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      • KCI등재

        디자인 씽킹 프로세스에 있어서 문제 정의의 유형이 디자인 결과물에 미치는 영향 ; 자율주행 자동차 디자인을 중심으로

        정재희 ( Jaehee Chung ) 한국산업디자이너협회 2019 산업디자인학연구 Vol.13 No.2

        In the define phase of the design thinking process, designers classify the problems derived from the consumer research into abstract themes using their subjective judgment. Although problem definition is a strategically important activity that determines the direction of the design solution, research on this topic has been minimal, until recently. This study examined how Abduction-1 and Abduction-2, two alternate approaches to problem definition formulated by Kees Dorst, can affect the quality of design outcomes. On the one hand, Abduction 1 is the approach to create objects when customer values and operating principles are given, deriving relatively improved products or services while accepting the current conditions. On the other hand, Abduction 2 is the approach to create both objects and working principles when only customer values are given, deriving completely new innovative design solutions. The author conducted four ideation workshops with 25 thirdand fourth-grade students, majoring in industrial design. A total of 163 ideas were derived from the ideation workshop using Abduction-1 and Abduction-2. The ideas were then evaluated in terms of fluency, flexibility, infrequency, subjective originality, and usefulness. In conclusion, Abduction-2 was found to be more effective than Abduction-1 in deriving more original ideas. This study concluded that Abduction-2 is the more effective approach to problem definition for better design outcomes and also contributed to the elaboration of design thinking methodology.

      • KCI등재

        2030세대가 중시하는 공예의 속성

        정재희 ( Jaehee Chung ),박새봄 ( Saebom Park ) 한국산업디자이너협회 2020 산업디자인학연구 Vol.14 No.2

        Background In recent years, the craft industry is expanding from craftsman-centered luxury crafts to modern. In order for the craft industry to revive and develop further, it is necessary to pursue customer-oriented design and to change production system. This study was conducted to examine the properties of crafts that 2030 generations value. Methods First, after examining the properties of crafts through literature research, in-depth interviews were conducted with craftsmen and consumers to understand them in a modern sense. The nine properties of crafts were finally drawn, and a survey was conducted for 88 people in 2030 generations. Results The 2030 generations considered quality and finish excellence as the most important, which is interpreted to consider high quality as the most important in crafts. Next, the emphasis was placed on objet and practicality, which is interpreted to favor the addition of original decorative elements, without interfering with the functionality. Others were in the order of analogue sense, artistry, sustainability, popularity, and uniqueness. Conclusion This study has significance in that it suggested the direction that the crafts industry should pursue by identifying what properties the 2030 generations value in crafts. For the sustainable growth of the craft industry, various studies on the expected value of consumers and on efficient systems of production, distribution, and sales should be continuously conducted.

      • KCI등재

        사용자 참여 아이디에이션에 있어서 디자이너의 퍼실리테이터 역할이 아이디어의 창의성에 미치는 영향

        정재희 ( Jaehee Chung ) 한국산업디자이너협회 2020 산업디자인학연구 Vol.14 No.2

        Background Along with the 4th Industrial Revolution, the service industry is recognized as an important industry field and is receiving interest and attention. One of the differences in service design is participatory design. In order for the participatory design to be effective, individual competence and effective collaboration are important and some research has been conducted in this regard. The purpose of this study is to examine what kind of facilitator's role a designer should play in order for the participation design to be effective in the ideation phase. Methods 12 designers and 12 users formed six teams and conducted an ideation for 20 minutes on three different tasks. The facilitator's role is divided into three ways:1)no role, 2)integrating the opinions of participants, and 3)emphasizing the user's perspective. Results All three methodologies showed no significant difference in terms of originality, usefulness and diversity of ideas. But most of the top ideas come from the case where the designer acted as a facilitator. Putting the overall results together, the most effective way to participatory design is to create an environment where users can derive ideas from their own perspective. Conclusion This study is meaningful because it examined effective collaborative methods in the participatory design of service design ideation. Based on this study, it is expected that subsequent studies on different detailed settings and environments according to the characteristics of participants will be continued.

