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      • Recognising Biases: A Toolkit for Offsetting Cognitive Biases in Design Thinking

        이세리 홍익대학교 국제디자인전문대학원 2017 국내석사

        RANK : 247807

        Design Thinking has attracted increasing attention in recent times because of its usefulness in solving business and social problems. One of the pioneers of design thinking practice, IDEO (2014) claimed that the most distinctive element of design thinking is empathy. Empathy is defined as perspective taking in this paper. Its purpose within design thinking is to find the underlying needs of users. During the design thinking process, designers' biases can be a major hurdle in identifying what users and stakeholders really need. The claim of this paper is that recognising cognitive biases can help designers more accurately capture and fulfill users' and stakeholders' needs by adopting their perspective. To support this thesis, this paper presents case studies analyzing reactions and interpretations of designers in professional design thinking practice cases, examining their relationship towards users and stakeholders. The result of the case studies shows the difference between successful and unsuccessful design thinking practices, that differ according to whether designers were capturing and fulfilling all of the users’ and stakeholders' needs or not. As a practical outcome this paper presents a toolkit, which aims to enhance the recognition of designers’ biases while taking the users’ and stakeholders’ perspective, in order to capture and fulfill them. 최근 Design thinking은 비즈니스와 사회 문제를 해결하는 데 유용함으로 주목을 끌고 있습니다. 디자인 사고의 개척자인 디자인 컨설팅회사 IDEO (2014)는 Design thinking의 가장 독특한 요소가 ‘공감(Empathy)’이라고 주장했습니다. ‘공감(Empathy)’은 이 논문에서 취한 주요 관점입니다. 디자인 사고의 목적은 사용자의 근본적인 요구를 찾는 것이나, 디자인 사고 과정에서 디자이너의 편향(Cognitive bias)은 사용자와 이해 관계자가 실제로 필요한 것을 식별하는데 있어 주요 장애물이 될 수 있습니다. 이 논문의 주장은 인지 적 편향을 인식하면 디자이너가 자신의 관점을 채택하여 사용자와 이해 관계자의 요구를 보다 정확하게 포착하고 이행 할 수 있다는 것입니다. 이 논문을 뒷받침하기 위해 Design thinking을 실무로 다루는 사례들에서 디자이너의 반응과 해석을 분석하여 사용자와 이해 관계자와의 관계를 조사하는 사례 연구를 제시합니다. 사례 연구의 결과는 디자이너가 모든 사용자와 이해 관계자의 요구를 포착하고 이행했는지 여부에 따라 달라지는 성공적인 케이스와 성공하지 못한 케이스로 나뉩니다. 디자인 결과로서 이 논문에서 사용자 및 이해 관계자의 관점을 취하기 위해 디자이너의 편견을 인식하고 이를 포착할 수 있는 툴킷(tool-kit)을 제시합니다.

      • Design process research through co-creation effect centered on define and decision : using design thinking methodology

