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A Case Study of Rudolph Arnheim’s Law of Grouping in Pattern Design -Focusing on the pattern design of 7 luxury brands-
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윤대진 Daejin Youn |
JEWNR 75(0) 127-136, 2022 |
ABSTRACT
Background The purpose of this study is to analyze the manufacturing principle of pattern design through theoretical principles by applying Rudolph Arnheim's law of grouping to actual design among the visual perception theories underlying communication design.
Methods The research method of this study is as follows. First, it is intended to examine pattern design and Rudolf Arnheim's theory of visual perception through previous studies and related literature. Second, it is intended to create a framework for analysis using the similarities of size, shape, brightness and color, location, and spatial orientation among the formative classification of pattern design and Arnheim's law of grouping. Third, by applying the pattern designs of seven famous fashion brands selected for case analysis to the framework analysis, we analyzed the available range and the frequency of the theory.
Result As a result of applying Arnheim's law of grouping, though there is a difference in distribution, Arnheim's law of grouping appeared in all 7 types of pattern designs. In particular, ‘similarity in form’ was the most prominent compared to the other items with a total of 6 cases. Although there are some differences in the patterns of each brand, ‘similarity of form’ is present in all, suggesting that grouping according to ‘similarity of form’ is used very heavily in pattern design production. Meanwhile, similarity of size, similarity of brightness and color, similarity of location, and similarity of spatial orientation were evenly distributed according to the characteristics of the space and shape of the brand.
Conclusion Through this study, it was proved that among the production principles of modern pattern design, the law of grouping, which is based on the clustering of shapes, is an important principle that constitutes pattern design. In addition, it was verified that the qualitative simplicity of pattern design appearing in quantitative complexity is being developed through Arnheim's law of grouping based on similarity.
keyword : 그루핑, 패턴디자인, 루돌프 아른하임, Grouping, Pattern Design, Rudolf Arnheim
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A Study on User Experience and Types of UGC Production and Consumption in Metaverse Environment
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신다지 Daji Shin , 윤재영 Jae Young Yun |
JEWNR 75(0) 137-150, 2022 |
ABSTRACT
Background Since the COVID-19 pandemic, game-based Metaverse platforms are growing rapidly as a venue for various social activities. This study proposes the concepts and theories of the context of overall user experience and user types of game-based Metaverse related to user-generated content (UGC) as the core experience of game-based Metaverse.
Methods This study selected representative game-based Metaverse platforms : Animal Crossing, Roblox, Minecraft, and Fortnite as the research subjects. In-depth interviews were conducted on 16 MZ generation subjects, the main users of the targeted platforms. The data collected with open coding, axial coding, and selective coding, which are the analytical procedures of grounded theory established by Strauss and Corbin (1990), were used to analyze the data.
Result Based on the grounded theory open coding process, 40 concepts and 13 categories were deduced, and then used to derive a paradigm model about the game-based Metaverse user experiences in the axial coding stage. Through the hypothetic standardization, the user types in game-based Metaverse were determined as the ‘display type,’‘relational type,’ ‘operator type,’‘developer type’, ‘architect type,’ and ‘dreamer type.’ Also, characteristics of each type was suggested.
Conclusion The core user experience in forming and building Metaverse is the circulation of production and consumption of user-generated content. Six user types of game-based Metaverse were proposed depending on the motivation, purpose, and factors of interest to experience the platform. In subsequent research and platform development, the user types and characteristics proposed in this study can be used as reference materials.
keyword : 메타버스, 사용자 경험 디자인, UGC, Metaverse, User Experience Design
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The Relationship among Self-Expression Value, Fashion Retail Art Marketing Attitude, and Word-of-Mouth Intention of the MZ Generation
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허윤 Yoon Huh , 황진숙 Jin-sook Hwang |
JEWNR 75(0) 151-166, 2022 |
ABSTRACT
Background As the MZ generation emerges as a major player in the consumer market and the art marketing of fashion retail expands, this study tries to categorize the types of art marketing in recent fashion retail and to investigate the effect of the value of self-expression, an important characteristic of the MZ generation, on art marketing attitude. In addition, the study intends to investigate the relationship between attitudes by type of art marketing and word-of-mouth intention, and to investigate the moderating effect of cultural and artistic approach on art marketing attitudes by the type of the value of self-expression.
