ㆍPackaging Design of Chinese Baijiu Based on Kansei Engineering
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백철문 Bai Zhe Wen , 신인식 Shin In Si
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JEWNR 81(0) 7-18, 2023
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Abstract
Background Baijiu, a traditional Chinese liquor with a rich heritage, holds significant cultural value. Packaging plays a vital role in expressing brand and national culture, as well as boosting brand competitiveness. However, Chinese Baijiu packaging currently faces challenges such as lack of innovation, homogeneity, slow evolution, and failure to meet the aesthetic preferences of modern young consumers.
Methods This study incorporates Kansei Engineering research methodology into Baijiu packaging design to provide innovative design ideas for modern young consumers. It involves data collection, questionnaire surveys, and analysis to establish the correlation between sensory perceptions and design elements. The objective is to uncover the relationship between sensory perceptions and design elements in Baijiu packaging.
Result The research findings indicate that young consumers prioritize sensory perceptions associated with modernity, high-end quality, uniqueness, and youthfulness. In terms of packaging design, the types of illustrations, decorative graphics, and visual structure have the most significant impact on consumer preferences.
Conclusion Different combinations of design elements can achieve different visual effects. When designing Baijiu packaging, it is important to consider the specific target consumer group. For packaging targeting young consumers, it should be characterized by simplicity, cleanliness, a sense of modernity, and personalization. The white wine packaging design for young consumers should be simple and clean and should strive for a modern sense and personalization.
keyword : 백주 포장디자인, 감성공학, 수량화 이론, Baijiu Packaging Design, Kansei Engineering, Quantification Theory
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ㆍVisual Design Research on Synetics Techniques for Creative Ideas - Focused on Poster Design -
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손효림 Hyo-rim Son , 이창근 Chang-keun Lee
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JEWNR 81(0) 19-26, 2023
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Abstract
Background Education brings out individual capabilities to effectively deal with problems and adapt to situations. Creativity is what allows you to develop a problem-solving attitude. Several methods are used to generate creative ideas in the problem-solving area of design. We would like to study the effectiveness of synectics among various creative ideation methods.
Methods We sought to verify the effectiveness of synetics techniques through a visual design class using synetics techniques for first-year design students in Busan. The poster was designed through the process of generating ideas to solve problems using the synectics technique. This process was conducted through activity sheets and questionnaires. The survey consisted of four questions and was answered on a 7-point Likert scale.
Result As a result of the activity sheet, fantastic analogy and direct analogy techniques were used the most, and it was found that converting the familiar into the unfamiliar or the unfamiliar into the familiar through analogy is effective in creative thinking and problem solving. As a result of the questionnaire, overall satisfaction with the idea generation method using synetics techniques and the poster results produced to solve problems using synetics techniques were high.
Conclusion Through this study, it can be seen that the effect of the synectics technique, one of the creative ideation techniques, is positive. Future research will be more meaningful if more students are studied in various areas not limited to poster design.
keyword : 디자인 교육, 창의성, 시네틱스, Design Education, Creativity, Synetics
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ㆍThe Effect of Brand Personality of Mobile Bank App Design on Continuous Use Intention, and the Moderating Effect of Brand Trust
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나경훈 Kyung-hoon Na
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JEWNR 81(0) 27-37, 2023
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Abstract
Background Mobile banks are becoming important platforms in modern society due to their advantages such as convenience and accessibility, time and cost savings, real-time information provision, and rapid transactions. Accordingly, this study conducted a study to explore the influence relationship between brand personality and continuous use intention of mobile bank app design and the moderating effect of brand trust.
Methods The case study analyzed K-Bank, Kakao Bank, and Toss Bank, which are domestic mobile bank, according to the qualitative indicators of brand personality, and the empirical study conducted a survey to determine the effect of quantitative indicators of brand personality on continuous use intention and the control effect of brand trust. The collected data used SPSS 26.0 and AMOS 24.0 to verify the reliability and validity of the measurement items, and to analyze the structural equation model to verify the hypothesis.
Result As a result of the case study, it was possible to grasp the identity and intention to promote differentiation of each brand. As a result of the empirical study, significant results were confirmed in the effect of the brand personality of the mobile bank app design on the intention to continue use and the moderating effect of brand trust.