        Lim, Seiyon Sungkyunkwan university 2021 국내박사

        RANK : 247807

        The effort to discover and solve the needs of public policy consumers is becoming a key part of government innovation. It is because the policies that do not reflect the policy consumers' needs can highly become unnecessary regulations and waste budgets, which can decline trust in the government. However, finding and adopting the policy consumers' needs are getting more and more difficult as the public expectations for the policies are getting higher and the public issues also are becoming more complex. In this regard, this research is focusing on the civil service administration service, where interaction between demanders and suppliers of public policies occurs frequently and policy consumers raise many questions accordingly. To be specific, the research studied the design process using co-creation based on the actual example of redesigning the public documents or forms. In Korea, there have been many public projects that aimed at improving public documents and forms due to complaints regarding their supplier-oriented terms and designs. However, these projects also showed a limitation in their process which mainly considered comments from experts and only partly reflected the actual service consumers' needs through fragmental surveys or public hearings.. Therefore, this research tried to develop a co-creation design process that can reflect the needs of multiple stakeholders including consumers as much as possible by utilizing the design thinking process-a innovative consumer-oriented methodology. In this study, subjects participated in the co-creation workshop six times and in particular, not only the consumers but also the relevant department public servant was included. It was to fill the perspective gap between consumers and suppliers and to satisfy both stakeholders. And most importantly to improve the usability of the document/form. As a result, the form developed through the co-creation design process received a high consumer satisfaction in evaluation which indicates the validity of the process. Moreover, this study suggests that consumer's co-creation participation is important especially in the early stages of the design process which include 'Define stage(identifies problems, establish the direction)' and 'Decision stage'(selects terms and information, decides form designs). 공공정책에 대한 국민의 기대 수준은 점점 높아지고, 정부가 해결해야 할 공공 이슈들 또한 복잡해짐에 따라 정책 수요자의 요구(needs)를 찾아내고 이를 해결하려는 노력이 정부 혁신의 핵심 과제로 떠오르고 있다. 이는 정책 수요자의 요구(needs)가 제대로 반영되지 않는 새로운 정책은 불필요한 규제가 될 수 있을 뿐만 아니라 이로 인해 예산을 낭비하고, 나아가 정부에 대한 불신을 초래하는 원인으로 작용할 수 있기 때문이다. 이에 따라 본 연구자는 국가가 국민에게 제공하는 공공서비스 중에서 국민과 접촉 빈도가 높아 정책 수요자의 요구(needs)와 문제 제기가 많은 민원행정서비스를 기반으로 하였으며 특히 민원사무서식의 디자인 개선 과정 사례를 중심으로 co-creation 방식의 디자인 프로세스를 연구하였다. 그동안 민원서식은 공급자 중심의 용어와 디자인으로 구성되어 수요자인 국민 관점의 설계가 미흡하다는 문제 제기가 이어지면서 행정안전부를 중심으로 여러 차례 서식을 개선하는 사업들이 추진되었다. 그러나 전문가들 중심으로 서식을 분석하고 개발한 후 후반부에 설문조사나 공청회 등을 통해 수요자의 의견을 단편적인 수준에서 수렴함으로써 수요자의 요구(needs)를 충분히 담아내지 못한 한계를 가졌다. 따라서 본 연구에서는 최근 수요자 중심의 혁신적인 방법론인 디자인씽킹 프로세스를 활용하여 6차의 co-creation 워크숍에 수요자를 포함한 다중의 이해관계자가 능동적으로 참여하여 이들의 요구(needs)가 최대한 반영될 수 있는 디자인 프로세스 개발에 주목하였다. 특히 공급자인 서식 담당 공무원이 이해관계자로 수요자와 함께 co-creation 워크숍에 참여함으로써 수요자와 공급자 사이에 존재하는 관점의 간극을 최소화하고 서식과 관련된 모든 이해관계자들의 만족도를 높임으로써 궁극적으로 서식의 사용성 향상에 기여할 수 있기를 기대하였다. 그리고 3차에 걸쳐 서식의 사용 편의성 증진에 따른 높은 만족도 평가를 받음으로써 수요자 참여의 co-creation 효과를 검증하였으며 이를 통해 본 연구의 유효성을 확인하였다. 특히 본 연구를 통해 디자인 프로세스 초반부인 문제점 파악과 방향성을 수립하는 Define 단계와 용어와 정보 등의 우선 순위를 선정하고 서식 디자인(안) 등을 결정하는 Decision 단계에 수요자가 co-creation 방식으로 참여하는 것의 중요성을 제안하는 것에 그 의의가 있다.

      • Airkidi : An Innovative Inhaler Optimizing Adherence and Well-being in Young Asthmatics

        Umar Waqas Samra Ulsan National Institute of Science and Technology 2024 국내석사

        RANK : 247807

        Imagine a world where using an inhaler is not stressful for pediatric asthmatic patients. Asthma causes inflammation of bronchial tubes that leads to difficulty in breathing. Inhalers deliver the medicine directly to the lungs through bronchial tubes. Childhood asthma is a chronic respiratory condition caused by allergic reactions or sensitivity. This thesis reveals that pediatric user (aged 4-8) face more significant problems than adults, including physical, emotional, and psychological. It proposes an innovative inhaler design that reimagines the treatment into a playful activity; increases medication adherence, reduces the actuation, and improves the general well-being of pediatric asthma patients. The proposed design stemmed from the comprehensive analysis of literature, design-oriented workshops with experts, and online surveys with designers and target users. The final evaluation of the inhaler conducted with product designers and end users shows that the proposed mechanism could remove their dependency on adults. The gamification elements and toy-like shapes in inhalers can increase their acceptability, improve their treatment experience, and enhance their overall well-being. This research shows that the mutual collaboration between designers and end users in the design process could enhance the product. Finally, through design objectives and research questions, this thesis seeks to contribute to medical device design by suggesting a user-friendly approach to creating a positive relationship between pediatric asthma patients and inhalers. Keywords Medical Design; Child-friendly Design; Medication Adherence; Well-Being; User Experience

