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      • KCI등재

        제조물의 결함과 영업상의 손실- 대상판결 : 대법원 2015. 3. 26. 선고 2012다4824 판결 -

        이동환,김제완 고려대학교 법학연구원 2018 고려법학 Vol.0 No.89

        Product liability is the responsibility of the manufacturer for damages to life, property, or property due to defects that are not normally expected of the product. However, the 'property damage arising from the product only' is excluded here. In addition, the 'property damage only to the product' include not only the property damage that occurred in the product itself, but also the business loss due to the defect of the product. The question of whether a business loss is covered by the Product Liability Act. In this article, the authors examine whether the damages caused by business loss caused by a defect of the product are subject to the Product Liability Act. The authors criticize the case of the Supreme Court 「Supreme Court Decision 2012Da4824, Decided March 26, 2015」, studying related rules further with several virtual cases. The authors agree with the conclusion that the loss of business due to the shutdown of the plant is not covered by the Product Liability Act. However, The authors disagree with the opinion that the loss of business due to power plant downtime is included in property damage to the product itself. The reason for exclusion from the Product Liability Act should be found on the reason that defective goods were supplied but defects accident did not occur, which is a contract law issue and the business loss of the case might not be recovered because it is a kind of economic loss. 제조물 책임법상 제조물책임이란 제조물에 통상적으로 기대되는 안전성을 결여한 결함으로 인하여 생명·신체 또는 재산에 손해가 발생한 경우에 제조업자 등에게 지우는 손해배상책임인데, ‘제조물에 대하여만 발생한 재산상의 손해’는 여기서 제외 된다. 그리고 ‘제조물에 대하여만 발생한 재산상의 손해’에는 제조물 자체에 발생한 재산상 손해뿐만 아니라 제조물의 결함으로 인하여 영업상의 손실도 발생하는데 그로 인한 손해가 제조물 책임법의 적용 대상이 되는지가 문제가 된다. 본문에서는 제조물의 결함 때문에 발생한 영업 손실로 인한 손해가 제조물 책임법의 적용 대상인지 아닌지, 또한 그 판단 여부는 어떠한 논리적 과정을 거치는지 살펴보고, 다음의 대상판결(대법원 2015. 3. 26. 선고 2012다4824 판결)과 몇 가지 가상사례를 비교하여 판단해 보기로 한다. 대상판결에서 발전소의 가동 중단으로 인한 영업상의 손실이 제조물 책임법의 적용 대상이 아니라고 본 결론 부분은 수긍이 가지만, 그 이유로 발전소의 가동 중단으로 인한 영업상의 손실이 제조물로서의 발전기 자체에 발생한 재산상의 손해에 포함되기 때문이라는 논지는 적절하지 않다. 오히려 대상판결 사안에서 제조물 책임법 적용이 배제되어야 하는 이유는, 하자 있는 물건을 공급하였으나 결함사고가 발생하지 않았으므로, 제조물 책임법의 적용영역이 아니라 계약법상 담보책임의 법리가 적용되어야 하는 문제이기 때문이라는 점을 제시하였어야 했다고 생각된다.

      • KCI등재후보

        공통 아키텍처 기반 제품계열 아키텍처 설계

        오영배(Young-Bae Oh),신성욱(Sung-Oog Shin),김영갑(Young-Gab Kim),백두권(Doo-Kwon Baik) 한국IT서비스학회 2006 한국IT서비스학회지 Vol.5 No.2

        Software product line is a software product or a set of software system, which has common functions. We can develop a specific software product, which satisfies requirements of a particular market segment and a mission in a specific domain by reusing the core asset such as the developed software architecture through the software product line. Software development methodology based on the software product line can develop a software more easily and fast by reusing the developed software core asset. Developed countries of software technology select software product line as a core field of software production technology, and support technology development. In case of USA, CMU/SEI(Carnegie Mellon University/Software Engineering Institute) developed product-line framework 4.0 together with the industry and the Department of Defense. Europe is supporting the development of product line technology through ITEA(IT for European Advancement) program. However, industries in our country understand the necessity of software production technology based on product line concept for the purpose of increasing productivity, it is not sufficient to invest for this technology development. In this paper, we aim to construct the common architecture of software product line for production of the software product line.

