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
          펼치기

      오늘 본 자료

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

        인하우스 디자인조직의 디자인 오너쉽(Ownership)에 대한 연구 - 디자인 의사결정 시스템을 중심으로 -

        원호연 한국기초조형학회 2015 기초조형학연구 Vol.16 No.6

        With design management strategies becoming more critical to business and design becoming a core competitiveness of companies, the role and position of in-house design organizations have expanded. With increased independence often reporting directly to the CEO, the CDO is taking on a more influential role in company management. In this environment, the study aims to evaluate the current status of ownership of design leadership and factors of organizational hierarchy in important design decision making. For this study, the R&R (role & responsibility) of design and cross functional teams was classified first and the council and criteria for design decisions was defined. Then the current status of design function and the notion of design ownership was analyzed with the use of company case studies and interviews with design experts. In In summary, first, while the organization and reputation of design was evaluated highly, the influence of design in decision making and leadership remains low. Second, because design is still an important part of the decision, there are several objective variables resulting from the organizational hierarchy and role. In order to resolve this problem, it is important for a company to redefine the R&R of each team for better decision making and the design team needs to gradually strengthen its confidence and competence if it is to increase its ownership over design. Through this study, there will be further opportunity to rethink the design capacity of the current ownership of the design organization. In subsequent research, the design reliability of design R&R will be examined from the perspective of cross functional teams. 기업의 디자인경영 전략과 디자인이 시장의 핵심 경쟁력이 되면서, 인하우스(in- house) 디자인 조직의 구성은 지속적으로 확장되고, 디자인의 역할과 위상도 높아졌다. 사장 직속으로 독립성이 가진 조직으로 성장하고 디자인 최고 책임자도 높은 직책과 직급으로 경영전반의 영향력을 가지게 되었다, 이 같은 외적 성장 속에서 실제로 디자인 결정에 중요 역할을 가지는 디자인 리더쉽과 조직 위계상의 변수를 포함한 디자인 오너쉽의 현 위치와 디자인 역량을 재고하는데 목적을두었다. 본 연구를 위해, 디자인조직과 이해 관계팀(영업, 마케팅, 기획, R&D개발, PM팀 등)의 역할과 책임(R&R: Role & Responsibility)을 구분하고, 현 기업에서 디자인 결정 카운슬(Council)의 구성과 의사결정 기준을 고찰하였다. 그리고 디자인 오너쉽의 개념 정의와 기업의 사례 조사 및 디자인 전문가에 대한 인터뷰조사를 통해서 현재 디자인 기능적 위치와 오너쉽의 상황을 분석하였다. 분석 내용을 요약하면, 첫째, 디자인의 조직과 위상은 높게 평가된 반면에 디자인의 결정권과 리더쉽은 상대적으로 낮게 인식되었다. 둘째, 중요 디자인 결정에 있어서 조직적 위계체계와 역할에서 오는 여러가지 주관적 변수들이 아직도 있을 알 수 있었다. 이 같은 문제를 해소하기 위해서 기업은 부서 간 R&R과 바른 결정 방법의 재정립과 또한 디자인 오너쉽을 강화하기 위해서 디자인조직은 신뢰도와 역량을 키우는 노력이 필요하다. 본 연구를통해, 현 디자인조직의 오너쉽에 대한 실질적 진단과 더 나아가 디자인 역량을 재고하는 계기가 될 것이라 생각한다. 후속연구는 기업의 이해 관계팀 입장에서 바라보는 디자인의 기능과 역할 평가를 통해, 디자인 신뢰도에 대한 연구를 하고자한다.

