는 방법이며 따라서 창조적 과정을 체계화함에 있어 이 단계의 규명은 핵심 사안이라 할 수 있다. 본 고에서는 퍼스(Charles S. Peirce)가 추론의 방법의 하나로 제시한 가추(假椎, abduction)를 디자인 과정의 창조 과정을 해석하는 개념적 틀로 사용하여 디자인 과정의 체계화를 시도하였다. 자세하게는, 창조가 이루어지는 과정이 새로운 것을 가정, 제안하는 ‘발의’의 단계와, 새로운 제안을 끌어내지는 못하지만 타당성과 적절성을 확인하는 ‘평가’의 두 단계의 결합으로 이루어져있음과 이와 같은 두 단계의 순환적 반복을 통해 주관적 자의성을 포함한 대안은 객관적 타당성과 적절성을 확보하면서 안(案)으로 발전되어져 간다는 것을 밝혔고, 이러한 체계가 가설을 상정(上程)하는 ‘가정(假定)’ 단계와 그 가설의 그럴법함을 판단하는 ‘검증(檢證)’ 단계의 두 개의 단계로 구성되는 가추의 논리와 일치함을 입증하였다. 나아가 가추는 디자인의 어느 과정에서나 디자인 대안과 디자인 조건을 창출하기 위한 방법으로 활용될 수 있다는 것을 밝히고 그 예시로서 디자인의 결과물의 가추를 통한 분석을 통해 아동용 가구디자인의 가이드라인의 도출을 실시, 제시하였다.

      • KCI등재

        디자인 패러다임 전환에 따른 제품 디자인 프로세스 변천 과정 연구 (①산업 혁명, ②디지털 제품 등장, ③복잡한 환경 요소를 중심으로)

        송유미 ( Yoo Mee Song ),유현정(교신저자) ( Hyun Jung Yu ) 한국기초조형학회 2015 기초조형학연구 Vol.16 No.2

        디자인 프로세스는 디자인사 연구로 진행하는데 많은 어려움이 있다. 디자인하는 과정을 문서상으로 체계적으로 기록하고 분석한 자료가 많지 않으며 더욱이 디자인 프로세스의 전체적인 발전 과정을 소개하는 연구 자료도 부족하기 때문이다. 본 연구는 디자인 프로세스의 변천 과정을 사회현상학적 측면에서 디자인 패러다임과 결부시켜 시대별 특성과 발전 경향을 분석해보고자 하였다. 먼저 프로세스를 산업 혁명 이전, 산업 혁명 이후, 디지털 제품 등장, 21세기 복잡한 환경 요소 출현 등 패러다임에 영향을 준 사건들을 중심으로 분석하였다. 공예를 중심으로 발전했던 산업 혁명 이전에는 디자인 문제가 복잡하지 않았기 때문에 이렇다할 프로세스가 존재하지 않았다. 하지만, 산업 혁명 이후 디자인과정도 과학화되어야 한다는 디자이너들의 자각에 의해 디자인 프로세스가 체계화되기 시작하였고, 1970년대 이후퍼스널 컴퓨터, 휴대폰, 웹 등의 등장으로 디자인 산출물, 사용자 성향이 급격하게 변화하면서 사회적 요구를 반영한 사용자 중심 방법론들이 지속적으로 제안되고 있다. 그리고 21세기에 이르러 제품이 서비스, 플랫폼과 결합하면서, 프로세스는 통합적 차원에서의 경험을 고려하면서 진화하고 있다. 이러한 상황에서 디자이너는 사용자 중심 디자인사고를 하면서도 제품과 제품 환경, 플랫폼과 생태계, 서비스 접점과 전체 시스템 동작 구조 등 전체를 조망할 수 있는 통합적 사고 기반 방법론들을 꾸준히 연구해야 한다. 본 연구가 디자이너들이 디자인 프로세스를 선택하고 향후 디자인 프로세스를 발전시키는 데 도움이 되었으면 한다. Design process is difficult to proceed into the study of design history, due to its practical and tacit-intellectual characteristic. For design products, there are many historical resources. However, for the design process, there is not much documentary data that systematically records and analyzes design processes and methodologies. Moreover, there is a lack of research data that introduces an overall development process of the design process. This study examines the transition of the overall design process from the socio-phenomenal aspect. First, I assumed that it is possible to determine the age-specific characteristics and development trends of the design process by associating the transition of the design process with the design paradigm. I investigated what the social atmosphere of each era was and the nature of the processes that were attempted in the social atmosphere, and which major historical events influenced the design paradigm (the selected events: pre-Industrial Revolution, post-Industrial Revolution, emergence of digital products and emergence of the 21st century``s complex environmental factors), after that, I collected design process cases of each era, and analyzed a pattern in the changes. It is expected that this study would enrich the perspective to understand the design, design history and design process, and help designers choose a better design process and develop future design processes.