      • KCI등재

        아이덴티티 형성에 미치는 요인 분석에 관한 연구

        박경진(Park Kyongjin) 한국디지털디자인학회 2008 디지털디자인학연구 Vol.8 No.3

        제품 아이덴티티는 기업의 이념 문화 사상 등을 자사에서 생산 되고 있는 제품들을 통하여 소비자에게 전달하는 것이라 정의할 수 있다. 소비자 입장에서 보면 기업의 이념 등이 제품을 통해서 전달되어지기 때문에 제품 이미지로 기업이미지를 판단할 수 도 있다. 그렇기 때문에 제품이미지를 결정하는 제품 아이덴티티의 중요성은 부각되고 있다. 어떠한 이미지를 전달하는가에 따라서 소비자들의 반응은 상이하게 나타나기 때문에 제품 아이덴티티에 관련된 많은 연구가 이뤄져야 하며 제품을 기획하는 단계에서부터 적용되어야 할 것이다. 과거에 많은 연구를 통하여 제품 아이덴티티의 이론적인 고찰이 많이 이루어졌으나 아직 많은 기업들이 해결하려는 문제로 남아있는 실정이다. 본 연구에서는 선행되어진 연구을 통하여 제품 아이덴티티의 구성요소를 재정리 하였으며 대표적인 제품을 통하여 제품 아이덴티티를 형성하는 과정에서 구성요소들이 가지는 영향력을 설문을 통하여 조사하였다. 이러한 설문결과를 SPSS 10.0 통계 프로그램을 통하여 적합성을 분석하였다. 또한 본 연구는 제품 아이덴티티 확립을 위한 제품디자인 방법을 위한 차후의 연구에 대한 방향성을 제시하는 것에 의의를 두고 있다. A definition of product identity is an action of a company to consumers to give some idea of their ideology culture and etc things through their own products. In the point of view as consumers they can judge the image of company's by the product imagery because they can see the company's ideology and etc through the product. Therefore the importance of product identity that is mirror of product's image is going to bigger and bigger. There are difference of responses from consumers because of which kind of product images are given by company so it should be on study about product identity and must be applied irrespective from the phase of planning product. In the past there was a lot of theoretical researches for product identity but until now it still to staying as a problem which should be solved by many companies. In this study we try to re-set up with all makings of product identity through the old researches and also we made a research about its influence which can be show up through typical of some products when that start to make their own product identity by a questionnaire. And then we make an analysis of the result of the questionnaire's suitability by SPSS 10.0 which is a software for statistics. Also this study attaching significance to present about the direction of next study which is about the way of product designing for product identity establishment.

      • KCI등재

        Categorization and production in lexical pitch accent contrasts of North Kyungsang Korean

        Jungsun Kim 한국음성학회 2018 말소리와 음성과학 Vol.10 No.1

        Categorical production in language processing helps speakers to produce phonemic contrasts. This categorization and production is utilized for the production-based and imitation-based approach in the present study. Contrastive signals in speakers’ speech reflect the shapes of boundaries with categorical characteristics. Signals that provide information about lexical pitch accent contrasts can introduce categorical distinctions for productive and cognitive selection. This experiment was conducted with nine North Kyungsang speakers for a production task and nine North Kyungsang speakers for an imitation task. The first finding of the present study is the rigidity of categorical production, which controls the boundaries of lexical pitch accent contrasts. The categorization of North Kyungsang speakers’ production allows them to classify minimal pitch accent contrasts. The categorical production in imitation appeared in two clusters, representing two meaningful contrasts. The second finding of the present study is that there are individual differences in speakers’ production and imitation responses. The distinctive performances of individual speakers showed a variety of curves. For the HL-LH patterns, the categorical production tended to be highly distinctive as compared to the other pitch accent patterns (HH-HL and HH-LH), showing that there are more continuous curves than categorical curves. Finally, the present study shows that, for North Kyungsang speakers, imitative production is the core type of categorical production for determining the existence of the lexical pitch accent system. However, several questions remain for defining that categorical production, which leads to ideas for future research.