      • Design research to improve the awareness and promote the appreciation of the cultural values in the Mexican Festival “The day of the dead” : based on the production of an interactive art book

        Alexandra Raquel Mitsuko Juarez Castro Sungkyunkwan University 2020 국내석사

        RANK : 247807

        ‘망자의 날(The Day of the Dead)’는 해를 거듭할수록 세계적으로 인정을 받고 있는 멕시코의 독특한 축제 행사이다. 그 여파로 이 축제가 멕시코의 대표 축제임에도, 현재에는 전 세계 곳곳에서 이 축제를 기념하는 것을 볼 수 있다. 그러나 이 축제를 깊게 살펴보지 않은 경우, 축제의 진짜 본질을 오해하기 쉽다. 죽음이라는 민감한 개념을 주제로 다루기에 이에 친숙하지 않은 경우, 무섭고 어둡다는 인식에 빠질 수도 있다. 주로 이 축제가 죽음 그 자체를 기념하기 위한 것이라고 믿는 경향이 있지만, 그와 반대로 이 축제는 삶 그 자체와 우리보다 먼저 떠난 자들을 축하하고 기념하는 것으로부터 그 진정한 의미를 찾는다. 이 논문의 목적은 왜 이 축제가 유네스코 인류무형문화유산으로 등재되었는지에 대하여 대중이 이해할 수 있도록 정보를 제공하는 디자인을 하는 데에 있다. 이 논문은 정보 디자인을 효과적인 도구로 이용하여 '망자의 날'의 기원부터 현재 관행까지의 설명을 인터랙티브 아트북에 표현하였다. 디자인 프로세스는 두 가지 유형의 연구로 나뉜다. 첫 째, 인터랙티브 디자인과 둘 째, 아트 워크 컨셉 디자인에 중점을 두었다. 인터랙티브 디자인 분야에서는, 축제와 관련된 추상적 개념을 전달하기 위한 최상의 방식을 적합하게 응용하기 위해 구조, 내용 및 인터랙티브 기술을 분석하여 다양한 유형의 인터랙티브 북을 연구하는 데 기반을 두었다. 이 연구의 결과로 16개의 팝업과 12개 이상의 인터랙티브 섹션으로 채워진 50 페이지의 삽화 인터랙티브 북을 만들었다. 인터랙티브(상호작용) 방식은 독자들에게 재미있고 교육적인 경험뿐만 아니라 다른 독자들과 공유할 수 있을 기억에 남을만한 경험을 제공하기 위한 것이다. "모든 페이지에 멕시코"를 보여주는 것을 목표로 각 페이지의 아트 워크 컨셉 디자인은 현재와 과거의 멕시코 미적 상징을 추구하였다. 이를 달성하기 위해 멕시코 문화의 민속 예술에 영감을 받고 이를 참고, 탐구, 분석하여 결과적으로 색상, 질감, 글자디자인부터 역사적인 상징적 삽화에 이르기까지 두루 사용하였다. 그 결과를 2 가지 다른 형식의 삽화, 1 가지 사진 스타일 및 전체 편집 디자인에 반영하였다. "망자의 날, 멕시코의 삶의 축하"는 망자의 날의 개념과 문화적 가치를 창의적으로 설명 할뿐만 아니라 멕시코 문화의 아름다움과 다양성을 비춰주는 거울 역할을 하는 인터랙티브 북이다. 따라서 이 책은 일반 서적의 기능을 넘어서 이 쳔년의 전통에 대한 문화적 인식, 감상, 수용 및 보존을 장려하는 궁극적인 목표를 달성하기 위해 기억에 남을만한 시각적이고 상호작용적인 디자인을 통해 독자의 경험을 풍부하게 한다. The Day of The Dead is a unique Mexican festivity that has been year by year gaining global recognition. As result, even though this festival is representative of Mexico, nowadays it is possible to see it celebrated in places all over the world. However, since it is a topic related to something so sensitive as the concept of death, unfamiliar audiences might fall into the perception that it is something scary and dark. People tend to believe that the festival is related to honoring death itself but, on the contrary, this festival finds its heart in celebrating life and those who left before us. Bearing this in mind, the purpose of this thesis was to create an informative design artwork that explains why the festival has received the recognition as an Intangible Cultural Heritage of Humanity from the UNESCO. The thesis will make use of information design as an effective tool in order to explain the Mexican festivity Dead of the Day from its origin to its current practices. The design process was divided in two types of research which firstly focused in the interactive design and secondly in the artwork concept design. The interactive design was based in the research of different various types of interactive books. analyzing their structure, contents and interactive techniques in order to successfully select the best channel to convey the abstract concepts found in the holiday. The result of this research was the creation of a 50-page Interactive Illustrated Book filled with more than 20 interactive sections. The interactive mechanisms intended to provide the reader not only a fun and pedagogical experience, but also a memorable one that prompts them to share it with other readers. Aiming to show “Mexico in every page” the artwork concept design of each page seek to follow a Mexican aesthetic of the present and the past. For this, references of folk art of Mexican culture were explored, analyzed and consequently used as inspiration ranging from the use of color, textures, typography to historical symbolic images. The outcome was reflected in 2 different styles of illustration, 1 photography style and in the overall editorial design. “Day of the Dead, a Mexican Celebration of life” is an interactive book that not only creatively explains the concepts and cultural values of the Day of the Dead, but also serves as a mirror of the beauty and diversity of Mexican culture. Thus, delivering a book that goes beyond the functions of a common book but enriches the reader with memorable visual and interactive information design accomplishing the ultimate goal to encourage cultural awareness, appreciation, acceptance and preservation of this millennial tradition.