Methods We surveyed MZ generation men and women living in Seoul and the metropolitan area who are aware of art marketing in fashion retail. 268 people participated in the study, and SPSS 25.0 and AMOS 25.0 were used for the analysis.
Results First, the effect of the value of self-expression of the MZ generation on the art marketing attitude of fashion retail shows that the value of self-expression of the MZ generation had a significant influence on all types of art marketing attitudes such as ‘Art sponsorship’, ‘Art space’, ‘Art exhibition’ and ‘Art sales’. Second, art marketing attitude had a significant effect on word-of-mouth intention. In particular, the attitude of ‘Art sales’ had the greatest influence on word-of-mouth intention. Third, as a result of examining the moderating effect of cultural and artistic accessibility had a significant moderating effect on self-expression value and attitude toward art exhibition.
Conclusions This study intends to provide practical implications and basic data for research on art marketing in fashion retail.
keyword : 패션리테일, 아트마케팅, 자기표현가치, Fashion retail, Art marketing, Self-expression value
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Zumba wear Design based on the Product Analysis -Focusing on the brand of ‘Zumba® wear’
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나현신 Hyunshin Na |
JEWNR 75(0) 167-176, 2022 |
ABSTRACT
Background Wearing appropriate costumes during exercise maximizes the effectiveness of exercise as well as completing self-expression. Zumba is an excellent exercise for promoting psychological pleasure and physical health. Despite Zumba's rapid growth and spread, the zumba wear market is extremely limited. So, the purpose of this study is to provide design guidelines for the development of zumba wear products in niche markets.
Methods Based on the literature review, a theoretical review of Zumba and fitness wear were conducted, and the design characteristics of zumba wear were examined based on the product analysis. At this time, the scope of analysis was limited to tops, which are the main items that convey Zumba's aesthetic value, and the analysis method was conducted based on the components of the design. Based on the analyzed design characteristics, the aesthetic characteristics inherent in zumba wear were derived.
Result The design characteristics of Zumba wear are composed of loose silhouettes, variation of back bodice and the bold exposure of body, fluorescent warm color including red color series, combination of achromatic color and fluorescent graphics, functional-enhanced fabric, and graphic patterns. In addition, zumba wear includes aesthetic functionality that combines not only the functional elements as sportswear but also the aesthetic elements of costumes, cultural compromise that stands out as an element of multinational cultural fusion based on Latin culture, and visual playfulness that completes fun and positivity.
Conclusion zumba wear is an outfit that reflects Zumba's functional, aesthetic, and mental values, confirming that it is a potential market that can develop into a differentiated fashion area as well as a function of exercise performance.
keyword : 줌바, 줌바 피트니스, 줌바웨어, Zumba, Zumba fitness, zumba wear
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The Roles of Fashion Designers and Fashion Innovators in the Hyper-Connected Society - Focusing on Instagram Fashion Influencer -
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이윤경 Yoon-kyung Lee |
JEWNR 75(0) 177-188, 2022 |
ABSTRACT
Background In the 20th century, modernist designers as fashion innovators have long been at the forefront of social needs. However, with the advent of fashion influencers, prosumers, and artificial intelligence designers who appeared in the fashion world through the digital revolution of the 21st century, designers who have maintained their unique position as fashion innovators must change their existing roles through digital media. Therefore, in this study, the role of the fashion influencer as a representative fashion innovator in the hyper-connected era was reviewed by reflecting these changes of the times.
Methods In order to find out how fashion innovators lead fashion in the changing times, 14 domestic, international, and virtual fashion influencers with over 100,000 active followers on Instagram were selected. We analyzed 700 images among images uploaded from October 2021 to February 2022.
