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The Study of relationship between Korean `s design characters and the space-Mainly about Traditional alcohol label-
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이하림 Lee Ha-lim |
JEWNR 31(0) 119-128, 2011 |
ABSTRACT
Typography also has power to spread out continuously by printing or mirror the times. Therefore, promoting a modern sensibility and customer satisfaction should be evenly active infunction always. Identity which could be stamped on people`s memory is determined and content character and package level is revealed by `space expression. Likewise has many different types and calligraphy which has diverse type to express and apply with is mainly changed by applied forms and the space`s role. Thus, it is true that the study about the independent and strongly inner-direction factor is less than it should be. The first purpose of this study is finding out what is relationship between design factors from Korean calligraphy`s formativeness and the space.
Secondly, the purpose is finding out how the esthetic, formative factor which is born from the Korean alligraphy` formativeness could change a market Thirdly, the purpose is presenting the possibility that could create new added value traditional label-design brand. In this circumstance, label-design` character show the possibility that calligraphy and the space formative factor in could be the bridge to globalization and brand The range of this study covered each enterprise`s case produced till 2010 among the domestic traditional alcohol label design and Korean calligraphy. The methods were mainly lite rature search, precedent studies, national international label-design case through comparative analysis
The character by region and design formative factors was reviewed to maximize Korean letter`s beauty; relationship between calligraphy and the space in the Korean traditional alcohol label-design.
Through this analysis, design matters could impact in large portion of Korean traditional alcohol industry.
I would like to share the issues and to suggest an improvement and study expected effect by optimized calligraphy and space in the traditional drinks.
keyword : 여백, 전통주, 캘리그라피, Marin(White Space), Traditional Wine, Calligraphy
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A Study on Characteristics of Visual Search Design based on Infotainment
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권효정 Kwon Hyo Jeong , 이화세 Lee Hwa Sei |
JEWNR 31(0) 129-140, 2011 |
ABSTRACT
Recently, tendency in web information visualization is changing toward `infotainment` characteristic combined not only with cognitive aspects related to visual attention and immersion of humans, but also with elements of amusement. This is different from functional models of the past focusing on consistency. The majority of studies in web design has been conducted only about specific interfaces, mostly relying on the conventional HCI theory, with little attention to systematic definition of information visualization in a way to reflect characteristics of diversified user environments. Therefore, this study attempted to explore into web information design, focusing on visual search design representing visualization tendency in Web 2.0 and considering the cognitive characteristics and sensibility of users. First, a general overview of theories was offered regarding representational forms of data visualization and infotainment. Second, major concepts and structural characteristics of infotainment based visual search design were presented. Third, criteria for defining visual search design in the Web 2.0 environment were put forth. Fourth, key examples on extension of visual search contents were presented according to the criteria, followed by discussion on the characteristics of visualization and the related topics of interface.
This study sheds renewed light on the importance and role of design aspects of web information visualization which have been only sparingly addressed. Thus it is expected that the results of this study will serve as important basic data for future design models of information visualization in more progressed web environments.
keyword : 비주얼서치 디자인, 인포테인먼트, 정보시각화, Visual Search Design, Infotainment, Information Visualization
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Examples and Characteristics of Charles Rennie Mackintosh`s Chair Design
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김진우 Kim Jinwoo |
JEWNR 31(0) 141-152, 2011 |
ABSTRACT
The purpose of this study is to summarize and analyze the chair designs created by Charles Rennie Mackintosh (1868~1928). Today many are revisiting the blurring boundaries between the role of the architect, designer and artist. As a result, it will be meaningful to analyze the work of Mackintosh who pursued all of these disciplines throughout his life. In particular, Mackintosh`s chair designs have not been examined as much as his architectural works have been critiqued, and in addition other architects furniture design has been analyzed much more.
This study has chosen 27 chairs out of 400 furniture pieces and has classified them into 4 periods in accordance with the classifications noted in the book “Charles Rennie Mackintosh” by Alan Crawford.
The characteristics of Mackintosh chairs include: 1) Form: appropriately harmonized geometrical form and organic elements. 2) Structure: not strong enough and had problems in mass production because of long and complicated patterned back design. However, current manufacturing technology has overcome these problems. 3) Function: chairs were performing multiple functions as room dividers, partitions, and even sculptures. He created the furniture not only to sit on, but also as a symbolic, and/or useful element.