      • PRODUCTIVITY ESTIMATION AND EFFECTIVENESS OF THE EDUCATION PUBLIC SERVICE SECTOR

        BAYARMAA Gursed 단국대학교 몽골연구소 2020 몽골지역연구 Vol.5 No.1

        Based on the fact the productivity measurement methodologies can be considered as systems, organizations, employees and patients (Steiger, 2009), the general model of measuring the productivity of the Mongolian government has been developed at the organizations, sectoral and national levels by providing an opportunity to integrate results of the productivity. This model can be used at public administration and specific sectors. The next issue of the research methodology decides how to measure using which methods and which criteria, based on how you consider the definition of the productivity. Therefore, we use a definition that combines health and education productivity with the efficiency and quality issues. It shows that the productivity measurement indicates not only economic content but also the changes in the quality of social life. We have developed a methodology for measuring educational productivity at the national, sectoral and organizational levels. The productivity estimation model was developed in Excel Spreadsheet in accordance with the methodology and successfully tested. This proves that it is possible to measure productivity in the UB’s health and education sectors using the modern method. The recommendations include that the data collection and processing should be done not only for sectors but also for nationwide. Moreover, the results of the research explain that the outcome of the public policy is determined by the productivity measurement and the further policies can be established. Again, the most important part of the research is to show that the productivity of the sector is measured by the economic outputs and then the outputs are adjusted to quality indicators to measure the productivity.

      • KCI등재

        비비드 색상을 유희적 요소로 사용한 브랜드 색채 연구 -초콜릿 브랜드 엠엔엠즈(M&M’s)를 중심으로-

        남민경(Nam, Min Kyung),정의태(Jung, Eui Tay),최인규(Choi, In Kyu) 한국디자인문화학회 2020 한국디자인문화학회지 Vol.26 No.1

        동그란 버튼 모양 초콜릿으로 유명한 엠엔엠즈(M&M’s)의 성공은 제품에 비비드한 색상를 입히는 것으로 시작되었다. ‘컬러를 판매한다’고 해도 과언이 아닌 엠엔엠즈는 제품의 맛과 향에 다양한 색상을 이용한 유희적 요소를 더해 글로벌 브랜드로 성장하였다. 이 연구는 제품에 비비드 색상을 적용한 브랜드의 마케팅 전략과 색상이 어떻게 제품에 긍정적으로 작용하도록 했는지 분석하는 데 목적이 있다. 따라서 비비드 색상 제품의 대표 격인 엠엔엠즈 브랜드의 출시와 성장 과정, 마케팅 활동에 대한 사례를 조사하였고, 특히 컬러마케팅을 중점으로 분석하였다. 먼저 문헌연구를 통해 마케팅 측면에서의 제품 색채에 대해 정의하고, 가공식품의 색채 적용 및 비비드 색상의 유희적 특징에 대한 선행연구를 진행하였다. 두 번째, 엠엔엠즈가 초콜릿 고유의 색상은 짙은 갈색이라는 선입견을 깨고 여러 가지 비비드 색상을 제품에 적용한 것은 색상이 가진 어떤 특성을 활용한 것인지 알아보았다. 이를 위해 기본적으로 색상이 가진 고유의 특성과 이를 활용한 브랜드의 사례에 대해 조사하였다. 다음으로 비비드 색상에 대한 정의하였고, 같은 색상이라도 함께 제시되는 색의 종류나 함께 사용하는 색상의 수량에 따라 달라지는 색상의 의미와 특성에 대해 고찰하였다. 세 번째, 비비드 색상을 사용하는 브랜드를 사용특성에 따라 [1] 인식의 구분, [2] 단점의 극복, [3] 친근감 향상, [4] 유희적 요소, 네 가지로 유형화하였다. 그중 유희적 요소로 사용한 대표 브랜드인 엠엔엠즈의 탄생 배경과 시대에 따른 색상 변천사, 마케팅 전략을 심층분석하였다. 마지막으로 엠엔엠즈의 색채관리와 색상구성에 대해 조사하였다. 결과적으로 엠엔엠즈가 초콜릿 캔디 제품에 컬러를 적용한 것은 컬러TV의 출시라는 시대적 배경에 따른 것이었고, 이후 제품 색채에 대한 철저한 관리를 해왔으며, 컬러를 유희적 요소로 활용한 다양한 마케팅 전략을 통해 고객에게 브랜드를 알려왔고 그 중심에는 소비자와의 지속적인 소통이 있었다는 것이 밝혀졌다. 제품 색상의 교체도 소비자조사를 통해 진행하였고, 성분에 문제가 발견되었을 때는 적절히 대응하였으며, 제품의 색상을 캐릭터화해서 소비자에게 친근하게 다가가며 고급화를 추구하고 글로벌 브랜드로 성장하는 계기를 마련하였다. 이 연구는 엠엔엠즈가 비비드 색상을 유희적인 요소로 이용하기 위한 색채 관리, 마케팅 전략을 심층적으로 논하였고, 이를 통해 다양한 분야에서 신제품을 개발하거나 마케팅 전략을 수립할 때 컬러를 적극적으로 이용하는 데 이론적 도움이 되고자 한다. M&M’s success, known for its button-shaped chocolates in vivid colors, began with the application of colors to the product. Even M&M’s can be described as “selling color”, has grown into a global brand by adding a variety of color-based amusement elements to the taste and aroma of the product. The purpose of this study is to research the characteristics of brands that have successfully applied vivid color to their products, and how colors work positively to the products. The case study on the launch, growth process, and marketing activities of the M&M’s brand, which is a representative brand of vivid color products, was studied. Especially, the focus was on color marketing. First, through literature studies, we defined product colors in terms of marketing and reviewed studies on the color application on foods and the amusement characteristics of vivid colors. Second, M&M’s broke the preconception of dark brown, the color of chocolate, and applied a variety of vivid colors to the product. We examined the characteristics of colors and the examples of brands that used these characteristics in their products. In addition, it can be seen from various examples that even the same color may have different characteristics depending on the type of color or the number of colors. Third, the types of brands that applied vivid colors were divided into the following four categories. 1] distinguishing perception, 2] overcome the weakness of the product, 3] enhancing friendliness, 4] amusement elements. Among them, we analyzed the background of the birth of M&M’s, a representative brand using vivid color as an amusement element, and the color change history and color marketing strategy. Finally, the color management and color combination of M&M‘s were examined. As a result, M&M’s application of color to chocolate products was based on the era of color TV. Since then, it has managed product color thoroughly. M&M’s let customers know its brand through various marketing strategies that use color as an amusement element. It always found that when it made a decision, M&M’s made it through constant communication with consumers. The color change of the product was also conducted through a consumer survey. When a problem was found in the product, M&M’s responded appropriately. By developing human-like character using the characteristics of product colors, the company has approached consumers intimately, pursuing high-quality and growing into a global brand. This study analyzed how M&M’s applies vivid color as an amusement element to its products and how it spreads them to marketing. This will help understand how colors will be used when developing new products in various fields and how colors will be positively used in marketing.