      • KCI등재

        디자인경영에 의한 현대카드 복합문화공간의 특성연구 -브리짓 보르자 드 모조타가 정의한 디자인경영을 중심으로-

        장기민 ( Jang Kimin ),이찬 ( Lee Chan ) 한국공간디자인학회 2021 한국공간디자인학회논문집 Vol.16 No.4

        (Background and Purpose) Complex cultural spaces in modern society are developing in a variety of ways, so there is an urgent need to strengthen management that strengthens rationality, freeing from conservative management activities for space operation. Hyundai Card showed its differentiation by conducting research on spaces that can inspire users and transforming the static concept of the library into a complex cultural space. I would like to approach and observe the spatial characteristics of the modern card complex cultural space from Mojota's design management perspective. Design management has become an important foundation for modern corporate management and presents a new framework for corporate management. The purpose of this study is to investigate the characteristics of complex cultural spaces and design management, and to inform the space and interpretation methods that provide a new relationship between the complex cultural space of modern cards and design management. (Method) First, the research procedure examines the background and characteristics of the complex cultural space and design management. Second, theoretical arrangements are made through prior research and literature data. Third, the framework of case analysis is derived based on theoretical considerations. Fourth, based on the derived concept of design management, the characteristics of design management appearing in the Hyundai Card complex cultural space are analyzed. In the conclusion, the characteristics of the Hyundai Card complex cultural space by design management of Mojota derived through case analysis are summarized. (Results) The results of analyzing the Hyundai Card complex cultural space through Mojota's design management show: First, the characteristics of a fusion-type space in a creative way that considers locality and history are revealed. Second, the space characteristics of an efficient form that organizes the indirect experiences in the library that can be obtained through books can be made in more detail within the space are emerging. Third, there is a spatial characteristic of a participatory form that allows people to communicate with culture more closely while directly feeling the value of the times for cultural elements. Fourth, the spatial characteristics of an autonomous form that enable both voluntary learning and practice on information acquired through books are emerging. (Conclusions) Based on the case analysis, the characteristics of the Hyundai Card complex cultural space by design management are as follows. First, autonomy is emphasized, and the characteristic of breaking out of boundaries appears. Second, through the efficient fusion of information and senses, the characteristics of spaces where various experiences are possible appear. Third, the characteristics of an autonomous space with high social participation emerge. This study derives and structured the characteristics of Hyundai Card's complex cultural space through design management defined by Mozota, and investigates the value transfer and meaning effect between human and space design.

      • KCI등재

        Design Structure Matrix를 활용한 인체측정학적 제품설계 방법: 컴퓨터 워크스테이션 설계 적용

        정기효,권오채,유희천,Jung, Ki-Hyo,Kwon, O-Chae,You, Hee-Cheon 대한인간공학회 2007 大韓人間工學會誌 Vol.26 No.3

        Design equations for anthropometric product design are developed by considering the geometrical relationships of design dimensions and anthropometric dimensions. The present study applied the design structure matrix (DSM) method to the development of design equations for a computer workstation, and compared design values from the design equations with corresponding design values of ergonomic recommendations and existing products. The relationships between design dimensions (e.g., legroom and worktable) were analyzed by a DSM, and then the application order of design equations (e.g., seatpan, backrest, armrest, legroom, and worktable in descending order) was determined. Next, design equations were developed by analyzing the geometric relationships between computer workstation design dimensions and anthropometric dimensions. Finally, design values for a computer workstation were determined by considering a standard posture defined and representative human models (5th, 50th, 95th %ile). The design values calculated using the design equations were similar with those of ergonomic recommendations found in literature and two commercial products measured in the study; however, some design values (e.g., seatpan height) were different due to discrepancy in standard posture. The DSM method would be utilized to systematically analyze the relationships between design dimensions for anthropometric product design.

      • THE INFLUENCE OF DESIGN INNOVATION ATTRIBUTES ON PERCEPTIONS, ATTITUDES, AND PURCHASE INTENTIONS AMONG DESIGNERS AND CONSUMERS

        Jaehee Chung,EunjuKo,Jinghe Han 글로벌지식마케팅경영학회 2016 Global Marketing Conference Vol.2016 No.7

        Design innovation is acquiring greater importance as consumers’ emotional needs grow ever greater and the cycle of technological innovation grows ever faster. Apple in particular led and strengthened this trend, achieving incomparable business success in the technology-driven electronics industry. However, although the importance of design innovation has increased, very little research has been done to explain the influence of design innovation on business success. This study aims to investigate the influence of design innovation attributes on perceptions, attitudes, and purchase intentions among designers and consumers. 408 designers and 464 consumers participated in an online survey that presented as stimuli four different smart watches. Design innovation attributes were evaluated based on the criteria of features, aesthetics, and ergonomics; consumer-perceived values were categorized as emotional, social, and functional. Regarding consumers attitudes, attitude toward product and attitude toward brand were measured separately. Overall results indicate that purchase intention among designers and consumers alike is influenced by their attitude toward product as well as brand. However, in the case of designers, these attitudes are most influenced by emotional value, while consumers are influenced by emotional as well as social values. Moreover, all three innovation attributes - namely, features, aesthetics, and ergonomics - affect designers’ perception of emotional value, but only aesthetics and ergonomics affect consumers’ emotional and social value. The study demonstrates three significant differences in the responses of designers and consumers. First, there is correlation of aesthetics and ergonomics to functional (price) value among designers, but not consumers. Second, there is correlation of functional (quality) value to attitudes toward product and brand for consumers, but much less or none at all for designers. Third, the influence of features on perception of emotional value is more pronounced among designers as compared to consumers. In conclusion, aesthetics and ergonomics are important design innovation attributes for consumers as well as designers, but the latter also attach significance to features. While perception of emotional as well as social value is important to consumers, designers consider only emotional value. It is anticipated that the relative importance of design innovation attributes will vary according to product categories and price ranges; therefore, further comparative studies will be meaningful in investigation of design innovation.

