ㆍAI-Driven Product Design Process: Exploring Efficiency and Creativity - Effectiveness and Limitations of AI Tools Across Design Stages -
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이윤경 Yoonkyeong Lee , 김선철 Sunchul Kim
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JEWNR 86(0) 125-136, 2025
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Abstract
Background This study examines the contributions and limitations of AI tools in the design process, focusing on shared principles in Design Thinking, Agile, and the Double Diamond Model, such as user-centered approaches and iterative execution. By analyzing their impact on efficiency and creativity across key stages (discovery, definition, development, validation), this research evaluates their practical potential and limitations while proposing a collaborative framework between human designers and AI.
Methods In-depth Interview(IDI) with seven experts experienced in product design and AI tools were qualitatively analyzed to identify contributions and limitations of AI in the integrated design process.
Result AI tools significantly contributed to reducing task duration, automating repetitive tasks, and accelerating data analysis, particularly in the discovery and definition stages. While they provided partial support for creative ideation, limitations in contextual understanding and creative judgment were evident during development and validation stages.
Conclusion This study examined the impact of AI tools on the design process, finding them effective in data collection and idea generation during the discovery and definition phases. However, their role was limited in development and validation, requiring designers' direct involvement. This highlights the need for improved AI capabilities and integration with professional tools to foster collaboration and balance efficiency with creativity throughout the design process.
keyword : 디자인 프로세스, 제품 디자인, AI 도구, Design Process, Product Design, AI Tools
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ㆍWork culture and shared office space design according to changes in life trends
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문선욱 Sun-wook Moon
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JEWNR 86(0) 137-148, 2025
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Abstract
Background Shared offices, a type of business in the sharing economy, have emerged rapidly due to changes in work trends since 2010. However, it is necessary to consider changes in lifestyle and work culture as major changes are expected once again in line with the growth of the shared office industry and the period of historical upheaval. The purpose of this study is to derive its characteristics by examining rapidly changing life trends and work culture in the era of the Fourth Industrial Revolution, and to suggest the shared office design direction required by the era of change by verifying whether it is reflected in the location, space composition, and design of the shared office through case analysis.
Methods 1. Through prior research and related literature, the cultural values, social meanings, and economic aspects of the sharing economy and shared space are examined, and the concept and type of shared office and domestic and foreign trends are reviewed. 2. Issues of a large flow of life trends and work culture changes and keywords representing them are derived. 3. Through case analysis, urban perspectives, spatial composition and layout, and design characteristics are analyzed to verify whether changes in life trends and work culture are reflected, I would like to suggest future design directions for the shared office.
Result First, from an urban point of view, shared offices are located throughout themetropolitan area, showing a tendency to decentralize around the local area, and users are trying to make the proximity to work a daily life. Second, space composition and arrangement provide and support various space options suitable for different occupations and work requirements. In particular, the number of private one or two-person individual offices that can be secured and focused on privacy and security accounts for more than 85% of the total number of offices, and it is responding to the demand for independent work environments such as reception rooms and phone booths for security. The collaboration space is a work support and shared space, and it is increasing its utilization as a flexible multi-purpose space using module furniture and variable walls. Third, relaxation and convenience facilities contribute to enhancing user preference by introducing nature-friendly elements to give comfort and stability, and by providing bright and sophisticated interior design overall.
Conclusion Shared offices are no longer a special space for large companies. It is a quiet and competent space where various individuals work together, and will realize proximity to work as technology advances, and various AI-based technology services will be added to make them commonplace, and advance into a public-friendly work space.
keyword : 공유오피스, 라이프트렌드, 일 문화, Shared Office, Lifetrend, Work Culture
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ㆍThe Mediating Effect of Creativity in Design Thinking - The Relationship Between Self-efficacy for group work and Class Flow -
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이은정 Eun-jung Lee , 조성권 Seong-gwon Cho , 박지유 Ji-yu Park
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JEWNR 86(0) 149-158, 2025
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Abstract
Background This study aims to examine the effect of Self-Efficacy for Group Work on Class Flow in Design Thinking courses and to verify whether Creativity mediates this relationship within the context of Team Project-Based Learning in Design Education.