      • KCI등재

        스마트 제품디자인 방법론 기반 고등학교 STEAM 교육 프로그램 개발 및 적용 연구

        이지윤(Lee, Jee Yoon),최정주(Choi, Jung Ju),곽소나(Kwak, Sonya S) 한국디지털디자인협의회 2015 디지털디자인학연구 Vol.15 No.2

        본 연구의 목적은 과학 기술과 제품 디자인을 통합할 수 있는 스마트 제품디자인 방법론을 기반으로 한 고등학교 융합인재교육 (Science-Technology-Engineering- Art-Mathematics: STEAM) 프로그램을 개발하는 것이다. 이를 위하여, 기존의 스마트 제품디자인 사례 분석을 통해 스마트 제품디자인 방법론을 개발하였다. 스마트 제품디자인의 첫 번째 단계는 기존 환경 속 기존 제품을 분석하는 것이며, 두 번째 단계는 기존 제품에 과학 기술을 접목하여 스마트 화 하는 것이며, 세 번째 단계는 스마트 제품 투입을 통해 변화된 세상을 관찰하는 것이다. 이러한 스마트 제품디자인 방법론 3단계는 STEAM 교육 프로그램의 학습 활동 준거인 상황 제시, 창의적 설계, 감성적 체험의 3단계와 연결될 수 있다. 상황제시 단계에서는 고등학생들이 많은 스트레스를 경험하는 장소가 학교임에 따라, 현재의 교실환경에서 스트레스를 유발하는 상황과 관련된 주요 제품들을 발견한다. 창의적 설계 단계에서는 기존 제품의 문제를 해결하기 위해 제품을 스마트화 할 수 있는 다양한 과학 기술을 탐구하고, 이를 바탕으로 스마트 제품을 디자인한다. 마지막으로, 감성적 체험단계에서는 기존 제품과 스마트 제품간의 비교를 통해 제품의 스마트화에 따른 효과를 검증하고 스마트 제품이 투입된 환경의 변화를 관찰한다. 프로그램의 시범 적용 결과를 평가하기 위해, 시범 적용 전과 후의 학생들 스트레스 지수와 기존 제품과 스마트 제품에 대한 비교 평가를 실시하였다. 시범적용 결과, 학생들은 기존 제품에 비해 스마트 제품을 더욱 긍정적으로 평가하였으며, STEAM 교육 프로그램 적용 전보다 프로그램 적용 후 스트레스 지수가 감소했음을 확인 할 수 있었다. This paper aims to develop STEAM (Science-Technology-Engineering-Art-Mathematics) education program for high school based on smart product design method for integrating science technology and product design. Smart product design method was developed by analyzing previous smart product design cases. The process of smart product design is finding an existing common product which causes problem in present environment, redesigning the common product to smart product with information and robotic technologies, and applying the smart product to the environment for resolving problem. These three steps are connected to the three steps, presentation of situation, creative design, and sensitivity experience, used in STEAM education program. The application of STEAM education program based on smart product design method is as follows. In presentation of situation step, as high school students are suffered from many stresses, the common product which causes the stress in their classrooms was found. Then, in creative design step, the common product was redesigned to the smart product by using an interactive kit which is composed of a pressure sensor and a sound player. Lastly, in emotional touch step, students evaluated the smart product and their stress level after using the smart product. As a result, the smart product was evaluated more positively than the common product which was redesigned, and the degree of students’ stress was decreased.

