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      • KCI등재

        인클루시브 디자인을 중심으로 상세 정보디자인이 액티브 시니어의 인지에 미치는 영향 : 모바일 쇼핑의 안티에이징 화장품 상세 정보디자인을 중심으로

        탁슬기(Tak, Seul Gi),이창근(Lee, Chang Keun) 한국디자인리서치학회 2020 한국디자인리서치 Vol.5 No.2

        2019 팬데믹 이후, 오프라인 활동을 자제하면서 소비자 구매 행태가 온라인으로 옮겨가는 언택트 소비가 확대되고 있다. 현재 모바일 쇼핑 환경은 디지털 네이티브라 불리는 20ㆍ30세대에 맞춰서 디자인되어 왔다. 그러나 현재 디지털 네이티브도 언젠가 디지털 기술을 이해하고 사용하는 데 어려움을 겪는 디지털 디바이드를 경험하게 될 것이다. 모바일 쇼핑에 있어, 제품의 상세 정보디자인에 따라 액티브 시니어의 인지에 큰 영향을 미칠 수 있다. 현재 시니어를 위한 온라인 디스플레이 인터페이스와 앱 사용자 경험 연구는 많지만, 제품의 정보를 담은 제품 상세 정보디자인에 대한 연구는 미미한 실정이다. 이에 인클루시브 디자인적 개념을 중심으로 액티브 시니어의 인지능력에 맞춘, 모바일 쇼핑의 상세정보 디자인의 전문적인 연구가 필요하다. 본 연구는 인클루시브 디자인 관점에서 안티에이징 화장품의 상세정보디자인, 모바일 쇼핑환경과 액티브 시니어의 인지 특성에 대해 이론적 배경의 이해하고 설문조사를 통해 가설을 검증하였다. 그 결과 액티브 시니어는 인클루시브 디자인 유형 중 현실성에 높은 인지를 보인다. 세부적으로, 남성은 주목도에 여성은 인지도에 더 영향을 줄 수 있다고 나타났다. 인클루시브 디자인 요소가 적용된 상세 정보디자인을 제작한다면, 상품의 정보를 인지 향상에 큰 효과를 발휘할 수 있을 것이다. Since the 2019 Pandemics, Untact consumption has increased. As a result, active seniors who have experienced life through online shopping are increasingly consuming mobile devices. Currently, the mobile shopping environment has been designed for generations in their 20s and 30s, called digital native. However, the current digital native will one day experience digital dividers who have difficulty understanding and using digital technology. In mobile shopping, the product s detail information design can greatly affect the recognition of active seniors. Currently, there are many research on online display interface and app user experience for Active seniors, but research on product detail information design that contains product information is insignificant. A professional study of the detail information design of mobile shopping is needed, tailored to the cognitive abilities of active seniors, focusing on the concept of the Inclusive Design. This study verified the hypothesis through a survey with an understanding of the theoretical background on the detail information design of anti-aging cosmetics, mobile shopping environment and cognitive characteristics of active seniors from the perspective of the inclusive design. As a result, Active Senior is highly recognized for its practicality among the types of enclosure designs. In detail, it has been shown that men can have more influence on the level of attention and women s awareness. If creating a detailed information design with an enclosure design element, It will have a great effect on improving awareness of the information of the product.

