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Effect of fashion brand`s collaboration on customers
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이승희 Lee Seung Hee , 박정례 Park Jungley |
JEWNR 30(0) 233-243, 2011 |
ABSTRACT
Fashion images are considered more important in self-expressive clothing than function-based or low price clothing. Due to rapid changes in fashion trends and consumers` daily access to interactions that stimulate their emotions, modern fashion is becoming ever more complicated. Nowadays, fashion marketings tend to focus on pleasure of consumption with insight into human psychology and emotions. By visualizing consumers` emotions and tastes into colors, forms, and materials, the ultimate goal of the fashion industry is to generate sales. For example, in 1980s, more and more designers started to actively engage in collaborating art with fashion.
Although there had been previous attempts to combine fashion with art, most of them were far from genuine collaboration. However, Marc Jacobs-a designer from New York-was the first person to set a new direction for it. It was the 1990s when fashion designers began to value additional utilities such as beauty, emotion, and uniqueness. Apart from simply trying to promote brand awareness, clothing is designed to provide emotional experiences through brands. Currently, domestic designers are creating various mixes of art and fashion. Thanks to their efforts, clothing is no longer perceived as commercial products. It is rather recognized as products with fashion images representing all kinds of uniqueness and emotions. In recent years, one of the most successful brands in collaboration is Louis Vuitton.
This research aims at identifying consumer behaviors depending on collaboration types of clothing by examining the current situation and defining the relation between fashion and art. To this end, it analyzed consumer behaviors on shopping values, brand sensitivity, and purchase intention according to collaboration types. In this research, 3 factors have been extracted out of the 10 initial factors. Since consumer behaviors may differ in different age, income, and gender groups, follow-up research is needed. Research in this area must continue further in order to inspire the fashion industry to come up with more effective marketing strategies.
The purpose of this research on modern fashion is to encourage emotional marketings in the fashion business to gain more competitiveness as a high-value added industry.
keyword : 콜레보레이션(Collaboration.협업), 패션, 패션 산업, Collaboration, Fashion, Fashion Industry
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A Study on Key Success Factors of Design Education in Korean and Chinese University
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최우석 Choi Woo-seok |
JEWNR 30(0) 245-254, 2011 |
ABSTRACT
It has been the obligatorily required tasks for design educators to develop creative curriculum in design education among domestic universities as well as abroad. The contents in teaching design include theoretical and practical courses including fieldwork to train the learners to be more competitive and creative designers in rapidly changing informative society.
The importance of developing curriculum in design in new approaches stems from interrelationship between design and culture in the sense that the both reflect social trends. The core elements of design are corresponding to those of culture to achieve the informative society in terms of unity and merger.
Although many universities are eager to develop innovative curriculum through the variety of approaches, the researches show that there have been discrepancies in evaluating the achievement of design education.
The purpose of this research is to try to find core elements by statistic analysis in design curricula among universities between two countries, Korea and China as two countries are inter-related in economy, society, education, and culture.
The result of research analysis is going to be applied into design education to extract the specified models for both nation`s design education respectively.
keyword : 디자인교육혁신, 핵심성공요인, 창의성, Design Education Innovation, Key Success Factors, Creativity
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The Comparative Analysis of Shapes of 3D Apparel CAD Virtual Clothing and Actual Clothing
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이선경 Lee Sun-kyoung , 이소영 Lee So-young , 김효숙 Kim Hyo-sook , 강인애 Kang In-ae |
JEWNR 30(0) 255-264, 2011 |
ABSTRACT
The purpose of this study is to perform comparative analysis of differences between clothes simulated by 3D apparel CAD and actually-manufactured clothes to find out things to improve and complement in the 3D apparel CAD program. Cotton, polyester, wool were selected as comparative fabrics of the virtual one-piece dresses and actually-manufactured one-piece dresses.
The results were as follows:
1. In expression of the general silhouette, the difference between clothes manufactured by 3D apparel CAD and actually-manufactured clothes was more than 4.00 on the average, 3D apparel CAD was found to have no difficulty in expressing the general silhouette of actually-manufactured clothes.