Methods This study conducted a survey of university students from various majors who participated in Design Thinking courses. The research analyzed the relationships among Self-Efficacy for Group Work, Creativity, and Class Flow using Structural Equation Modeling (SEM) and empirically verified the mediating effect of Creativity.
Result Self-Efficacy for Group Work had a positive effect on Class Flow and also showed a positive impact on Creativity. Furthermore, Creativity positively influenced Class Flow, and it was verified that Creativity mediates the relationship between Self-Efficacy for Group Work and Class Flow. This confirms that higher Self-Efficacy for Group Work can enhance Class Flow through Creativity.
Conclusion Educators need to employ teaching methods that enhance Self-Efficacy for Group Work and learning strategies that promote Creativity to improve learners' Class Flow and academic performance.
keyword : 협력적 자기효능감, 창의성향, 수업몰입, Self-efficacy for group work, Creativity, Class Flow
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ㆍGenerative AI-based virtual human-utilized content marketing case-analyzed strategic research - focusing on domestic and international cases -
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김해빈 Hae-bin Kim , 이강현 Kang-hyun Lee
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JEWNR 86(0) 159-170, 2025
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Abstract
Background The rapid development of digital technology is demanding new innovation in brand marketing strategy. Based on generation AI technology technology technology technology, is injured as a tool manufacturing, such as production, providing personalized experience and personalized experience. This study aims to identify limitations and problems in domestic markets and abroad by comparing the limitations in domestic market, and to solve it.
Methods Research was conducted centering on major cases of domestic and abroad (SK Telecom), Han Yoo Ah-ah (SK Telecom), Han Yu Ah-na (SK Telecom), Han Yu Ah-dong) was conducted. Case analysis analyzed various reviews, economic sustainability, economic sustainability, consumer response, consumer response, consumer response, consumer response, consumer response, and ethical responsibility.
Result Overseas cases outperformed domestic cases in terms of various contents and elaborate storytelling, securing economic sustainability, and delivering ethical messages. On the other hand, in the domestic case, limitations such as one-off campaign-oriented content, consumer target groups, and lack of economic performance were found.
Conclusion This study proposed strategic directions such as content diversification, storytelling enhancement, technological development, consumer target audience expansion, ROI improvement, and ethical responsibility enhancement to compensate for the limitations derived from domestic virtual human use cases.
keyword : 생성형 AI, 버추얼 휴먼, 콘텐츠 마케팅, Generative AI, Virtual Human, Content Marketing
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ㆍA Study on Emotion-Centered UX Design Directions for Enhancing Senior User Experience in Digital Service Utilization - Focusing on Digital Healthcare Based on ADL Criteria -
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고은희 Eunhee Koh , 조아라 Ara Cho , 이인호 Inho Lee , 조아라 Ara Cho
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JEWNR 86(0) 171-181, 2025
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Abstract
Background As societies age, the usability of digital healthcare services has become crucial for improving seniors' health and quality of life. However, these services often prioritize technical aspects over emotional experiences, limiting their effectiveness. This study validates the importance of emotional factors in senior user experience (UX) and suggests integration strategies.
Methods The study employed both theoretical review and empirical research. In the theoretical review, the characteristics of senior user experiences and emotional user experience factors were analyzed. For the empirical research, ethnographic research methods were applied to four digital services, involving 26 seniors and 4 senior care providers. Both non-verbal observation methods (photo diaries) and verbal observation methods (in-depth interviews) were conducted in parallel. Subsequently, a focus group discussion (FGD) was held to identify key factors of senior user experience and determine their priority rankings.
Result Emotional evaluation factors such as positive expectations, connectedness, and self-determination were identified as top-ranking factors across four digital services― smart rings, smart pillboxes, air purifiers, and smart gloves. This indicates that emotional factors may have a greater impact on senior user experience than technical factors.