Result As a result of image analysis, it was possible to derive the characteristics of sharing in daily life, expressing expertise, physical appeal, and sharing taste through hobbies and special skills. Through this, this study could predict that the scope of new fashion innovators is becoming more diversified and universal with the advent of the every body design era in the hyper-connected society.
Conclusion In a hyper-connected society, the ability of fashion innovators to form a community with followers who want to share their tastes and to actively communicate with various creators, is important as the main competency of fashion innovators.
keyword : 패션혁신자, 초연결사회, 패션 인플루언서, Fashion innovator, Hyper-connected society, Fashion influencer
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Environmental BX Analysis of District Parks - Focused on Gwangju Metropolitan -
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박현진 Hyeonjin Park , 윤재성 Jaesung Yun |
JEWNR 75(0) 189-200, 2022 |
ABSTRACT
Background Disorganized public design influences citizens to experience a negative "experience", which lowers the brand value of cities and districts. In this study, we analyze public designs in districts park such as public and convenient facilities, which are not designed separately but are designed together from an "experiential" perspective.
Methods The public design range was set based on the Gwangju Metropolitan City Public Design Ordinance. After setting up five representative district parks in Gwangju Metropolitan City, we investigated the current state of public design elements. A questionnaire was developed from the data and distributed to the citizens of Gwangju Metropolitan City.
Result Using descriptive statistics, we grasped the management issues of the urban infrastructure, public buildings, and street furniture design in the five district parks. We suggested to develop public design elements for citizen convenience. Using analysis of variance (ANOVA), we identified and compared the district parks with high and low evaluations.
Conclusion From a practical perspective, it is possible to identify and improve the issues of the public designs of parks. From a theoretical perspective, we provide methods of presenting evidence by analyzing the public design elements of districts parks in Gwangju Metropolitan City.
keyword : 자치구 브랜드, 근린공원 공공디자인, BX디자인, District Brand, Public Design in the Park, BX Design
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A Study on User-Centered Street Furniture Design in Jeon-ju City - Focusing on Analysis of Bus Shelter Design Preference of Users in their 20s -
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서홍석 Hong-seok Seo |
JEWNR 75(0) 201-212, 2022 |
ABSTRACT
Background As an element of the urban landscape, street furniture is an important design target that influences not only the image of the city but also the quality of life and welfare of citizens. Bus shelters are public facilities with many users, and as elements that are repeated in a street environment, they have a great influence on the formation of city image and user satisfaction. Therefore, this study aims to provide basic data for designing bus shelters in areas with high frequency of use by young people by analyzing user perceptions and preferences of users in 20s for street furniture in Jeonju. It is intended to contribute to the enhancement of the urban design image of Jeonju and the improvement of satisfaction.
Methods A field survey on bus shelters in Jeonju and a survey were conducted targeting university students in their 20s in Jeonju. First, the usage status and behavior of bus shelters, and user perception are analyzed. Second, the satisfaction of bus shelter supplementary facilities is analyzed. Third, the preference image and preference factors for bus shelters are analyzed. Fourth, the direction of improvement of Jeonju bus shelter design is suggested.
Results Young people in their 20s in Jeonju have an unsatisfactory perception of public facilities in Jeonju. In particular, since ‘uniqueness’ and ‘sense of space’ are negatively evaluated, it is necessary to realize a cozy and smart cultural sense of space along with a unique booth design that can show the characteristics of each region in Jeonju. The preferred image for Jeonju bus shelter was that they wanted a simple, unique, cozy, smart, and cultural image, and they did not want a heavy, artificial, profound and formal image. Also, there were differences in the perception and preference image of bus shelters according to gender and age group. Therefore, when designing a bus shelter in an area where there are many young people, it is necessary to take a design approach that reflects the perception and preference of users in 20s.