      • KCI등재

        반제품을 통한 공간디자인 액티비즘에 관한 연구

        안은혜 ( Eunhae Ahn ),김주연 ( Jooyun Kim ),황용섭 ( Yongseup Hwang ) 한국공간디자인학회 2016 한국공간디자인학회논문집 Vol.11 No.5

        (Background and Purpose)Social design, recognized since modernism, is gaining attention as the role and involvement of design have increased in daily life. In the spatial design field, design with ethics remains, however, the multi-dimensional approach of society hampers the correct direction and structural method. As such, design activism is enticing society to take action as a new design method that provides a positive alternative. Against the excessive consumerism and cultural homogeneity in the 20th century, this study rearranges social value and examines the relationship between humans and space through design activism. The purpose of this study is to complete a spatial design structure that overcomes standardized value by forming individual space after reviewing the design of semi-finished products and by cooperating with the majority. (Method)First, this study analyzes the cause, trends, and characteristics of design activism through a literature review. Second, this study categorizes the scope of semi-finished products and recognizes the psychological, structural, and aesthetic characteristics by expanding the concept of a semi-finished model, such as space, furniture, or products. Third, this study examines the feasibility of semi-finished products as design activism and researches relevant cases and performed roles. By doing so, this study considers the future strategy of semi-finished design. (Results) Participation and performance through semi-finished design can be sought by social and alternative methods among individuals or group. Once the process to form space is provided, forming a consensus with the community and solidifying its identity can be improved. Attachment to artifacts, which is formed during the participating process, can be a sustainable alternative. Additionally, the possibility of dissolution and assembly gives economic advantage and freedom of movement. However, suggestions to the market are difficult due to expertise and quality limitations. Nonetheless, if the preceding system is paired with education, this design enhances the possibility for all classes, offers fair opportunities to all non-experts, and promotes participatory behavior. This characteristic facilitates change in society by individual``s insignificant action. (Conclusions)Concern for an individual``s emotion and overcoming individuality imply that selecting completed products is not the best option. Designers must consider designing a width of choice, and not just the chosen product. This action can be considered as resetting the standard ideal type and overcoming similar results from the past. However, all possibilities must be proven by experiment and continuing and extensive research. This study has significant implications as it suggests a new social design structure in today``s rapidly changing society with diverse problems.

      • KCI등재

        A Study on The Development of Automatic Design Alternatives Generation Technology Used in the Early Stages of Architectural Design

        이윤길 사단법인 미래융합기술연구학회 2021 아시아태평양융합연구교류논문지 Vol.7 No.3

        Design automation research, which has been sluggish due to recent advances in computer technology, is becoming a trend. It has also been that the difficult and complex aspects of architectural design require the introduction of artificial intelligence (AI). In other words, we found that the adoption of AI allows us to minimize unnecessary effort and cost and lead to more optimized design plans. However, since most of these studies aim to increase the productivity of architecture, it can be said that these studies are not consistent with the production of more creative results, which is the ultimate goal of architectural design. In addition, because most of the existing technologies related to AI in the field of architecture design are the production automation technologies for the final stage of architectural design process, so there is a limitation in that design automation is a technology for only fragmentary parts of architectural design. This study is aimed to provide the solution of what the existing design automation studies have overlooked. In other words, it aims to develop a design activation technology that is introduced at the beginning of the design process, thereby differing from the automation technology introduced in the existing design process. As a result, at the beginning of the design stage, architects can quickly access more diverse alternatives, judge them broadly, and provide a computational environment in which they can derive the best plan. Furthermore, this study explored the possibility of introducing artificial intelligence in the early stages of design through technology development. It was confirmed that the introduction of artificial intelligence in the early stages of design through the developed prototype system enables the reproduction of creative results based on traditional architectural design methods. In this paper, the theoretical background and strategy of the introduction of design automation technology for the production of creative results are described, and the results of technology development are introduced. FPG(Floor Plan Generater) introduced in the end of this paper is a kind of automatic design altermatives generation technology, deveploed in this reseach.