Conclusion In conclusion, the study confirmed that emotional user experience factors must be considered alongside functional factors in digital services. It also proposed a user experience direction that incorporates emotional considerations for future development. These findings suggest that digital services can contribute to improving the quality of life for senior users and alleviating social isolation.
keyword : 시니어, 디지털 서비스, 감성 중심 사용자 경험, Senior, Digital Service, Emotional User Experience
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ㆍA Study on the Interaction Method between AR and Paper in Children's Augmented Reality Picture Book
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천융루 Yongru Chen , 이지혜 Ji-hye Lee
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JEWNR 86(0) 183-194, 2025
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Abstract
Background Augmented Reality (AR) picture books combine the tactile benefits of traditional books with the interactivity of digital media, offering a new reading experience. However, they often fail to sustain readers' interest and are short-lived. This study aims to create a framework for analyzing interactions between paper and AR media to support lasting engagement.
Methods A literature review was conducted to define AR picture book concepts and their differences from printed and digital books. A framework was then developed based on prior studies and applied to analyze current AR picture book examples.
Result This study developed a framework to analyze user interactions in AR picture books. The framework categorizes interactions into: 1) paper-based interactions, such as page-turning and tactile control; 2) augmented content-based interactions, such as language, touch, and motion gestures; and 3) interaction outcomes, such as changes in graphics, story progression, sound, and tactile expressions. Using this framework, examples were analyzed, and interaction types were classified as storytelling support, exploratory play, and active learning.
Conclusion This study provides significance by systematically analyzing the often-overlooked physical interactions of readers in AR picture books, distinguishing between paper-based and augmented content-based interactions. It is expected to contribute as foundational research for enhancing interactivity and guiding the development of AR picture books that sustain readers' engagement and interest.
keyword : 증강현실 그림책, 상호작용, 종이 그림책, Augmented Reality Picture Book, Interaction, Paper Picture Books
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ㆍThe Impact of AI Chatbot Persona Types on User Experience - Focusing on the Moderating Effect of Percieved Attractiveness -
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이해인 Haein Lee , 윤재영 Jae Young Yun
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JEWNR 86(0) 195-208, 2025
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Abstract
Background AI chatbots are becoming more human-like as personalized user experiences advance. This increases potential risks. This study defines persona as an AI chatbot’s personality. The study explores how different persona types affect user experience and associated risks.
Methods This study employed a combination of literature review, case studies, and empirical research. AI chatbot personas were classified into Celebrity AI, Fictional Character AI, and Virtual Character AI. ANOVA analyzed user experience differences and the moderating effect of perceived attractiveness.
Result User experience varied significantly across persona types. Celebrity AI showed the strongest influence, followed by Fictional Character AI and Virtual Character AI. Perceived attractiveness enhanced user perceptions and behaviors, with greater effects observed at higher attractiveness levels.
Conclusion Assigning personas to AI chatbots affects user experience and introduces varying risks. Ethical design is essential in reducing negative impacts and protecting users from human-like AI chatbots.
keyword : AI 챗봇, 페르소나, 사용자 경험, AI Chatbot, Persona, User Experience
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ㆍDevelopment of textile patterns design and new hanbok-style design of children’s clothing using the formative characteristics from“Ye”character in Jeju-Hyojemunjado - Using the CLO 3D program -
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Mi-hwa An
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JEWNR 86(0) 209-226, 2025
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Abstract
Background This study is to develop textile pattern designs using the “Ye” character with instructive meaning of courtesy and morality among the Jeju-Hyojemunjado characters, and to develop a new hanbok-style children’s clothing design using the textile patterns.
Methods Based on the literature review and previous studies, the research method involves the theoretical approach of Jeju-Hyojemunjado, the notion of new hanbok, and the formal aspects of children’s new hanbok designs. Based on this, three items with “Ye” character paintings suitable to the research were derived with the identified formative characteristic, and motifs were derived and stylized to form one repeat pattern. A total of 18 pieces of textile pattern designs were developed by applying Proctor’s set layout method to one repeat. The new hanbok-style children’s clothing developed as such underwent three sessions of preference surveys and in-depth interviews with a children’s wear expert. Based on the result, five preferred textile patterns and eight prototype new hanbok-style one-piece dress designs were created.