      • KCI등재

        A comprehensive approach for managing feasible solutions in production planning by an interacting network of Zero-Suppressed Binary Decision Diagrams

        Takahashi, Keita,Onosato, Masahiko,Tanaka, Fumiki Society for Computational Design and Engineering 2015 Journal of computational design and engineering Vol.2 No.2

        Product Lifecycle Management (PLM) ranges from design concepts of products to disposal. In this paper, we focus on the production planning phase in PLM, which is related to process planning and production scheduling and so on. In this study, key decisions for the creation of production plans are defined as production-planning attributes. Production-planning attributes correlate complexly in production-planning problems. Traditionally, the production-planning problem splits sub-problems based on experiences, because of the complexity. In addition, the orders in which to solve each sub-problem are determined by priorities between sub-problems. However, such approaches make solution space over-restricted and make it difficult to find a better solution. We have proposed a representation of combinations of alternatives in production-planning attributes by using Zero-Suppressed Binary Decision Diagrams. The ZDD represents only feasible combinations of alternatives that satisfy constraints in the production planning. Moreover, we have developed a solution search method that solves production-planning problems with ZDDs. In this paper, we propose an approach for managing solution candidates by ZDDs' network for addressing larger production-planning problems. The network can be created by linkages of ZDDs that express constraints in individual sub-problems and between sub-problems. The benefit of this approach is that it represents solution space, satisfying whole constraints in the production planning. This case study shows that the validity of the proposed approach.

      • KCI등재

        기업의 생산성과 계측관련에 대한 고찰 - 일본 사례를 중심으로 -

        최성백 대한일어일문학회 2019 일어일문학 Vol.82 No.-

        Achieved through input expansion rather than productivity increase. Therefore, he argues that the economy of East Asia is not a sustainable growth system. Production improvements generally refer to labor productivity. However, as there are units to labor productivity, it is clear and easy to understand but it only uses the input elements of labor and capital so there may be limitations to productivity measurements in a complex industrial society like the one we have today. Because of this, interest in TFP concepts is increasing. According to the Organization for Economic Co-operation and Development (OECD) and surveys of The Conference Board, the productivity increase rates of major countries have been rapidly decreasing since the early 2000s. The productivity of America, which had increased an annual average of 2.5% during the years of 1995 to 2005 showed an increase rate of less than a mere 1.0% for 10 years since 2005 and the productivity increase rate of Germany also fell from 1.7% to 0.7%. The productivity increase rate of Japan also decreased greatly from 1.8% to 0.8%. Theoretically, for a country’s economy to grow, resources such as labor and capital must be input more or productivity must be increased. However, great results are not being seen even when resources of employment are being input. Conclusively, if productivity cannot be increased even if many people work, then economic growth cannot be achieved as expected. While productivity is not everything, it does have an important role in economic growth or wage increases in the long-term. In the case of Japan, according to The Conference Board, the labor productivity per hour in 2016 was 44.9 dollars, making it 23rd among 63 countries so it has not shown improvement in the past 20 years. Japan has had high levels of factory productivity for the past twenty years but its overall productivity appears to be horrible. In particular, their overall national productivity is at a low level when the service field is included. High levels of productivity are even more important for the economic growth and living standard improvements of Japan, in which the population is decreasing. As the growth momentum of Japan’s economy is weakening due to a decrease in the productive population following low birth rates and aging, labor productivity improvements are the goal of their national economic policies for the resolution of this problem.