      • Design of 3-Axis moving magnet type actuator using integrated design method

        김상룡 Graduate School, Yonsei University 2009 국내석사

        RANK : 247807

        The optical disk drive (ODD) is a popular type of storage device that is generally used for digital video, audio, and data storage because the disks are removable and can be mass produced. The actuator for optical pick up is the one of the key components in ODD, which makes the objective lens move to the desired position. Recently, as the demands of the information storage devices with large storage capacity such as HDTV are increased, the optical storage devices with high density and fast data transfer rate are also required. In keeping with this trend, the actuators should satisfy the following requirements: first high AC and DC driving sensitivity for satisfying fast data transfer rate, second radial tilting function for compensating the coma aberration due to the leaning between the optical pickup and the disc, and third high flexible mode frequencies for ensuring the sufficient servo bandwidth [1].Many actuators for optical pick up are voice coil actuators. The voice coil actuators use electromagnetic force, which is the force exerted on a charge moving in a magnetic field. They offer excellent control characteristics where linear actuation is required over short distances with electronic control systems. The voice coil actuator (VCA) is composed of electromagnetic (EM) part and structural part. EM part that is EM circuit consists of a coil, a permanent magnet, and a yoke. And structural part consists of bobbin, lens, and EM elements such as a coil and a magnet. Therefore, in design of voice coil actuator, EM circuit and structural part can’t be designed independently because they are coupled closely. The change of dimensions of EM circuit brings about structural changes. It means that characteristics of structural vibration such as flexible mode frequency and mode shape vary according to EM circuit. Accordingly, a design method that can consider EM part and structural part simultaneously is needed for effective design of voice coil actuators. Particularly, in moving magnet type actuators, characteristics of structural part are affected more seriously by EM circuit than that of moving coil type actuators, because a magnet having high density is a component of structural part.In this paper, the integrated design method is proposed, which that enables multi-physics modeling and the interchange of information analyzed from electromagnetic field and that analyzed from structural field automatically, by connecting electromagnetic field and structural field. It makes design procedure more systematically, quickly, accurately than current method [10][11]. The effectiveness of the proposed method is verified experimentally using previously manufactured actuator with the error undiscovered in design procedure.Using the integrated design method, we design the 3-axis moving magnet type actuator. A moving magnet type actuator has the advantage of increased flexible mode frequency. On the other hand, it has the low driving sensitivity due to the weight of the structural part and the inefficiency of the electromagnetic circuit. In order to make up for low driving sensitivity, the effective electromagnetic circuit is proposed in this paper. The proposed electromagnetic circuit has long the effective length of coil by locating two coils in both sides of a polarized magnet. Based on the proposed electromagnetic circuit and topological optimization, the structural part is designed. Finally, the shape of the actuator is optimized to achieve the high dynamic characteristics over the desired specifications, using the design of experiments (DOE) and optimization.