      • KCI등재

        A study on the possibility of improving design education based on neural mechanisms of memory generation

        위란란,조택연 한국기초조형학회 2022 기초조형학연구 Vol.23 No.3

        Education has been the focus of extensive debate related to design. The main reason for this controversy is information asymmetry between ‘teaching’ and ‘learning’ in design education. In other words, wording used in design education has a structure that is difficult to reproduce as images in the brains of trainees who receive them. Most design courses in design disciplines are studio-centered. In other words, a large number of participants participate in design studios and experience various shapes. The sensory meaning memory obtained from this shape experience is an implicit memory that cannot be consciously used or communicated. The purpose of this study is to identify the reasons for information asymmetry in design education and to propose ways to overcome this problem in order to have a positive impact on design education. This study focuses on the relationship between learning and memory in the context of the neural activity structure of the brain provided by neurology. First, starting from the memory structure, analyze the relationship between different memory types and learning. Afterwards, the process of memory encoding and retrieval was analyzed for its influence on learning effect. Finally, analyzing the memory styles used in existing design education, explores the impact of visual information encoded and transmitted through semantics in design on learning efficiency. Studies have shown that the information educators transmit to students is implicitly encoded in existing design education processes. However, the accuracy and communicability of content encoded through implicit memory are inevitably reduced relative to content encoded through explicit memory. Therefore, a meaningful asymmetry exists between them. Since the method of encoding visual information in language affects memory retrieval, the design knowledge generated in this way also affects its utilization. Efficiency of design education and learning can be improved by matching the encoding contexts for transmission, storage and extraction.

      • New Design Business Opportunities Enabled by Multidisciplinary Design Education

        KwanMyung Kim(김관명) 한국디자인학회 2010 한국디자인학회 학술발표대회 논문집 Vol.2010 No.10

        Design education is changing to multidisciplinary education introducing different disciplines, especially integrating design, engineering and business. Behind this trend is rapid change of technology and society, which requires new types of designers who are skillful and knowledgeable in various fields. Korean manufacturing industry is structured in relationship of a major manufacturer and several subcontractors, which makes dominant-subordinate relationship between them. Design business in Korea mostly runs in order-supply relationship between client companies and design consulting firms. These three situations can bring new design business opportunities; I) Design-led Manufacturing Company Association in which designers collaborate with part manufacturers to open a new business, called 'Factoryless Manufacturing,' based on innovative and feasible products and 2) Intellectual Property-based Design Business in which designers sell intellectual property and make money based on royalty.

      • 수학적 Model의 제품디자인 과정에의 응용방법

        이수봉 동아대학교 조형연구소 1997 조형연구 Vol.- No.3

        본 연구의 목적은 수학적 Model에 대한 이해도 제고와 제품디자인 과정에의 응용방법 및 응용 필요성에 대한 인식 제고, 그리고 입문자를 위한 가이드라인으로서의 어프로우치 및 응용 방법의 제안에 있다. 연구의 절차 및 방법으로서는, 먼저 제품디자인을 위한 과학적 분석의 방법 및 필요성을 제품디자인의 특성과 디자인 프로세스에 대한 고찰을 통해 강조 하였다. 다음은 수학적 Model은 디자인 문제와 어떤가 대응관계에 있는가에 대해 논의 하였다. 그리고, 수학적 Model은 제품디자인 과정에 어떻게 응용될 수 있는가에 대하여 검토 하였다. 마지막으로는, 앞에서 기술한 내용들을 근거로하여 초보자를 위한 어프로우치 및 응용의 방법을 제안하였다. 연구의 결과, 다음 몇 가지 점이 성과 또는 문제점으로 도출되었다. 첫째, 수학적 Model은 여러 가지 요소가 복잡하게 얽혀 있는 디자인 문제를 정량적, 구조적으로 파악하는데 유용하며, 그 필요성은 특히 디자이너 자신의 결론을 관계자에게 정당화하고 납득시키는 도구로서 이용될 수 있는 점. 둘째, 수학적 Model이 디자인 과정에 능숙하게 응용하기 위해서는 무엇보다 응용가능한 모든 수학적 Model의 실체를 우선 이해해야 하며, 컴퓨터를 사용하지 않고서는 완전한 방법으로 구사하기가 쉽지 않다는 점. 셋째, 수학적 Model에 사용되는 수학적 Model에는 그 종류가 많고 디자인 문제의 해결에 응용될 수 있는 Model은 디자인 타입과 디자인 프로세스에 따라 각기 다르기 때문에 그 응용의 방법을 한 가지로 표준화 하거나 구체적으로 제시할 수 없다는 점. 넷째, 처음으로 수학적 Model에 대해 어프로우치하는 경우는 약간의 수학적 지식 및 컴퓨터 프로그램에 대한 이해를 바탕으로하여 디자인 프로세스 단계별 및 디자인 타입에 부합되는 Model을 선택하는 것으로 시작할 수 있다는 점 등 This study aims to promote undrestanding level for mathematical model, to improve methods and necessity of application in the process of product design and also to promote approaching and applying methods as a guideline for beginners. For the procedure and method and necessity of scientific analysis, and a quality of product design and design process. Next, the corresponding relations between mathematical model and design probelem was described, the mathematical model was examinated appeying process of product design. Lastly, approaching and applying methods for beginners was pre sented based on the discribed studies contents. As the result of the study, some points are by a result or problem : frist, the point that mathematical model is useful to grasp the design problems which various elements are complicately involved quantitatively and structurally, and its necessity can be especially utilized as a tool to justify and convince the convince the conclusion of the designer himself to the persons concerned. Second, thepoint that in order to apply mathematical model to the design process skillfully, first of all, the substance of all mathematical models which can be applied, and it is not easy to command in perfect method without using computer. Thrid, the point that since there are many kindsof mathematical models used is mathematical modeland the models which can be applidied to solve design problems differ in accordance with the design types and design process, its applying method can be presented as one kind of standardization or concretely. Fourth the point that in case of approaching mathematical model for the first time, it can start to select model corresponding with design type by stage of design process bassed on understanding for some mathematical knowledge and computer program.