      • KCI등재

        역설계적 리디자인 방법론을 적용한 제품디자인 교육 사례 연구

        김성준 한국일러스아트학회 2017 조형미디어학 Vol.20 No.3

        Product analysis through reverse engineering can make an important contribution in shortening the product development cycle by determining the direction of redesign on various levels in the development and design of a product. Moreover, the methodology of reverse engineering and redesign is expected to be applied in the area of product design in a useful manner. This study was conducted to verify the possibility and effectiveness of product development methodology based on reverse engineering in the education of product design. According to the previous studies, the methodology by Kristin Wood and Kevin Otto is anticipated as the most appropriate from the varied reverse engineering methodologies to apply in the product design area. This particular methodology is unique because it suggests the redesign direction on three different levels (parametric redesign, adaptive redesign, and original redesign) along with the reverse engineering analysis for a product. The effectiveness of this methodology was verified through the studio art classes of the product design program. The students proceeded with the analysis by disassembling the products according to the reverse engineering methodology, and redesigned a new product based on the knowledge acquired through this process. After the lecture-based experiment, a survey was conducted. As a result, the positive effectiveness of redesigned product design development based on reverse engineering was verified primarily in the field of education. The fact that physical models of the end products were not made in the redesign process partially limited the utility verification. This is an aspect that must be supplemented for the reliability of the effectiveness verification along with the goals product design education needs to achieve. Furthermore, the direction of the follow-up study should be set to create actual models in order to compare with the results of this study and verify the utility of the aforementioned methodology. 제품의 개발과 디자인에 있어 역설계를 통한 제품 분석은 다양한 수준의 리디자인 방향을 결정하여 제품의 개발 주기를 단축시키는데 중요한 기여를 할 수 있다. 그리고 이러한 방법론은 제품디자인 영역에도 유용하게 적용될 수 있을 것으로 기대된다. 본 연구는 이러한 역설계 기반의 제품개발 방법론이 제품디자인 교육에 적용될 수 있는 가능성과 효용성을 검증하고자 하는 목적으로 진행되었다. 선행된 연구 결과, 제품디자인 영역으로의 적용에 가장 적절할 것으로 기대되는 방법론은 크리스틴 우드와 케빈 오토의 방법론이다. 이들이 제안한 방법론의 특징은 제품에 대한 역설계적 분석과 함께 그에 따른 세 가지 수준의 리디자인 방향(parametric redesign, adaptive redesign, original redesign)까지 제시하고 있다는 점이다. 이러한 방법론의 효용성 검증은 제품디자인 전공의 제품디자인 스튜디오 수업을 통해 진행되었다. 수강생들은 역설계적 방법론에 따라 제품 분해를 통한 분석을 진행하였고, 이 과정을 통해 학습된 지식을 바탕으로 새로운 제품의 리디자인 과정을 진행하였다. 강의를 통한 실험이 종료된 후 설문조사를 진행하였고, 그 결과 역설계 기반의 리디자인적 제품 디자인 개발이 교육의 현장에 제공하는 긍정적 효용성을 일차적으로 검증할 수 있었다. 리디자인 과정에 대한 최종 결과물로 물리적 모형이 제작되지 않은 점은 효용성 검증을 위한 부분적 한계로 나타났다. 이러한 점을 보완할 수 있는 수업에 대한 체계적인 설계는 제품디자인 교육이 달성해야 할 목표와 더불어 신뢰도 있는 효용성 검증을 위해 필히 보충되어야 할 점이다. 따라서 후속되는 연구의 방향은 실제적 모형까지 제작된 후 상기한 방법론의 효용성을 이번 연구의 결과와 다시 한 번 비교 및 검증하는 것으로 설정되어야 할 것이다.

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