      • KCI등재

        한국형 더블다이아몬드 디자인 프로세스 연구

        이령(Lyoung Lee),최미경(Mi Kyung Choi) 한국디자인문화학회 2011 한국디자인문화학회지 Vol.17 No.2

        제품 및 서비스 기업에서 자사 제품 혹은 서비스를 홍보하고 마케팅 하기 위한 수단으로 디자인을 사용해왔다. 그러나. 21세기 현재 디자인은 그 역할과 영역이 다양해졌다. 눈에 보이고 만져지는 유형의 제품 그리고 눈에 보이지 않는 서비스, 경험에 이르기까지, 인간이 삶을 영위하는 모든 환경에서 디자인의 역할이 요구된다. 디자인이 이러한 역할을 감당하기 위해서 기존의 유형화 된 제품 생산 만을 위한 디자인 프로세스로는 부족한 부분이 있다. 무형의 요소까지 디자인 할 수 있는 종합적이고, 전체적인 관점의 디자인프로세스가 요구된다. 해외에서는 디자인의 영역이 이미 오래 전부터 창의적 디자인 사고를 중심으로 무형의 요소를 포함한 역할을 해왔다. 따라서 본 연구는 특정 디자인 영역이 아닌 총체적인 디자인 프로젝트에서 사용되는 디자인 프로세스를 중심으로 선형적으로 정리된 것으로 연구의 범위를 한정한다. 그러므로 좀 더 광범위한 디자인 영역을 아우르는 해외 선진 디자인 기업에서 주로 사용되어지고 있는 디자인 프로세스인 ``더블 다이아몬드 디자인프로세스``를 문헌 조사와 실제적인 사례 연구를 통해 구체적으로 분석해보고자 한다. 또한 그것을 현재 우리나라에서 사용되어지는 디자인 프로세스를 함께 정리함으로 우리나라 사람들의 사고와 사회, 문화 환경에 적합한 요인을 찾고자 한다. 우리나라는 디자인의 개념과 역할이 해외 선진국과 차이가 있기 때문이다. 그러므로 해외 선진 디자인 기업들이 디자인의 좀 더 광범위한 역할인 사회문제를 해결하거나, 사람들의 유,무형의 경험을 디자인 할 때에 효과적으로 사용하는 디자인 프로세스를 바탕으로 우리나라 환경에 적합한 프로세스로의 전환이 필요하다. 우리나라에서는 무형의 경험이나 서비스 보다 유형의 결과물을 더 중시하는 경향이 있다. 그러므로 본 연구는 서비스 디자인 프로세스인 ``더블 다이아몬드 디자인 프로세스``의 효과성을 인정하고, 유무형의 경험을 디자인하는 것을 바탕으로 우리나라 환경에 적합하도록 ``유형성`` 단계를 강화, 개선시킨 ``한국형 더블 다이아몬드 디자인프로세스``를 제시한다. 그러한 프로세스를 적용한 국내 성공 사례인 ``에너지절감 아파트관리비고지서 리디자인`` 프로젝트를 중심으로 우리나라 디자인 기업이 효과적으로 사용할 수 있는 디자인 프로세스를 임을 증명하였다. Products and services from companies marketing their products or services as a means to promote and design has been used. However. 21st century design that has become a variety of roles and areas. Palpable visible and invisible products of the type of service, experience, ranging from the human lives the role of design in all environments is required. Design in order to fulfill these roles, existing only for production of the typed portion of the design process are lacking include. Intangible elements that can be designed from a comprehensive, holistic view of the design process is required. In the design of offshore area has long been a center of creative thinking in design, including elements of intangible played a role. In this study, the overall design rather than a specific design area used in the project design process to be arranged linearly around the limited scope of the study. Therefore, more extensive international advanced design, corporate design, an area encompassing the design process, is used mainly in the ``double-diamond design process,`` a literature survey and practical case study is designed to analyze in detail. In addition to its current design process in the country are used to wrap together the thinking of country people and social and cultural environment is to find the appropriate factors. The design concept and the role of our country abroad, and the difference is because developed countries. Therefore, advanced international design firms design more extensive role, social problems, or people`s tangible and intangible experiences to design the time to use it effectively to the design process based on country appropriate for the environment as a process of transition is necessary. In Korea, more types of services and intangible experiences and tend to more important results. Therefore, this study design process, the services` double-diamond design process` recognition of the effectiveness and availability based on type of experience to design the environment to suit our country ``tangibles`` strengthening phase, led to improvements in Koreans` Double Diamond Design process` are presented. Applying such a process domestic success ``energy-saving apartments redesign expenses bill`` project design company based in Korea can be used effectively to prove that the design process.