      • Design optimization method based on continuum topology sensitivity in magnetic systems

        Hong, Seunggeon Sungkyunkwan university 2020 국내박사

        RANK : 247807

        This paper derives the continuum topology sensitivity formula and proposes a new design optimization method called continuum shape-topology sensitivity analysis that uses continuum shape and topology sensitivities together. The continuum topology sensitivity is defined as rate of change in objective function with respect to change in volume of a virtual dot created inside a medium; its formula is derived using continuum shape sensitivity formula and the concept of virtual dot. In the continuum shape-topology sensitivity analysis, the interface of mediums gradually changes based on the continuum shape sensitivity, and the continuum topology sensitivity generates small dots at proper locations inside mediums. These design variations are clearly expressed using adaptive level set method. To treat the design changes inside the medium, an auxiliary level set is additionally introduced and applied to the adaptive level set method. The continuum shape-topology sensitivity analysis takes advantages of the continuum shape sensitivity analysis and the density method, while settling their drawbacks. Whereas the design space of the continuum shape sensitivity is limited only to the medium interface, the continuum shape-topology sensitivity analysis can also treat the design changes inside the medium. This reduces the reliance on initial design and the possibility of converging to local optimum design. In addition, this method can clearly express the design medium without checkerboard phenomenon and intermediate density values which are the problems of the density method. To demonstrate the validity and usefulness of the continuum shape-topology sensitivity analysis, a number of optimization problems are performed: magnetic shielding problem, MRI coil design, rotor design of synchronous reluctance motor and induction motor, magnetic core design in wireless power transfer system, and rotor design of interior permanent magnet synchronous motor with shape constraint. The proposed optimization method is expected that the proposed method will be powerful in deriving optimal designs that require high efficiency, high precision, and miniaturization in the industry related to magnetic systems. 본 논문은 연속체 위상민감도식을 도출하고 이를 연속체 형상민감도와 함께 최적화에 적용하여 연속체 형상-위상민감도 해석법이라 부르는 새로운 최적설계방법을 제시한다. 연속체 위상민감도는 매질의 내부에 발생된 가상점의 부피변화에 따른 목적함수의 변화율로 정의되고 연속체 위상민감도식은 연속체 형상민감도식과 가상점 개념을 이용하여 도출된다. 연속체 형상-위상민감도해석법에서, 설계매질의 표면은 연속체 형상민감도에 기반하여 조금씩 변형되고 연속체 위상민감도는 매질내부의 적절한 지점에 새로운 매질을 발생시킨다. 이러한 설계변화는 적응레벨셋방법을 통해 명확히 표현된다. 이때, 매질내부의 설계변화를 표현하기 위해 보조레벨셋이 추가적으로 도입되어 적응레벨셋방법에 적용된다. 연속체 형상-위상민감도 해석법은 연속체 형상민감도 해석법과 밀도법의 장점을 취하고 단점을 해결한 최적설계방법이다. 연속체 형상민감도 해석법이 매질의 표면만 설계할 수 있다는 한계가 있는 것에 비해 연속체 형상-위상민감도 해석법은 매질의 내부설계변화까지 고려하여 최적설계를 수행할 수 있다. 이는 최적설계의 초기설계에 대한 의존성을 줄이고 최종설계가 국소최적해로 수렴할 가능성을 낮추어 준다. 게다가 이 방법은 밀도법에서 나타나는 체커보드현상과 중간밀도문제 없이 매질의 표면을 명확히 표현한다. 연속체 형상-위상민감도 해석법의 유효성과 유용성을 검증하기 위해 자기차폐문제, MRI 코일설계문제, 동기 릴럭턴스 전동기, 매입형 영구자석 전동기, 유도전동기, 무선전력전송과 같은 다양한 설계문제에 대하여 최적설계를 수행하고 그 결과를 기존 연속체 형상민감도 해석법과 밀도법에 의한 설계결과와 비교한다. 제안된 최적설계법은 자기시스템과 관련된 산업계에서 고효율, 고정밀, 소형화 등을 요구하는 기기의 설계를 위한 강력한 방법이 될 것으로 예상된다.