      • KCI등재

        액티브 시니어를 위한 유니버설디자인 개념 적용 제품디자인 개발 현황 분석

        남미경(Mee Kyung Nam) 한국디자인문화학회 2015 한국디자인문화학회지 Vol.21 No.2

        본 연구는 액티브 시니어의 개념 및 특징과 유형, 이들을 위한 유니버설디자인 개념 적용 제품디자인의 국내외 시장 및 사례분석을 통하여 국내산업기술력 강화에 필요한 체계적·이론적 자료를 제공하고자 하였다. 연구방법은 액티브 시니어의 개념과 특징·유형 고찰에 관한 보고서와 학술논문, 액티브 시니어를 위한 국내외 유니버설디자인제품 시장 동향 및 사례 조사, 전문 학술지 등 자료 중심의 분석과, 인터넷을 이용한 국내외 정보 D/B 및 네트워크 검색, 논문과 단행본을 포함한 도서·출판물 등 문헌조사를 통한 고찰로 진행되어졌다. 본 연구의 주된 범위에는 액티브 시니어의 개념과 특징·유형에 대한 고찰, 유니버설디자인의 정의, 액티브 시니어를 위한 유니버설디자인 제품 국내외 시장 및 사례 분석, 그리고 미래 사회·경제 변화에 의한 액티브 시니어 유니버설디자인 제품 개발 방향 제시가 포함되어졌다. 연구내용과 결과는 다음과 같다. 첫째, 액티브 시니어는 건강과 외모에 관심이 많으며, 소비활동뿐만 아니라 사회활동에도 적극적으로 참여하는 사람들로서 새로운 소비계층으로서 신성장 산업(Emerging Market)의 동력으로 시장 구조와 주력상품 개발에 큰 영향을 미칠 것이 전망 되어졌다. 둘째, 일본·유럽·미국 등 이미 고령화 사회로 접어든 해외 국가들은 활기차고 개성 있는 노년의 삶을 지향함으로써 금융·의료·주택·레저·정보 등 서비스를 포함한 유니버설디자인 개념 적용 제품디자인 개발이 현재에도 활발히 진행 중이며, 향후 산업시장이 더욱 성장할 것으로 예측되어졌다. 셋째, 국내 시장은 액티브 시니어들을 배려한 유니 버설디자인 개념 적용 제품들을 찾아보기 어려운 실정이지만 교통·환경·정보·여가·주택·건강의료 및 생활기기 등의 영역에서 향후 성장 가능성이 예측 되었다. 넷째, 본인의 건강·외모·사회활동 및 정보·문화·교양 등의 영역활동에 대한 관심과 투자 성향에 따라 다양한 그룹으로 나뉘는 액티브 시니어들을 위한 유니 버설디자인제품 개발 방향에 이들의 개성과 취향을 반영할 필요성이 제기 되어졌다. 마지막으로 국가적 차원의 기반 작업과 정부기관·민간기관·기업들의 효율적 협력 및 역할 분담에 의한 개발이 이루어질 수 있는 방향이 제안되어졌다. This article aims to provide a systematic· theoretical data for strengthening industrial technology power in Korea through analyzing concept, feature, and types of active senior, and some representative cases of each market of universal design product for active senior in domestic and abroad. The main method of this article is to analyze the references such as the reports and thesis about concept ·feature·types of active senior and some representative cases of each market of universal design product for active senior in domestic and abroad in scholarly journal, and to review the data from internet D/B in domestic and abroad, and variety of literatures including thesis, books, periodicals and the other publications. Main scopes of this article are formed with a consideration of concept, character, types of active senior, definition of universal design, some representative cases of each market of universal design product for active senior in domestic and abroad, and a suggestion of universal design product development direction for active senior according to society·economic change in the future. The main contents and results of this article are as follows. First, active seniors are interested in their health and appearance, and they do take part in not only consumership, but also social activity. Because of their new consumer power, it was expected that they have influence on market structure and the flagship product development as a new growth engine of emerging market. Second, already entered into aged society such as some countries in Europe and Japan·USA are getting more developed on universal design product for active senior industry including various fields of finance· medical·house·leisure·information services to intend to enjoying a lively and individual life of old age-oriented. Third, it is hard to find out some product applied on universal design concept in consideration of active senior in domestic market, but likely to predict future growth of transportation·publicity·information· leisure·house·health and medical fields. Fourth, there is a need to reflect their personality and tastes has been raised to make a suggestion of universal design product development direction for active senior who divided into diverse groups according to their interesting and readiness to invest on health· appearance·social activity and information·cultural interesting·educational activity. Therefore, finally developmental direction was suggested to be able to efficient cooperating and take each role between government agency, private institution, and firms based on national-based operations.