In addition to his success as an architect, he wanted to be recognized as an artist. While others were mass producing plain, functional furniture, Mackintosh realized the furniture could have form, structure, function and be a piece of art.
keyword : 찰스 레니 맥킨토시, 의자디자인, 특성, Charles Rennie Mackintosh, Chair Design, Characteristics
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Process framework extraction of sustainable design process - Focused on sustainable management principles of Triple Bottom Line -
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김이석 Kim Anthony Ie-sok |
JEWNR 31(0) 153-162, 2011 |
ABSTRACT
Today, the concept of sustainability is interpreted widely, from the creation of socio-cultural values to economic values. Such thoughts originates in an effort to balance the quality life and social responsibility versus the destruction of the environment from industrial processes to meet economic needs. Under this sustainable concept, design paradigm is shifting by uniting under sustainable design activities that span through economics, social, and environmental interests. Naturally, such changes require new approaches to practical application methods and design guidelines. Based on this need, this paper aims to suggest a design process framework based on Triple Bottom Line principle and the five Rs of sustainable design. This study`s intention is to provide a structure of thought for modern designers facing a changing paradigm rooted in sustainable context. Triple bottom line principles are utilized in order to investigate current phenomenon and problem solving through ideation. Realization of design are based on three of the five Rs of sustainable design concept.
As a study of the application process, the paper will cover a bicycle storage design from waste furniture and wood. Through the example the paper intends provide argument supporting the proposed sustainable design guideline.
keyword : 지속가능디자인, 지속가능디자인 프로세스、Triple Bottom Line, 자전거 보관대 디자인 사례 분석, Sustainable design, Sustainable design process, Triple Bottom Line, Bicycle Storage Design case study
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A City-Wide Mobile Game "City Pac-Man" and Chances of Location-based Games
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정의태 Jung Eui-tay |
JEWNR 31(0) 163-172, 2011 |
ABSTRACT
A japanese game company "Namco" developed "Pac-Man" in 1980 and the game scored a great success worldwide. Simple game graphics, cute characters and easy user interfaces could gather even girls in game arcades. The developer Namco(now Namco-Bandai Games Inc.) can remain one of the powerful game developer and entertainment company in the world till now. Recently, Pac-Man is redesigned and redeveloped in some research centers and universities. For example, a street game, "Pac-Manhattan" was developed in New York, USA and Human Pac-Man was developed in Singapore. In this study, the Pac-Man from Japan will be analyzed and also two new "Pac-Man"s (Pac-Manhattan, Human Pac-Man) will be introduced and analyzed. Finally, a city-wide location-based game, "City Pac-Man" will be suggested.
keyword : 팩맨, 도시형 게임, 위치기반 게임, Pac-Man, City-Wide Game, Location-based Game
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The Influences of Organizational Structures on the Creative of Designers
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김정훈 Kim Jung-hoon |
JEWNR 31(0) 173-182, 2011 |
ABSTRACT
In recent years, the importance of creativity in building up corporate competitiveness has been well recognized by most corporate executives and managers. Although many studies suggest that the organizational structure could harness or boost up creativity among designers, no particular study thus far has delved into the impacts of organizational structure on the designers` creativity. The purpose of the present study was to empirically test the effects of corporate hierarchical structure on the designers` creativity. A survey was conducted with internal corporate designers to measure their creativity and structural environments. As a result, it was found that out of three dimensions of organizational structure, formalization and specialization have positive correlations with designers` creativity, while centralization showed negative, but statistically not significant relationship with designers` creativity. These results are not in line with what has been found in creativity studies conducted with general employees, suggesting that designers have different behavioral patterns. Further implications of the study were discussed.