      • Collaborative product design processes of industrial design and engineering design in consumer product companies

        Kim, K.,Lee, K.p. IPC Science and Technology Press in co-operation w 2016 Design studies Vol.46 No.-

        This study aims to elucidate how industrial designers and engineering designers collaborate, and how such an alliance reflects in the design process. We conducted in-depth interviews about actual product design projects with 34 industrial and engineering designers from six consumer product manufacturers. We firstly identified individual design processes from the interview data. Secondly, we then compared and merged the design processes into collaborative processes using a mosaic method. We finally simplified the collaborative processes to create representative process models. As a result, we discovered four types of typical collaborative product design processes and their characteristics - Type 1: ID-led Concept-driven Process, Type 2: ID-led Combined Outside-inside Process, Type 3: ED-led Inside-first Process, and Type 4: ID&ED Synergetic Process.

      • KCI등재

        설계프로세스의 정보 가시화를 위한 프로세스 분석과 모델링

        김성아 대한건축학회 2006 대한건축학회논문집 Vol.22 No.9

        Design process is interwoven with numerous intermediate design representations and information. On the other hand, designers proceed the design through various activities. It has always been a difficult task to model the design process, yet there are many significant research outputs that explains the design process through the cognitive approach. This research started from the necessity of an interactive system which externalizes the elements of design process in visual or tangible manner. In order to do so, a design model, specifically a design process representation model was necessary to capture and represent design process. Several concepts such as design issue, design concept, and design form were defined through the empirical studies of design practices. Verbal protocol analyses have been conducted to formalize the hypothetical design process model. In this paper, the model is explained, and the conducted experiment is analyzed. Through the formal modeling representation, an experimental concept is extracted, that explains the design process in a formal manner. The model will be further refined through the implementation of rich representation model and then used for the development of design process externalization system in the successive research.

      • KCI등재

        Comparative Analysis of Novice and Expert Visual Communication Designers` Thinking Processes

        김현정 ( Kim Hyunjung ),이현주 ( Lee Hyunju ) 한국디자인트렌드학회 2015 한국디자인포럼 Vol.47 No.-

        Design thinking involves divergent and convergent thinking towards a satisficing solution with issues such as rationalization, creativity and how it functions during the process with design activities. The goal of this research is to understand design activities and cognitive processes during design phases through comparative analysis of novice and expert visual communication designers under theoretical framework. Research method for the study consists of three stages; 1) literature review, 2) experiment, and 3) analysis. After reviewing design thinking, visual communication design, and design activities and cognitive processes in design phases, a visual communication design task is performed by novice and expert designers in an experimental setting. Collected data includes concurrent self-reporting, writings, sketches, computer iterations, retrospective interview and researcher`s observational notes. Data assembled in one-minute time frames were examined by two coders for verbal and visual analyses. For the design process, all expert designers went through the phases of problem structuring, concept generation, concept visualization, design refinement, and detailing whereas two of the novice designers jumped into visualization followed by refinement and detailing. Experts worked on detailed design in between phases instead of at the end which indicates the ability to segment and conquer design task according to confronted circumstances. In reflection to design activities, novice designers produced significantly larger number of sketches compared to expert designers. Expert designers produced small number of sketches but they made substantial progress during the process. Novice designers used graphic software as a confirmatory tool whereas expert designers started working with computer from preliminary design phase for exploratory purposes. As for cognitive processes, expert designers exhibited more divergent thinking compared to novice designers. Expert designers went through divergent to convergent thinking for concept generation, and repeated the process one more time during visualization until meeting a satisficing design solution. Novices who overlooked concept generation went through divergent to convergent thinking during sketching and visualization using computer. The goal of this study was to investigate the thinking processes of visual communication designers during the entire design phases through comparative analysis of novice and expert designers. This study contributes to the comprehensive exploration of the design phases as most of the prior researches concentrated on the conceptual stage of design process. This sets example for examining design disciplines according to the design objectives, functions, artifacts, and how designers operate while designing. For the future research, specific issues found from the study need to be further investigated with larger number of participants for finding patterns of visual communication designers` thinking processes.

      연관 검색어 추천

      이 검색어로 많이 본 자료

      활용도 높은 자료

      해외이동버튼