      • 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

        Design activities and cognitive processes of visual communication designers - Through verbal and visual protocol analyses of the thinking processes -

        김현정,이현주 한국디자인트렌드학회 2011 한국디자인포럼 Vol.32 No.-

        Researches on design activity and cognitive process of different design disciplines have been explored on the foundation of design thinking theories through various research methods. This paper calls to the attention of visual communication designers' thinking processes with research goals of proposing a research method for the analysis of visual communication designer’s thinking process and conducting experiments on visual communication designers to analyze design activities and cognitive processes from problem structuring phase to detailing phase. After a comprehensive review on research methods for the analysis of design thinking process, experiment appropriate for examining design activities and cognitive processes of visual communication designers is designed. Two visual communication designers participated in the experiment and the verbal and visual data collected are analyzed through two separate coding schemes. Results from the experiments indicate that visual communication designers perform various activity modes such as thinking, examining, writing, sketching, and working with computer throughout the process of designing. They structure ill-defined design problem by multi-modal activities of thinking and examining and generate either a design concept or a visual concept by writing and sketching. They refine visual design by working with computer. The simultaneity and the modal shifts of the activities have shown to make novel design decisions. Visual communication designers diverge their thoughts during problem structuring phase to preliminary design and again, during design refinement to detailing for visual exploration . Convergence of visual concept is done rapidly after examining their writings. Convergence of visual execution is done by the designer’s level of satisficing design work through computer iterations.

      • KCI등재

        사회적 역할을 위한 디자인 액티비즘(Design Activism)의 패션유형연구

        노윤아 ( Youn-a Noh ),이영재 ( Young-jae Lee ) 한국패션비즈니스학회 2017 패션 비즈니스 Vol.21 No.5

        As the design of the day focuses more on human-centered design, this shift creates value for society and also fulfills on a sense of social responsibility. In the area of fashion, the design activity is used as a type of fashion design to realize the social value of design in a changed society; this concept was defined as Fashion Design Activism. The objective of this study is to empirically research design activity as a practical value of the day when the social contributions of fashion design are rising in the overall society through the research on the practice of Fashion Design Activity which is adapting to changes in the fashion design paradigm. Regarding the study method, the literature research and case study were combined. We examined the meaning of social design by reviewing the literature related to this social paradigm, and we analyzed cases in which the effects of fashion design on society were realized through practical activities. Also, we defined the role of fashion design based on an analysis of design types based on previous research. This study divided the roles of fashion design in a pattern based on the social roles that design inhabited, in terms of how ‘fashion design fulfilled on social responsibility’, ‘anthropocentric fashion design putting emphasis on users’, and ‘fashion design aiming for eco-efficient changes’. This study aimed to seek measures to develop fashion design that could promote changes focusing on society, humans, and the environment.

      • KCI등재

        Design activities and cognitive processes of visual communication designers - Through verbal and visual protocol analyses of the thinking processes

        ( Kim Hyunjung ),( Lee Hyunju ) 한국디자인트렌드학회 2011 한국디자인포럼 Vol.32 No.-

        Researches on design activity and cognitive process of different design disciplines have been explored on the foundation of design thinking theories through various research methods. This paper calls to the attention of visual communication designers` thinking processes with research goals of proposing a research method for the analysis of visual communication designer`s thinking process and conducting experiments on visual communication designers to analyze design activities and cognitive processes from problem structuring phase to detailing phase. After a comprehensive review on research methods for the analysis of design thinking process, experiment appropriate for examining design activities and cognitive processes of visual communication designers is designed. Two visual communication designers participated in the experiment and the verbal and visual data collected are analyzed through two separate coding schemes. Results from the experiments indicate that visual communication designers perform various activity modes such as thinking, examining, writing, sketching, and working with computer throughout the process of designing. They structure ill-defined design problem by multi-modal activities of thinking and examining and generate either a design concept or a visual concept by writing and sketching. They refine visual design by working with computer. The simultaneity and the modal shifts of the activities have shown to make novel design decisions. Visual communication designers diverge their thoughts during problem structuring phase to preliminary design and again, during design refinement to detailing for visual exploration . Convergence of visual concept is done rapidly after examining their writings. Convergence of visual execution is done by the designer`s level of satisficing design work through computer iterations.