      • KCI등재

        국내 제조업과 서비스업의 프로토타입 활용 현황과 사용자 참여 프로토타입 테스트 개선 방안

        정재희 ( Jaehee Chung ) 한국산업디자이너협회 2021 산업디자인학연구 Vol.15 No.1

        Background In recent years, despite the emphasis on the importance of prototypes as a key element of innovation, prototypes are limited in practical use, and research on them is insufficient. The purpose of this study is to examine the current status of the company's prototype production and use, and to propose an improvement measures to use prototypes more effectively. Methods In-depth interviews were conducted with 8 designers with an average of 12 years of experience working in the manufacturing and service companies of various sizes. The in-depth interview consisted of a questionnaire on type, purpose, importance, and improvement measures of prototypes. Results Both manufacturing and service companies used prototypes for the purposes of problem discovery, solution derivation, presentation, communication, filter, and evaluation. Although prototypes were produced and used more frequently than before due to the development of technology, the use of prototypes was insufficient in the early stage of design. In addition, the user participation prototype test emphasized in innovation was not sufficiently implemented due to organization, system, and process issues. It is necessary to develop a prototype tool that can be used in the early stage and to establish a system to reinforce user participation prototype test. Conclusion The study is meaningful in that it provides operational strategy and concrete improvement measures for the effective use of prototypes by investigating the problems of organizations and systems in companies with limited use of prototypes.

      • KCI등재

        디자이너의 공감 능력과 공감 시도가 디자인 결과물에 미치는 영향

        정재희 ( Jaehee Chung ) 한국산업디자이너협회 2019 산업디자인학연구 Vol.13 No.2

        The purpose of this study was to investigate the effect of empathize phase in the design thinking process on the creativity and usefulness of the design outcomes. Although empathy is emphasized as the first step in the design thinking process, little research has been conducted on how empathy for consumers affects actual design outcomes. The participants of this research included 25 industrial design students. Their empathy ability and novelty-seeking tendency were measured. Participants were asked to generate ideas after conducting consumer research using various methods, such as role playing, observation, and interview. The ideas were evaluated qualitatively and quantitatively, based on creativity(fluency, flexibility, infrequency, subjective originality) and usefulness. The results showed that empathy ability had a significant effect on the usefulness of ideas. However, different consumer research methods did not have a significant effect on participants' empathy trial and ideas. Further, as empathy trials and novelty-seeking tendency increased, creativity of ideas decreased. In conclusion, different consumer research methods do not affect design outcome; however, the empathic ability of designers influences the usability of design outcomes. Additionally, excessive empathy trial may negatively affect the creativity of the design outcome. This study shows that designers should utilize various consumer research methods appropriately according to the condition and situation of the design problem and also need to make efforts to improve their empathy ability in order to produce more useful design outcomes.

      • KCI등재

        서비스화 단계 유형 프레임워크와 서비스화 전략 제안

        김유라 ( Yoo Ra Kim ),정재희 ( Jaehee Chung ) 한국산업디자이너협회 2021 산업디자인학연구 Vol.15 No.1

        Background Servitization has emerged as a way to enhance the competitiveness of the manufacturing industry. Despite the fact that many companies are promoting servitization, there are not many companies that successfully settle it. This study investigates the servitization framework and servitization strategy for successful servitization. Methods After reviewing the definition and effects of serviceization through literature research, the existing theories on the servitization were reviewed. First servitization stage-type framework was created by synthesizing theories and three servitization strategies were proposed by analyzing examples of successful servitization. Results Based on the servitization stage and type, servitization stage-type framework was proposed. Servitization stage is classified into four stages: ‘integration of existing services’, ‘entering service market’, ‘providing customization services’, and ‘selling standardized services’. Servitization type is classified into three types: ‘product-oriented service’, ‘customer-oriented service’, and ‘business service’. Based on this framework, three strategies of servitization were prosed: ‘function evolving strategy’, ‘life-stage support strategy’, and ‘total consulting strategy’ through various case analysis of servitization. Conclusion The servitization stage-type framework shows the types and stages of servitization in an integrated manner, and the servitzation strategy presents concrete means and cases for successful servitization. It is expected that the servitization stage-type framework and the servitization strategy presented in this study will serve as a guide to facilitate the servitization in the manufacturing industry.