Conclusion When designing a bus shelter in an area with high frequency of use by young people, women, senior citizens, middle and high school students, etc., it is possible to increase design satisfaction by taking an approach that reflects the characteristics and preferences of major users.
keyword : 스트리트퍼니처, 버스쉘터, 사용자선호, Street Furniture, Bus Shelter, User Preference
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Factors affecting a sense of reality of virtual objects in augmented reality contents
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홍효림 Hyo-rim Hong , 최정민 Jung-min Choi |
JEWNR 75(0) 213-224, 2022 |
ABSTRACT
Background Augmented reality (AR) is attracting attention as a key content in the era of the 4th industrial revolution. A high sense of reality is known to provide positive experiences to users of AR contents, but there is a lack of investigation for methods to increase the sense of reality. This study aims to propose a method to effectively increase the sense of reality of AR contents.
Methods First of all, previous studies are investigated to understand the characteristics of the user experience and sense of reality of AR contents. In-depth interviews are, then, conducted to derive factors that influence the sense of reality in AR contents. By synthesizing case analysis and interview results, methods for improving the sense of reality of AR contents are finally proposed.
Result Based on previous studies and interview results, three directions are suggested to improve the sense of reality of AR contents: (1) describing the appearance or behavior of a virtual object vividly by reflecting the physical phenomenon of the real world, (2) designing the user-virtual object interaction similar to the real object interaction, and (3) reflecting the diversity of the context of use in the description or interaction method of virtual objects.
Conclusion The sense of reality in AR contents is important in that it has a positive effect on the user experience. The results of this study are expected to be used as practical guides for AR contents designers to effectively utilize a sense of reality to improve user experience. In future study, the applicability of the methods proposed in this study will be confirmed through actual AR contents case development.
keyword : 증강현실 콘텐츠, 사용자 경험, 실재감, AR Contents, User Experience, Sense of Reality
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Transforming Online To Offline Brand Experience - Development of Pop-up Store Design for an Online Service Platform -
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Ji-won Suh , Jea-yeon Park , Nayeon Kim |
JEWNR 75(0) 225-236, 2022 |
ABSTRACT
Background The COVID-19 pandemic has hastened the digital transformation of the retail industry, and with the proliferation of mobile phones, online service platforms have emerged. This preliminary study aims to examine how online service platforms can leverage their brand identity and experience to extend beyond their online presence. The paper analyzes a case study, develops a conceptual design of a pop-up store for an online service platform. It evaluates brand awareness, brand experience, and brand loyalty via a virtual pop-up store tour and examines individual differences based on gender, age, and mobile app experience. The findings of this paper can help determine whether the pop-up store improves brand awareness, brand experience, and brand loyalty for the online platform.
Methods A case study and surveys were used in the research. To conduct the survey, an online service platform case study of an e-book subscription service platform, ‘Millie,' was investigated and used to create a virtual prototype that simulated an offline brand experience (i.e., a pop-up store). Surveys of target consumers for an online service platform were conducted to collect descriptive statistical data. A paired t-test was employed to assess how individuals perceived brand awareness, brand experience, and brand loyalty by comparing pre-and post-perceptions via a virtual store tour.
Result The statistical analysis of brand awareness, brand experience, and brand loyalty revealed that participants' perceptions of ‘Millie’ improved after experiencing the pop-up store. The most influential factor was the brand experience, with sensory and behavioral factor-related questions demonstrating the greatest improvement of the four brand exploration factors. Individual differences in respondents were reflected in the findings, with females and those in their 20s receiving the greatest effect on all three components of the assessments, while males, and those in their 30s, received the smallest effects.
Conclusion This study demonstrates that online platform services can benefit from offline pop-up stores in terms of brand identity and experience presentation. Offline pop-up stores can help increase brand awareness, experience, and loyalty if an online platform service accurately represents their brand identity and provides a unique experience through offline pop-up stores. The findings of this study are expected to benefit online service platforms by enabling them to connect online and offline channels through a unified brand experience.
keyword : Online Service Platform, Brand Experience, Pop-up Store Design
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