      • KCI등재

        설계프로세스의 정보 가시화를 위한 프로세스 분석과 모델링

        김성아 대한건축학회 2006 대한건축학회논문집 Vol.22 No.9

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

      • KCI등재후보

        디자인 행동주의와 사회적기업의 상관관계에 대한 고찰

        은창익(Eun, Chang Ik) 한국디지털디자인협의회 2015 디지털디자인학연구 Vol.15 No.2

        최근, 우리사회는 저성장의 시대를 맞고 있다. 저성장의 늪이라 표현하는 많은 분야에서 되돌아 볼 때, 고성장의 시대를 겪으며 누려온 삶에 비해 사회 저변의 고른 성장을 우리는 체험하지 못했다. 전 세계를 배경으로 살펴보면 더욱 깊은 불평등을 깨닫게 된다. 디자인행동주의나 사회적기업은 풍요보다 부족의 경험에서 태동되었다. 이러한 공통점이 추구하는 방향이 무엇인지 사례를 통한 비교 분석 등을 통해 향 후 연구의 기초를 이루고자 하였다. 우선 디자인행동주의와 사회적기업의 다양한 사례들을 수집하여 분석 한 후, 오스트왈더의 비즈니스모델 캔버스에 대입하여 각 분야, 즉 핵심파트너십, 핵심활동, 핵심자원, 가치제안 등, 캔버스 주요부문의 구조적 분석을 하였다. 도출된 자료를 바탕으로 디자인행동주의와 사회적기업의 분석에 필요한 주요영역인 핵심활동, 핵심자원, 수익원에 대한 분포도를 살펴보았다. 결과는 다음과 같다. 첫째, 핵심활동의 경우 디자인행동주의와 사회적기업 모두 사회행동 친화적 성향을 보였다. 둘째, 핵심자원의 경우 핵심활동과 다르게 디자인행동주의도 기업친화, 산업친화의 성향을 보였다. 그 이유는 다양한 분야의 자원들이 행동에 참여하고 있기 때문이다. 셋째, 수익원의 경우 디자인행동주의가 사회적기업에 비해 사회행동적 성향을 보였다. 분석결과를 통해 디자인행동주의와 사회적기업간의 구조적 차이 및 상호연계점을 이해할 수 있었고, 이러한 고찰은 향 후 사회적기업의 수익모델 개선과 디자인행동주의의 다양한 생존모델 개발을 위한 연구에 도움이 될 것으로 판단된다. Today, a society which we are living in is currently entering an era of low growth. As far as all these fields which have been always suffering from a morass of low growth assume, compared to other generations who enjoyed their lives in an era of high growth, we have not experienced balanced developments of our society. If we take a look at the whole world, we will soon notice even severer inequalities. Both design activism and the social enterprises originated from our experiences rather with shortage than with richness. Based on findings from comparative analyses on what those similarities would seek for, this study prepares a foundation for any follow-up researches. To begin with, after collecting and investigating diverse cases of design activism and the social enterprises, this study applied what it had learned to business model canvas of Osterwalder in order to conduct structural analyses on these categories such as core partnership, core activities, core resources, value propositions and others. Referring to extracted data, the study looked into distribution charts of the core activities, the core resources and revenue streams, key categories needed for better understanding on design activism and the social enterprises. Results of the investigations are summarized as follows. First, as for the core activities, both design activism and the social enterprises presented friendly social behaviors. Second, in case of the core resources, they were observed to be different from the core activities, and even design activism positively reacted to enterprises and industries. As far as this study understands, how these resources in various fields have been participating in the behaviors is a reason for the positive reactions. Third, regarding the revenue streams, the study confirmed that design activism tends to be more socially behavioral than the social enterprises are. The findings from the analyses led the study to improve understanding on structural differences but also close similarities between design activism and the social enterprises, and the discussion that the study developed will make a contribution both to improvements of revenue models of the social enterprises and to other researches to create different survival models of design activism.