      • KCI등재

        Z세대 빈지뷰잉 유형의 영상 콘텐츠 소비 행태 트렌드를 반영한 홈 멀티미디어 디바이스 제안

        김시원 ( Siwon Kim ),정재희 ( Jaehee Chung ) 한국산업디자이너협회 2020 산업디자인학연구 Vol.14 No.1

        Background In Korea, Generation Z is a newly emerging economic entity consisting of about 6.5 million people, or 12.5 percent of the total population. As a “mobile native”generation, they enjoy producing and consuming video content and pursue their own unique culture and lifestyle. This study aims to propose future-oriented multimedia device by analyzing the lifestyle and video content consumption characteristics of Generation Z. Methods Through literature research, after examining the lifestyle and video content consumption characteristics of this demographic―as well as examples of the latest multimedia devices―in-depth interviews and observations were conducted for eight users. Smartphone-oriented viewing behavior was shown in contents consumption of Generation Z. We divided the two types of viewing habits based on the duration of the viewing. Results Among this, the new concept of home multimedia device is proposed by selecting the binge-viewing type of Generation Z― the target customers driving entertainment content. The design is a projector and lighting device used in conjunction with a smartphone to overcome small screen size and increase the level of immersion in viewing. Conclusion This study is meaningful in that it has proposed customized multimedia device for specific consumers, in the trend of accelerating market segmentation. As video content consumption continues to grow and customer needs become more diverse, we look forward to new design proposals for specific target customers in the future.

      • KCI등재

        무인매장 서비스스케이프의 속성이 고객 경험에 미치는 영향

        이슬아 ( Lee Seulah ),정재희 ( Chung Jaehee ) 한국공간디자인학회 2020 한국공간디자인학회논문집 Vol.15 No.8

        (Background and Purpose) Due to the expansion of untact culture along with the high labor cost and the advanced IT technology, recently the number of unmanned stores is rapidly on the rise in retail industry. However, most of the unmanned stores are designed in the perspective of the supplies rather than customers. In order for the current unmanned store to grow continuously, a servicescape design that enhances the customer experience is essential. This study aims to derive the core attributes of customer experience in unmanned stores and to empirically analyze the effect of each servicescape attribute on customer attitude. (Method) The study herein conducted both a qualitative and quantitative study in parallel. First, through reference study, the status of unmanned stores, the precedent studies on unmanned stores, and the elements and the effect of the servicescape were observed. To draw out the core values of the servicescape of unmanned store, in-depth interviews were conducted with customers with experience in unmanned stores and UX/service design experts. An online survey was conducted for a total of 107 people based on 13 core values derived through in-depth interviews. First, through an element analysis, core values were classified into four attributes, and then the effect of the attributes on customer attitude, continuous use intention, and recommendation intention was analyzed. (Results) The attributes of the servicescape of unmanned store were classified into four categories: personalization, accessibility, immediateness, and openness. Among them, immediateness had the greatest influence on customer attitude, followed by openness. However, it was found that personalization and accessibility did not have a significant effect. In addition, it was found that customer attitude affects continuous use intention, and recommendation intention. In conclusion, a design strategy of the servicescape suitable for the unique purpose(immediateness) of unmanned stores is required, while providing an experience similar to that of existing manned stores(openness). (Conclusions) Unmanned stores are in the early stage of growth, therefore sufficient amount of study in this area has not been carried out. The role of space in unmanned stores is even more critical because human service, which has been considered the basic condition of service, is not provided. However, so far studies on detailed factors and attributes that influence customer behavior has not been conducted in depth. This study is expected to contribute to present the direction of the servicescape of unmanned stores as basic reference and to contribute to boost the future study on the servicescape of unmanned stores.