Conclusion This study identified the need for appropriate setting and development of brand personality in the app design process of mobile bank, and demonstrated that brand trust can increase the continue use intention. It is hoped that this study will provide a direction for securing corporate competitiveness and provide a foundation for further developed research in the future.
keyword : 브랜드 개성, 지속적 사용의도, 브랜드 신뢰도, Brand Personality, Use Intention, Brand Trust
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ㆍA Design Proposal for Fashion and Sustainability - AR-Driven Personalized Designs for Environmental Sustainability -
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Dahye Chung , Jee Hyun Lee
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JEWNR 81(0) 39-52, 2023
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Abstract
Background Recent research has identified fast fashion and air pollution as the most significant contributors to environmental pollution. Many eco-friendly brands are actively seeking ways to reshape people's perceptions of sustainability and encourage environmentally friendly practices. Specialty Store Retailer of Private Label Apparel(SPA) brands and various other fashion brands are at the forefront of the fashion industry's "fast fashion" trend. This involves the rapid production of clothing that reflects the latest trends to keep up with ever-changing demands of fashion. Furthermore, a major contributor to environmental pollution, especially in urban areas in countries like South Korea, is air pollution. Therefore, it is crucial to reduce the use of private vehicles and promote the use of public transportation. Given the aforementioned challenges, there is a need for design research aimed at raising awareness about the seriousness of fast fashion and air pollution. A shift in people's perceptions of sustainability and the promotion of sustainable practices among a broader audience are imperative.
Methods This study aimed to design and develop an app that encourages sustainable behavior among users to address the issues of fast fashion and air pollution. First, theoretical research was conducted, including a review of domestic and international literature, prior studies, news articles, and websites. Second, an investigation and analysis were conducted on campaigns promoting sustainability and services selling sustainable products. The aim was to examine whether consumers engage in active, immersive behaviors contributing to environmental protection. To ascertain the connection in the fashion design process and their behavior in relation to environmental protection, a literature review on fashion was conducted. Finally, we designed and developed a platform where users can input their departure and destination points, choosing between public transportation and private vehicles. This results in a pattern visualization that dynamically changes based on these user choices.
Result This paper introduces a design solution that leverages personalized fashion, augmented reality (AR), and patterns based on travel routes to promote sustainable behaviors and illustrate the problems with fast fashion. The solution converts the differences in travel routes between public transportation and private vehicles into visual patterns, enabling users to see the environmental impact of their choices and the severe implications of vehicle emissions on air pollution. Analysis of existing studies identified factors that encourage sustainable practices, and by using 123 guide codes from the Naver Maps API, travel route patterns were developed. By designing clothes and using AR filters to simulate wearing them, the paper finds that the platform is effective in motivating users to understand the negative aspects of fast fashion and inspires them to adopt more sustainable behaviors.
Conclusion While numerous studies have individually addressed environmental pollution in the fashion and automotive industries, this study is unique in its simultaneous exploration of both issues. It focuses on developing a fashion app that enables users to comprehend the seriousness of environmental pollution and actively participate in environmental protection. Furthermore, it presents a platform design and AR feature for inducing environmental sustainability, unveiling crucial design elements in promoting sustainability. This study underscores the significance of future advancements in platform design for sustainability and provides valuable guidelines and insights.
keyword : Fast Fashion, Sustainability, Augmented Reality
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ㆍCreating an Art Workshop Service to Alleviate Stress among University Students - Focused on Students Dwelling in Dormitories -
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Wonyoung Yun , Minkyung Kang , Hamna Shahzad , Pelin Akkaya , Hyun-kyung Lee
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JEWNR 81(0) 53-62, 2023
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Abstract
Background This paper presents an alternative creative solution to relieve stress expressed among university students living in dorms. By implementing art workshops and fostering a sense of community. This alternative approach aims to address the stress experienced by these students. Currently, the university fails to provide proactive measures or support to effectively deal with the students' stress, which often remains unaddressed due to their disincline to seek help. Recognizing the necessity for a sustainable and accessible service, this study suggests the implementation of “Brush on Grass”, a series of art workshops as a means of reducing stress and promoting social connections, particularly in the context of the pandemic.
Methods The workshops aim to provide students with a creative outlet to manage stress and enhance their overall well-being. The workshops will take place in the green spaces of the campus, providing an opportunity to revitalize the campus landscape.
Result Based on data collected through questionnaires, the art workshop, and interviews, this study formed an outline of “Poolbit”, which expands and encourages participation in the art workshops.