      • KCI등재

        설계프로세스 가시화 도구의 개발과 적용에 관한 연구

        김성아 대한건축학회 2006 대한건축학회논문집 Vol.22 No.8

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

      • KCI등재

        사용자 경험 디자인으로의 적용을 위한 활동이론 원리 연구

        강성중(Kang, Sung Joong) 한국디자인문화학회 2016 한국디자인문화학회지 Vol.22 No.3

        디자인 패러다임이 디자인 대상에서 사용자로 변화하면서, 인간의 활동을 설명할 수 있는 이론 체계가 요구되었다. 본 연구는 활동이론의 핵심 원리와 경험디자인의 관계를 규명함으로써 경험디자인 연구에 필요한 인간 활동의 분석을 위한 이론적 체계 구축을 목적으로 하며, 이론 규명을 위한 문헌 중심으로 진행된다. 본 연구에서는 경험디자인에 적용될 수 있는 원리와 사례로 연구 범위를 한정한다. 러시아 심리학에서 시작된 활동이론은 인간의 활동 체계에 대한 구조적 접근을 통해 복잡한 인간의 활동과 사회현상을 설명하는 이론이다. 활동은 주체-객체 관계의 한 단위이며, 이 사이에 매개물이 존재한다. 활동이론의 핵심이 되는 원리는 객체 지향성, 활동의 위계 구조, 매개, 지속적 발달, 내적 활동과 외적 활동의 구분이다. 이 가운데 활동-행위-동작의 세 단계 위계 원리는 인터랙션의 직무 설계에 적합한 이론 체계이다. 매개는 주체-객체사이의 활동에 사용되는 도구를 지칭하며, 도구를 통한 매개는 인터페이스의 기본 개념에 부합한다. 인간의 활동은 객체를 지향하며, 이는 사회/문화적 상호 작용을 포괄하며 이는 맥락적 디자인의 이론적 토대를 제공한다. 활동의 체계는 도구 매개를 통한 디자인 활동과 사용 활동 분리와 연결이라는 디자인 객체를 재정의한다. 도구의 매개는 사회적 참여 양식까지를 포괄하여 서비스 디자인으로서의 확장을 제시하고 있다. 활동이론의 원리들은 사용자 경험디자인에서의 현상을 이해하는 개략적이고 개념적인 틀로서 유용하며, 사용자의 집합적 직무와 경험디자인에 효과적이다. As design paradigm shifts from objects to users, theories to explain human activities are required. This study aims to build up theoretical framework for User Experience(UX) Design research by exploring relationship between principles of Activity Theory(AT) and UX design. The study is done by literature research focused on AT applied on UX design. AT, originated in Russia psychology, is theory to explain complex human activities and social phenomenon using structural approaches to human activities mechanism. Activity is a basic unit in subject-object relationship, medium is located. Core principles of AT are object-orientedness, hierarchy of activity, mediation, continuous development, duality of interalization and externalization. Among them three-level hierarchy of activity, activity-actionoperation, is useful to analyze user tasks. Mediation refers to tool between subject and object, is suited for fundamental notions of interface. All human activity is object-orientedness, and it means reciprocal process between subject and object. This principle includes society/culture interaction, which gives a base for contextual design. Activity System re-defines the object of design by separation and connection between design activity and use activity with tool mediation. Tool Meditation suggests service design as social participation format. Principles of AT are broad and conceptual frameworks to understand and analyze phenomenon of UX design.

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