      • Informing Intentional Use of Prototyping in Engineering Design: Context-Specific Novice Approaches and Stakeholder Feedback

        Deininger, Michael ProQuest Dissertations & Theses University of Mich 2018 해외박사(DDOD)

        RANK : 247807

        Prototypes are essential tools that can be used strategically throughout the design process to increase the likelihood that a product achieves stakeholder needs. Prototyping allows physical or visual form to be given to an idea, and research has. Despite the numerous benefits of using prototypes throughout a design process, novice designers often limit their use of prototypes to test and verify a chosen concept during the later phases of their processes. Limited studies to date have inve. We conducted interviews with engineering design students in different contexts to investigate their use of prototypes. We also developed a prototyping best practice framework to evaluate the intentionality in novice designers' use of prototypes. Research findings indicated that novice designers lacked intentionality when using prototypes. Their prototyping behaviors often occurred unintentionally to satisfy course requirements or as a response to failure or setbacks. Novice designers fr. Since variation in prototype type, stakeholder group, and question type had a significant effect on the quality of stakeholder feedback, and since most novice designers did not use prototypes intentionally, our findings point to missed opportuni. This research leveraged, and has implications for, engineering design, design education, industrial design, design science, and design research methods. We expect that some of our findings, specifically that 1) novice designers lacked intentiona.

      • The Impact of Biomorphic Design on the Memorability of Interior Environments

        Mirkia, Hasti ProQuest Dissertations & Theses The University of 2018 해외박사(DDOD)

        RANK : 247807

        The main purpose of this study was to investigate the effects of architectural design elements on the memorability of interior designed environments. These effects were investigated by testing three hypotheses that explored the relationship between architectural design elements and memory. The first hypothesis was that images of environments primarily containing elements of biomorphic architectural design are more intrinsically memorable than images of environments that primarily contain elements of formal rectilinear minimalist design. The second was that architectural design elements are expected to impact intrinsic memorability through their effect on participants' feeling of pleasantness. It was also expected that as visual attention to the architectural design elements increases, the intrinsic memorability of those architectural elements also increases. To explore these hypotheses, this study compared the memorability of interior environments that were designed using a biomorphic design approach, inspired by organic shapes and forms, with interior environments designed using a formal rectilinear minimalist design approach, characterized as simplified designs with "rectilinear" forms, the use of boxes, and the rejection of ornament and decoration. This dissertation project includes two primary studies: First, a stimulus set was developed using a specific methodological consideration, to provide a set of normative and standardized stimuli sets that control potential confounds in this study. Second, the main experiment was designed to assess the three measures of spatial cognition components using linear-regression modeling. First, it measured intrinsic memorability of designed environments, using a cognitive memory task to see which types of design images were more memorable. Second, it measured participants' points of view, using a Likert Scale questionnaire, to assess participants' emotional responses to biomorphic design and formal rectilinear minimalist design. Third, it measured participants' visual attention, using eye-tracking technology, to identify which specific design elements the participants were looking at. The results demonstrated that designing environments using biomorphic design elements increased human visual attention through the interior environments and positively impacted their memory and memorability of designed environments. Moreover, participants had a higher preference for biomorphic designed interior environments rather than formal rectilinear minimalist designed environments. Research is needed to study the relationship between designed environments and human Neuropsychological function such as memory to traditional environment-behavior studies. This study addresses that need. These findings suggest that interior spaces with biomorphic design elements are more memorable and pleasurable than spaces without biomorphic elements. Furthermore, greater memorability was mediated by pleasantness, which suggests that emotional enhancement of memory occurs when viewing spaces with biomorphic design elements.

      • Golden Tools in Green Design: What Drives Sustainability, Innovation, and Value in Green Design Methods?

        Faludi, Jeremy ProQuest Dissertations & Theses University of Cali 2017 해외박사(DDOD)