2. Among those three virtual clothes, woolen clothes was most similarly expressed to actually-manufactured clothes. Since the difference between clothes manufactured by 3D apparel CAD and actually-manufactured clothes was on the average 3.86 for the front part and 3.75 for the back part, as compared with 3.53 for the side part with needlework seen, it is necessary to improve expression at parts of needlework.
3. It was found that the virtual clothes using the 3D program could not express the physical properties of fabric.
keyword : 3차원 가상의복, 아이디자이너, 3D의상캐드, 3D virtual clothing, i-Designer, 3D apparel cad
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Empirical study on the Effect of Interaction Attributes on User Experience
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김영미 Kim Youngmi , 류한영 Ryoo Han Young |
JEWNR 30(0) 265-274, 2011 |
ABSTRACT
Recently discussed the concept of user experience, as well as the academia and industry are dealt with significantly. People interact with digital media environment, gain experience, which allows users to interact and interact with changes in form and diverse environment, but is formed through the interaction of the user experience on the difficult to find.
The purpose of this study is to empirically demonstrate the relationships between interaction attributes and user experience in order to practically approach interaction design and user experience forecasts for digital medial interface user experience design.
First, he results of investigating the effects of interaction as perceived by users on the perspectives among the various user experience perspectives upon using digital media interface showed that two-way communication and control has a significant effect on manipulation, followed by effects on immediacy, aesthetic, and pleasure.
Second, the results of investigating the effect of perceived interaction on each user experience perspective showed that among two-way communication, responsiveness, and control within pleasure, anticipation, aesthetic, immediacy, and manipulation, control was shown to have the most significant effect. The fact that control, which allows user to select the time, conte nts and sequence of communication, has the most significant effect on user experience implies that the degree and scope of manipulation and control of users has a bigger effect on user emotions and attitudes compared to the degree of communication interaction or response time.
keyword : 사용자 경험 차원, 상호작용 속성, 실증연구, User Experience Dimension, Interactiion Attributes, Empirical Study
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Effectiveness of changes of University students` attitudes in the low birth rate problem through a Board game
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김효창 Kim Hyo Chang , 강남미 Kang Nammi , 정혜경 Chung Haekyung , 강훈구 Kang Hunku , 송용 Song Yong , 고장혁 Ko Janghyok |
JEWNR 30(0) 275-284, 2011 |
ABSTRACT
The purpose of this study is to analyze the university students` attitudes toward childbirth as well as the effectiveness of the board game which was devised for the participants to encourage the willingness of childbirth.
During the workshop held in December, 2010 we collected 177 questionnaires turned in by university students. They were classified into two groups, 37 participants to the board game and 140 non-participants.
The t-test was employed to compare the differences in their attitudes toward childbirth between these groups.
This study suggests that the determinants affecting low fertility and planning two or more children of each individual student have changed after playing the board game. As a result, the board game has the positive significant effect on planning to have many children. These findings point out that it is possible to raise the fertility rates for family having children and make planning on childbirth without the anxiety of pregnancy and child care by an interesting education program like a board game
keyword : 보드 게임, 저출산, 다자녀, Board game, Low Fertility, Childbirth
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Formative Characteristics of Eco-friendly Fashion Jewelry - With the Focus on Necklaces-
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배정후 Bae Jung Hoo , 이경희 Lee Kyoung-hee , 제기연 Je Gi-yeon |
JEWNR 30(0) 285-294, 2011 |
ABSTRACT
In contemporary fashion, jewelry takes so much importance that it sets the trend. They carry a sensible message that expresses esthetic desire and originality. In addition, more recently, with growing interest in health and in the environment, the jewelry industry is being transformed as more and more jewelry is made of eco-friendly or recycled materials. The purpose of this paper is to explore the design qualities as well as types of eco-friendly Necklace and to analyze their characteristic qualities. For data collection, 32 web sites* related to eco-friendly jewelry as found by looking up keywords such as eco jewelry, eco-friendly jewelry, eco ornaments, eco-friendly ornaments, eco accessory, and eco-friendly accessory, as well as related images on an internet search site were used as the source for 189 necklace photos, which were analyzed following collection. As for the analysis method, SPSS statistical analysis and content analysis were used. First, The characteristics of eco-friendly Necklace were Matinee, Y-line, chromatic composition, material composition, recycled plastic and wood and a variety of images. Second, The types of eco-friendly Necklace design were recycling, natural, folk, complex, multi-function. Among those types was most frequently observed eco-friendly necklace design, recycling and natural materials and inspired use of color combinations are the most important. Third, Formative Characteristics of eco-friendly Necklace were harmony, uniqueness, permanence, improvement, and reproducibility.