      • KCI등재

        제1형 소아 당뇨 환자를 위한 의료기기 및 모바일 어플리케이션 디자인

        한소영 ( Soyoung Han ),정재희 ( Jaehee Chung ) 한국산업디자이너협회 2022 산업디자인학연구 Vol.16 No.1

        Background Children and adolescents with type 1 diabetes are increasing rapidly. Blood glucose monitoring and insulin injection are essential treatment for type 1 diabetes but there are many problems with the use of current blood glucose monitor and insulin pump for the pediatric diabetic patients. The purpose of this study is to propose a medical device and mobile application for them. Methods First the product use of the pediatric diabetic patients was investigated and current glucose monitors and insulin pumps were analyzed. And interviews were conducted with total 20 pediatric diabetic patients and their parents to identify the problems with current products and information delivery. A concept test was conducted on the initial design with diverse stakeholders and the feedbacks were adopted to the design concept. Results A new type of medical device combines blood glucose monitor and insulin pump and mobile application is proposed to fit the roles of patients, parents, and nurse practitioners. The size of device was minimised in consideration of the activity of paediatric diabetic patients, and systemic approach was conducted to expand the subjects of treatment from patients to the parents and nurse practitioners. Conclusion This study is meaningful in that it proposes a new concept of medical product service system reinforcing prediction, personalization, and participation for the children with type 1 diabetes.

      • KCI등재

        코로나19 감염성 질병에 특화된 개인 맞춤형 긴급재난정보 서비스

        김민수 ( Kim Minsu ),정재희 ( Chung Jaehee ),이근원 ( Lee Geunwon ) 한국공간디자인학회 2021 한국공간디자인학회논문집 Vol.16 No.3

        (Background and Purpose) On January 20, 2020, the first outbreak of the COVID-19 pandemic in Korea, both mask-wearing and social distancing were commonplace, and most face-to-face activities, such as telework and online education, were converted into non-face-to-face activities. The pandemic has induced changes in life at an unprecedented level. The government has made various efforts to prevent the spread of the pandemic and minimize daily damage. Initially, information related to the pandemic was delivered through various channels, not through the government's uniform channels, and the public experienced anxiety and fear. The government provides real-time information related to the pandemic through emergency text messages, but there are increasing cases of complaints of inconvenience due to frequent text messages and personal privacy invasion. Therefore, this study aims to propose a new service that effectively provides information on infectious diseases such as the COVID-19. (Method) A qualitative survey was conducted based on the contents of the literature review after investigating the current status of emergency text messages, the composition of COVID-19 emergency text messages, and issues of personal information protection. In-depth interviews were conducted with a total of 12 men and women in their 20s and 50s. The results of the in-depth interviews were classified as five key requirements using the affinity analysis technique. Focusing on the core requirements, a new COVID-19 information service was proposed with a visual image. (Results) Through the affinity analysis technique, five key requirements were derived: providing specialized information service for infectious diseases, providing customized information for the movement of individuals, providing information related to disinfection, minimizing personal information exposure, and providing integrated information. Based on the key requirements, a new COVID-19 information service was proposed. The service provides customized information in connection with the movement of individuals; it provides real-time information related to disinfection as well as infection to minimize secondary damage and minimizes the exposure of personal information to prevent the issue of privacy invasion. (Conclusions) This study is meaningful in that it proposes a new concept of infectious disease information service considering the characteristics of infectious diseases. In recent years, climate changes and social disasters have increased, but the current emergency text messages are not effectively providing information specialized according to the types and characteristics of disasters. As telecommunication technology develops and the smartphone penetration rate increases, professional information services that are specialized according to the characteristics of disasters are required, and this study can be used as a basic idea to propose various disaster information services according to such characteristics.

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