Conclusion Therefore, this study explores the potential of service design to promote art-based workshops for stress management among university students in dormitories.
keyword : Stress management, Art Therapy, Service design
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ㆍDevelopment of Textile Pattern Design Using Traditional Kite as a Motif
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김선영 Kim Sun Young
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JEWNR 81(0) 63-74, 2023
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Abstract
Background Traditional kites are a cultural heritage that reflects our unique play culture and folk beliefs, and the colors and patterns decorated within the geometric shapes represent each characteristic and have design value. The purpose of this study is to develop basic motifs and textile pattern designs using the shape of traditional kites and apply them to various cultural products.
Methods The study was conducted through a literature review on the structure and types of traditional kites and empirical research on textile pattern design development. In addition, a survey was conducted on the perception of traditional kites, preferences for basic motifs, preferred colors and tones, and applied items, and was used as basic data. In addition, preferences for the developed pattern design, images associated with it, purchase intention, etc. were surveyed.
Result A total of 12 designs were developed using the shield kite and stingray kite shapes for the basic motif design, and the textile pattern design was expanded to two designs for each motif, resulting in a total of 24 designs. The developed pattern design was applied to handkerchiefs, scarves, and eco-bags, which were surveyed as preferred items, to suggest usability, and 14 of these were produced as actual products.
Conclusion Through this study, it was possible to predict the design value and usability of traditional kites. In the future, we look forward to the development of a variety of creative reinterpretations and related cultural products based on Korea's unique folk culture.
keyword : 방패연, 가오리연, 텍스타일 패턴디자인, Shield Kite, Stingray Kite, Textile Pattern Design
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ㆍPre/post education and informational service proposal to solve dissolution of dog adoption
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김정연 Jeong-yeon Kim , 정아윤 A-yun Chung , 김지은 Ji-eun Kim , 김동우 Dong-woo Kim , 이연준 Youn-joon Lee
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JEWNR 81(0) 75-86, 2023
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Abstract
Background As the number of people raising dogs increases, the market and the issue of abandoned dogs is also increasing as well. Prior training is provided before adopting a dog in overseas but such training is not sufficient internally. This study propose a dog education service to prevent abandonment problems. The purpose of this study is to analyze the causes of dissolution of dog adoption and propose an application-based information service that can contribute to reduce the dissolution of dog adoption.
Methods This study conducted semi-structured, in-depth interviews to identify the causes of the dog dissolution problem and derive insights to analyze related competitive company. The first prototype was derived from the interview and verified the suitability of the service concept with exeprts.
Result Based on the suitability test, the final service plan for ‘dog recommendation based on lifestyle checklist’, ‘suggesting appropriate environment through AR environment analysis’,‘pre-/post-training through quiz’, and‘expert connetion’was visually materialized. This study suggested preand post-education for dog owners that can prevent the fundamental cause of dissolution. It is significant in that it increases accessibility to information and makes easier to participate through quiz-type education.
Conclusion The significance of this study is that it proposes a way to increase the accessibility of education through quiz format, which can eliminate the dissolution problem in advance. It is expected that this study can be used in the development for dog-related education services in the future.
keyword : 반려견, 서비스 디자인, 사전 교육, Pet, Service design, Prior education
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ㆍA Study on the Creation and Distribution of Image-Based Independent Artist’s Books - Focusing on “The Fairy and the Fried Shrimp” -
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노정연 Jungyeon Roh
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JEWNR 81(0) 87-96, 2023
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Abstract
Background In recent years, independent publishing has established itself as a cultural phenomenon. For illustrators, independent publishing serves as a means to showcase an artist's individuality and worldview, effectively playing a role in their portfolio. While research and case studies on independent bookstores and publishing have seen an increase in South Korea since the mid-2010s, there remains a lack of comprehensive studies on independent publications related to comics and illustrations from the creator's perspective within the realm of image-based publishing.
Methods In theoretical research, a literature review was conducted, primarily focusing on papers and monographs to establish the concept of artists’ books. For case studies, investigations were carried out on independent publications featuring images, including illustrations and comics, as well as artists primarily engaged in independent publishing. In the process of creating the artwork, variations of the original work "The Fairy and the Woodcutter“ were examined. Based on this, an examination was conducted to explore the outcomes resulting from the distribution of reimagined characters, narrative structures, and finalized works through independent bookstore consignments within the artist books produced on this foundation.