Result The combined results are mapped into a 2D design that underwent the final preference survey, drawing five new hanbok-style one-piece dresses. The result is then applied to a 3D virtual fashion design program for production and presentation.
Conclusion In conclusion, by creating unique and modern textile patterns based on the didactic meaning and formative characteristics of the “Ye” and presenting new hanbok-style one-piece designs in a 3D simulation, the study presents an opportunity for children to practice polite manners and wear hanbok in their daily lives while redefining the value, uniqueness, and modern application of Jeju-Hyojemunjado as a traditional cultural archetype.
keyword : Jeju-Hyojemunjado, Textile pattern design, New hanbok-style children’s clothing
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ㆍA Study on the PBL-Based Design Process for Design Majors
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강채우 Kang Chaewoo , 김덕남 Kim Dueknam
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JEWNR 86(0) 227-238, 2025
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Abstract
Background In design education, classroom instruction often remains abstract due to the limitations of time and space, both in terms of content and process of ideas. Additionally, there is a concern that the one-way teaching approach centered on an instructor may lack diversity in learners. Therefore, this researcher aims to reconstruct the design process with the problem-based learning (PBL) concept in line with the educational environment, and to develop a PBL-based design process to implement creativity and diversity for solving real-world problems.
Method The study is conducted in two phases: Phase 1 and Phase 2. Phase 1 involves developing a design process based on the PBL concept. The developed process is tested with design majors, by using experience and questionnaire survey. After the survey results are analyzed, the process is refined. Phase 2 involves verifying the design process developed in Phase 1. SPSS is used as the analysis tool. The study hypotheses are verified through correlation analysis, paired sample t-tests, and multiple regression analysis, and then the final PBL-based design process is proposed.
Results This PBL-based design process consists of six stages: Stage 1 Problem Identification, Stage 2 Process Establishment, Stage 3 Research, Stage 4 Idea Development, Stage 5 Visualization and Drawing, and Stage 6: Design Proposal and Presentation. In these stages, the process emphasizes a field-centered, learner-centered, discussion-centered, and question-centered approach to ensure that the PBL concept is actively applied.
Conclusion This study may face unexpected challenges due to differences in learners' levels and their surrounding environments in design education. However, this study is expected to serve as a foundation for continued studies on PBL-based design processes in the future.
keyword : 디자인 교육, 디자인 프로세스, PBL, Design education, Design process
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ㆍApplication of Biophilic Color Palettes in Digital Interfaces - Focused on Websites -
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양선옥 Sun Ok Yang , 이유나 Yu-na Lee , 윤갑근 Gab-geun Yoon
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JEWNR 86(0) 239-248, 2025
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Abstract
Background The rapid digitization and urbanization have led to a disconnection between humans and nature, resulting in increased psychological stress. Biophilic design integrates natural elements into design to provide psychological stability and healing effects. This study aims to implement this approach in digital interfaces to foster a sense of connection with nature.
Methods A total of 57 colors from the existing biophilic color palette, restructured based on the Korean Standard Color System (KSCP), were applied to digital environments, specifically on the subpages of websites. The application methods of the design were reviewed through expert consultation.
Result The biophilic color palette has been found to provide psychological stability and immersion in digital environments as well. The restructured palette demonstrated systematic organization and practicality, enabling effective application in digital interfaces.
Conclusion Biophilic colors are effective in inducing psychological stability in digital environments, and their application needs to be expanded across various platforms. Future research should focus on evaluating user preferences and emotional effects, as well as developing field-oriented color manuals.
keyword : 바이오필릭 디자인, 색채 팔레트, 디지털 인터페이스, Biophilic Design, Color Palette, Digital Interface
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