keyword : 조직구조, 디자이너, 창의성, Organizational structure, Designer, Creativity
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A Study on Design System of Street-name Traffic Signs
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김상욱 Kim Sang Uck |
JEWNR 31(0) 183-192, 2011 |
ABSTRACT
City-space is comprised of many kinds of public information. City environment is also comprised of integrated infra-structure being emphasized by functional aspect of public transportation information. Drivers are following the specific public information to get to the his own destination. Therefore, transport information is supposed to give drivers proper information and enhance functionality of the urban-infrastructure. This hyper-thesis would encompass the ultimate goals of overall traffic signs. To expertise the ultimate of the street-name information system should harmonize functionality between urban-environment and design system of traffic signs. MOPAS(MINISTRY OF Public Administration and Security) has changed the space-name information system to street-name information system to reduce the redundant information and maintenance budget. They are pushing forward to finalize the administrative policy and expecting to enforce the law in nationwide from 01. 01. 2012. On the other hand, MLTM(Ministry of Land, Transport and Maritime affairs) has been introducing `street-name information system` and systemizing the design structure. This study has been focused on design system development process and included basic design system encompassing overall information structure.
keyword : 도로명 안내체계, 도로표지판, 공공정보, Street-name information system, Traffic signage, Public information
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Study on Wayfinding Behavior of Public Building Users
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김신혜 Kim Shinhye , 김호월 Kim Howol |
JEWNR 31(0) 193-202, 2011 |
ABSTRACT
The importance of the research on the wayfinding behavior for the users` efficient locomotion in the complex large public buildings is getting emphasized. In this research, we performed in-depth interviews with users in order to grasp the psychological reaction which users` display through the wayfinding process in the public building spaces. We made our special attention on users` behavior and psychological reaction in the case of wayfinding failure situation and checked on the users` reaction toward the building space itself. As a result, not only negative psychological reaction, but also the direct behavioral reaction such as the refusal of purchase, avoidance of revisit were observed. Also, the assessment and reaction on sign, one of the important elements in wayfinding, of users were researched as well as the common problems the users` feel. We concluded that wayfinding system design from the users` perspectives, grasp of users` route in the building, harmony within the environment, establishment of logic tree and consistency of information of sign system, adaptability and flexibility of information about the building space, and positive participation of the actual users in the building during the wayfinding design process are required.
keyword : 사인, 길찾기, 공공시설, sign, wayfinding, public building
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On the Evolution of Technical Base in Media Art Making - Focus on the Physical Interface of the SoniColumn
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목진요 Mok Jin-yo |
JEWNR 31(0) 203-214, 2011 |
ABSTRACT
Media art that has more splendid, sensational, and spectacle form in comparison to the current contemporary art form seeks for more direct interaction between the art piece and the audience. The direct interaction is one of the key differnces and distinctions of media art. Realizing this interaction is followed by careful researches and undergoing trial and error. In media art technology base should not only considered as a tool of realizing idea, but is more as a common ground where art and technology is converged in one. New esthetics is also required after this new form of art. This thesis is a case study of my work SoniColumn which has been featured in a lot of international museums and galleries including Bitforms Gallery, WIRED NextFest New York, Chelsea Museum New York, Gwangju Design Bienalle, Taipei Museum of Contemporary Art, Direct Digital Festival Italy, LEXUS Hybrid Art Moscow, and Incheon Digital Art Festival. The SoniColumn has shown three stage of evolution and through these evolutions emphasize the importance of technology development including the physical hardware planning, elavorate electronic system design, and the logical computer programming.
keyword : 미디어아트, 인터랙션, 테크놀로지, Media art, Interaction, Technology
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A study on formative relationship of Pop Art expressed in modern illustration - Focus on color and an image, expression techniques -
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정소현 So Hyun Jung , 장미경 Mi Kyung Jang |
JEWNR 31(0) 215-224, 2011 |
ABSTRACT
Modern society is changed every day and the speed is either. Also, the boundries between other areas are collapsing in each area and culture. and mutual collaboration is getting busy.
Most of all, the elucidative illustration is gradually extending to various field irrespective of the present age`s painting and designs areas. It also can be funny and it has satirical function which can criticize the age.
Such characters can be found in Pop Art - Modern art trend. By joining Pop Art which lexically has popular meaning to illustration, the question of this thesis is set up on the assumption illustration can widen the choice of more various and plentiful Representation Techniques and Images.
The spirit of Pop Art comes more concretely and substantially based diverse expressivities and skills of today. Through these process of development, it can be analyzed by correlation between modern illustration and pop art.
Then the direction of modern illustration can be showed, And by applying illustration to many areas, new idea and expended view can be understood which are able to develop them more interacting.
keyword : 팝 아트, 색채, 이미지, 일러스트레이션, Pop Art, Illustration, Color, Image
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