keyword : 친환경 주얼리, 조형적 특성, 네크리스, Eco-friendly Jewelry, Formative Characteristics, Necklace
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Proposal of Design Education Program for Creativity Enhancement Based on CPS Process-Character Animation using Clay-
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차용선 Cha Yong-sun , 박윤미 Park Yun-mi |
JEWNR 30(0) 292-299, 2011 |
ABSTRACT
This study tries to facilitate in seeking ways to utilize design education for creativity enhancement by proposing a program which can be adopted in actual classes based on the expectation that a design education based on CPS curriculum (character animation using clay) will bring positive outcome on creativity development.
As a result of implementation, the program proposed in the study has effect on increasing the level of students` interest in learning which lead to increased level of academic achievement. It also enhanced the students` sensitivity, fluency, flexibility, reorganizing ability, and constructing ability positively affecting the students` creativity enhancement. Thus, this study asserts that the proposed program has potential to be used as a design education method for creativity enhancement.
keyword : 창의적 문제해결과정, 클레이, 캐릭터애니메이션, Creative Problem Solving Process, Clay, Character animation
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Analysis of actual conditions on user`s body-holding behaviors and relationships with surrounding environmental elements in a pedestrian space
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이영창 Lee Youngchang |
JEWNR 30(0) 303-314, 2011 |
ABSTRACT
The goal of this paper is to find actual conditions on users` body-holding behaviors in a pedestrian space and which surrounding environmental elements affect psychological stability by those behaviors. We conducted field surveys on users` body-holding behaviors with statistical analysis, and then discovered that the users use and need usable body-holding objects for various situations and purposes. On relationship with surrounding environments, we also find that the users keep their psychological stability in a selected place by keeping their distance with the others and responding environmental conditions. In conclusion, natural, spatial and informative elements among surrounding environmental elements largely affect psychological stability.
keyword : 보행자 공간, 신체지지행위, 주변 환경구성요소, Pedestrian space, Body-holding behavior, Surrounding environmental elements
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A Study on the Comparison of Textile Design between Fashion Products and Home Interior Products of Prestigious Fashion Brands
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이은옥 Lee Eun-oak |
JEWNR 30(0) 315-325, 2011 |
ABSTRACT
This paper explores and compares the textile pattern design between Fashion products and Home interior products of famous fashion brands such as Armani & Armani Home, Versache & Versache Home, Etro & Etro Home. The color, motive type, motive layout, motive expression, and pattern drawing technique of two products are cross-sectionally examined and compared. The analyses show that these brands apply their unique textile design used in fashion products to the textile design of home interior products in order to show the consistent and unique characteristics of their brands. In particular, Etro & Etro Home follow consistently this trend. Their motive type, motive layout, motive expression, pattern type and texture in the fabric are examed and compared Results suggest the most brand extensions generally use similar to their main brands.
keyword : 패션브랜드, 확장브랜드, 텍스타일디자인, fashion brand, Interior home extension brand, textile design
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A Study of Children Design Education Development based on Design Process
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조성옥 Cho Seong-ock |
JEWNR 30(0) 327-336, 2011 |
ABSTRACT
This research was written for Children`s Design Education Program development that is applied to real life. For that, I grasp theoretical base of children`s design education and considered about design process and also developed suitable process for children. The way of studying, I apply same program to design majored student and children. Then, I evaluated the results. Children Design Education Program was applied by Chung-Chung Life-long education center children design class and presented by exhibition. This research`s eventual goal is suggest efficient education manner which can solve a problem efficiently and creative thinking to children by using design education which can increase creativity, thinking skill, and logic thinking skills.
keyword : 어린이 디자인 교육, 디자인 프로세스, 창의성, Children`s Design Education, Design Process, Creativity
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