      • KCI등재후보

        국가 디자인 정책의 현황과 발전방안에 관한 연구

        장은경(Jang, Eun Kyung) 한국전시산업융합연구원 2011 한국과학예술융합학회 Vol.9 No.-

        디자인 진흥정책은 국가 경쟁력을 강화하고 삶의 질을 향상시키는 중요한 정책이다. 국내 디자인 진흥정책은 정부 주도하에 오랜 기간 동안 디자인정책을 실행하고 있으며, 이에 본 논문은 정부정책에 부합하는 디자인 전문인력 양성 방안을 수립하여 효과적인 인력양성과 활용 및 정책 방안을 모색하는데 목적이 있다. 연구의 방법과 범위는 문헌연구, 인터넷 검색, 전문가 면담 등을 통하여 시대별 디자인 정책의 주요내용 및 특성을 살펴본 후, 국내 디자인 산업의 전반적인 환경을 분석하고 그에 따른 문제점을 제시하였다. 이를 근거로 향후 디자인 업계의 발전을 위한 디자인 전문인력 양성의 필요성에 관한 당위성을 제안하였다. 이후, 국내 디자인 정책과 전문인력 양성의 사례 및 해외 디자인 선진국을 대상으로 성공적인 디자인 진흥정책과 전문인력 양성 사례를 소개하였다. 또한, 국내·외 디자인 정책 및 전문인력 양성사례의 비교를 통하여 향후 국내 디자인 정책에 따른 전문인력 양성 방안의 시사점을 도출하였다. 이상의 조사를 기반으로 국내 디자인 정책에 따른 효율적인 디자인 전문인력양성 방안을 제시하였다. 향후 본 논문의 제안을 구체적으로 실행하는 정책을 수렴한 전문인력양성 방안이 실시되어 글로벌 전문 디자이너 육성을 통한 국내 디자인 산업의 기반이 확고히 정착되기를 기대한다. Design promotion policy is an important one that strengthens a nation"s competitive edge and improves people"s lives. When it comes to design promotion policy in Korea, design policies led by the government have been being carried out for a long period of time. In this sense, this thesis is aimed at coming up with design specialist-training measures that befit the government policy and seeking for plans to train and utilize specialists effectively. Though data search, internet search and expert consultation, major contents and features of design policies in each period were looked into. Moreover, overall circumstances of Korea"s design industry and problems for them were analyzed. Furthermore, the necessity for training design specialists in order to promote the improvement of the design industry in Korea was proposed. Then, domestic design policies and training programs for design specialists were introduced along with successful cases of policies and programs in other advanced nations in design. Also, through comparing the two cases, proposals to improve the specialist training policies based on design policy of Korea were presented. The researcher of this study hopes that measures for specialist-training program that reflects the proposals and solutions suggested in this thesis will be implemented and therefore foundations of Korea"s design industry will be firmly set up through global design specialist-training programs.

      연관 검색어 추천

      이 검색어로 많이 본 자료

      활용도 높은 자료

      해외이동버튼