Result The contemporary adaptation of “The Fairy and the Woodcutter,” which reinterprets traditional folklore, in “The Fairy and the Fried Shrimp,” received an immediate response, primarily from international consumers, through U.S. independent bookstores and the artist's online store. In contrast, a relatively slower response rate was observed in South Korean independent bookstores. The underlying reasons for these results are believed to be influenced by factors such as the tendencies of independent bookstores, the artist, the artwork, and the cultural background of consumers.
Conclusion The process in which individual artists, free from the constraints of commercial publishing companies, handle everything from planning to production and sales allows illustrators to maintain artistic spirit and autonomy. Additionally, it has a positive effect on creating publications that encompass both the artist's perspective and personality, enabling direct and indirect communication with the public. However, limitations include not having complete freedom in the stocking process at independent bookstores for distribution. Furthermore, secondary promotion through exhibitions, fairs, and competitions is essential for generating revenue beyond sales.
keyword : 일러스트레이션, 독립출판, 아티스트 북, Illustration, Independent Publishing, Artists’Books
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ㆍTransformation of Smart Tourism in South Korea from a Smart City Perspective - Analysis of Successful Smart Tourism City Cases and Exploration of Sustainability -
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서유강 Youkang Seo
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JEWNR 81(0) 97-106, 2023
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Abstract
Background Amidst the digital innovation trends of the 21st century, the transition towards smart cities and smart tourism has emerged as a critical tourism trend. Smart tourism aims to provide a unique travel experience by integrating the local culture, history, and natural environment, thus striving for the region's sustainable tourism development. This study analyzes successful cases of smart tourism cities in South Korea, aiming to present their impacts and propose directions for future development.
Methods This study analyzed key examples of smart tourism cities in South Korea. The research methodology involved exploring the theoretical background of smart tourism through the literature review and analyzing successful cases within the country to provide insights.
Result Each city has developed its smart tourism strategy based on its unique characteristics and advantages. Seoul focuses on integrated information, AR, and VR content; Busan on IoT and port features; Jeju Island on big data and personalized travel recommendations; Daejeon on science and technology; and Gwangju emphasizes culture and the arts, offering diverse platforms and services. The critical success factors for smart tourism include the development of strategies based on each city's distinct attributes, utilization of the latest technologies, provision of integrated platforms, tailored services with big data and AI, and a system for continuous updates and feedback.
Conclusion Smart tourism is ushering in a new paradigm in the tourism industry by integrating technologies such as IoT, AR, VR, big data, and AI. Cities like Seoul, Busan, Jeju Island, Daejeon, Gwangju, and Daegu have emphasized their unique features by offering tailored services, highlighting the distinctiveness of their smart tourism strategies. The success factors of such smart tourism strategies are the appropriate adoption of cutting-edge technology, user-centric services, and the consolidated provision of diverse information. Continuous research, investment, and various collaborations are essential to achieve this.
keyword : 스마트관광, 스마트시티, 사례분석, Smart Tourism, Smart City, Case Study
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ㆍA Study of media design curriculum with gamification - Focus on the instructional design process to build user empathy -
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박성숙 Sung Suk Park , 강태임 Tae Yim Kang
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JEWNR 81(0) 107-116, 2023
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Abstract
Background With the continuous decline of the school-age population and changes in job types, education methods that can grow into social talents while utilizing the characteristics of each learner are attracting attention. Therefore, if gamification, which can include the psychological part of learners, is utilized, positive behavior of learners can be induced and immersive education is possible. Therefore, it is necessary to study whether a course that uses gamification can help build user empathy.
Methods After analyzing how it was used from various perspectives through application cases of gamification, a gamification design process reflecting game mechanics was established. After that, the curriculum was designed using the digital media design process and applied to media design education for 5 weeks from 9 to 13 weeks in the first semester of 2023, and the change in learner immersion and activity was studied with game mechanics. Changes in cooperation and communication were studied.
Result For the first research question, immersion in a curriculum designed with the gamification design process had a positive impact, but active participation required a growth experience. For the second research question, collaboration and communication in the gamification design process-based curriculum had a positive effect on engagement, but active participation required a growth experience.
Conclusion Gamification-based education is expected to be effective in education that requires consensus as it helps change attitudes such as immersion in education, cooperation, and communication. Research on a learning management system that can integrally manage learning goals, missions, and rewards that change fluidly according to the curriculum should also be conducted.
keyword : 게이미피케이션, 게임 매커닉스, 몰입, Gamification, Game Mechanics, Immersion
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