        RANK : 247807

        What do product design teams value in sustainable design methods? Specifically, what kinds of activities and mindsets comprise different design methods, and which ones do design teams believe drive sustainability, innovation, and other value? How could they be combined to improve sustainable design's value to companies? This study was the first to deconstruct green product design practices into their constituent activities and mindsets to characterize them and hypothesize their potential synergies. It was also the first to empirically test and compare what practitioners value within three of these sustainable design practices---The Natural Step, Whole System Mapping, and Biomimicry. Others have identified mindsets in sustainable design practices, or have identified activities in general engineering design practices, but none have done both for sustainable design practices. Such analysis is important, because most designers do not follow design methods like tunnels of process to pass through completely, but like toolboxes to draw from opportunistically. Here, fourteen design methods, guides, and certifications were deconstructed to categorize their component activities and mindsets, and hypothesize what designers, engineers, and managers would consider useful tools to select for different purposes, or could combine to multiply their value. It also hypothesized some green design methods might be preferred by designers, while others might be preferred by engineers or managers. Empirical testing of the activities and mindsets within The Natural Step, Whole System Mapping, and Biomimicry measured their value for general purposes, sustainability, and innovation. It did so by providing 29 workshops on these design methods to 520 participants, with 376 survey respondents: 172 professionals from over 30 different companies and 204 Berkeley students, totaling 1,432 pre- and post-workshop survey responses, due to many people participating in multiple workshops. This testing of multiple design methods was new because most literature on sustainable product design either treats all sustainable design the same, or proposes a specific new design method and studies it. Quantitative and qualitative analysis of survey results validated the earlier deconstruction and found "golden tools" in each design method: In The Natural Step, Backcasting was most valued, largely for its strategic benefit of focusing thought to accomplish goals, and providing a new lens. In Whole System Mapping, Draw System Map was most valued, largely for broadening scope, visually showing the larger system, and aiding collaboration. In Biomimicry, Nature as Mentor was highly valued as a new lens to approach problems, and for being inspiring; AskNature.org was greatly valued for providing new ideas and for being interesting / engaging. Some of these and other components of the design methods were valued for sustainability, innovation, or both, and some for neither. Results were broken down by demographics (job role, company type, company size, industry sector, and gender) to see if different groups valued different things, as hypothesized above. However, differences were generally too small to be statistically significant at these sample sizes, which implies that sustainable design methods can be taught and used universally between all these groups, even though individuals vary in what they most value and why. In addition to these theoretical analyses and empirical tests, 42 professional designers, engineers, and managers were interviewed at the beginning and end of the study to help establish background context for the research, recommend what green design methods to analyze, validate survey responses, and test for longer-term impact of workshops. They valued a wide range of design practices for several different reasons; some design practices were valued for both sustainability and innovation. Differences in responses from sustainable design experts versus traditional design practitioners showed how specialized skills help sustainable design; this implied design teams should not merely use standard design practices while thinking green thoughts. Multiple respondents mentioned the value of combining green design practices with both each other and traditional design practices. The interviews also investigated how design professionals measure innovation, though they were surprisingly resistant to the idea of quantifying it. Interviews also investigated who can best lead sustainability in design teams, why sustainability might provide business value, and how adoption of sustainability might best be driven in design teams. This study's results should help designers, engineers, product managers, and others who create our material world to practice sustainable design more effectively. It can help practitioners mindfully choose and combine golden tools from various green design toolboxes to build a better world while building business value.

      • Enhancing the Interior Design Process through Data-Driven Aesthetic Assessment Systems

        진세민 한양대학교 대학원 2024 국내석사

        RANK : 247807

        Interior design is a multifaceted field that blends elements such as space, furnishings, and décor. To address the challenges of quantifying and enhancing this complex domain, our research leverages advanced artificial intelligence technologies. We introduce and evaluate three technology-driven methodologies aimed at refining and supporting the interior design process through quantifiable insights. The first study focuses on quantifying style elements and improving design communication between designers and non-expert users. By analyzing a large dataset of living room images, we generated data-driven furnishing pairing recommendations tailored to various interior styles. These pairing rules, based on crowd preferences, reflect the crowd's aesthetic assessment criteria and were validated through expert interviews, aiding communication and understanding of popular interior design styles. The second study develops the CMLsearch system for home décor product searches. This system quantifies interior design elements such as color, material, and lighting, allowing users to search for products that consider their existing environment. By supporting aesthetically consistent and harmonious choices, CMLsearch enhances usability and decision-making in product search and purchase processes, thereby supporting aesthetic assessment. The third study introduces the ICG system, which uses a Vision-Language Augmented Image Color Aesthetic Assessment model trained on a large dataset of crowd user preferences. This system assesses interior design images using the Mean Opinion Score and the Color Harmony Index, generating and evaluating aesthetically pleasing color-object combinations. The ICG system supports design creativity and evaluation by providing tools for aesthetic-aware design generation and assessment. Collectively, these methodologies enhance design communication, support aesthetically consistent decision-making, and foster creativity in the interior design process.

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