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The Influence of Visual and Verbal Elements of Package Design on Consumption Value and Message Involvement : An Empirical Study of a High-Involvement Product.
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김경선 Kyung-sun Kim , 서구원 Koo-won Suh , 서송이 Song-yi Suh |
JEWNR 53(0) 251-260, 2016 |
ABSTRACT
Background Recently, competition among industries have increased and product differentiation have become a greater challenge. Package design is not only based on visual factors, appealing to consumers`emotions, but also based on verbal elements to increase consumer involvement and eventually induce consumers to purchase products. Thus, empirical research regarding visual and verbal elements of package design according to product involvement which affect consumer purchase decision is highly required.
Methods This paper empirically investigated the influence of visual and verbal elements of the package design of high-involvement products on consumption value and message involvement. An experimental research was conducted among 188 individuals including university students and results were obtained through regression analysis.
Result Results show that package design of high-involvement products have a significant influence on the design attitude through functional and epistemic values. On the other hand, it was discovered that there was no influence on the message involvement. Instead, functional value, epistemic value, message involvement all had an effect on product attitude. Furthermore, while design attitude and product attitude both have an effect on purchase intentions, product attitude was identified to have a greater effect between the two.
Conclusion This paper empirically investigates and explains verbal elements which increase functional value and message involvement, eventually influencing product attitude. Meanwhile visual factors have an effect on design attitude through epistemic value. The study provides empirical evidence of the consumer purchase process of package design, ultimately providing useful implications in terms of theoretical and practical aspects.
keyword : 포장 디자인, 고관여, 메시지 관여도, Package design, High-Involvement, Message Involvement
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A Study on the Mobile Game Graphic using Traditional Culture Contents
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홍창기 Hong Changkee |
JEWNR 53(0) 261-269, 2016 |
ABSTRACT
Background With creative economy and cultural enrichment as the conversation topic, culture tourism infrastructure and experimental contents are in the limelight. These days content type experience is developing fast through growth of IT, 3D, VR media. The government also promotes cultural contents industry as a growth industry for the next generation. Global culture advanced countries apply their cultural heritages to digital contents industry. This is because they build foundation of enjoying their traditional culture for their people and give cultural pride in the era of internationalization. With the spread of smart phones and vmobile games, < Clash of Clan; COC > which is developed by Finnish game company `Supercell` based on cultural contents of northern europe became a trend around the world. Japan and China become culture advanced countries in the world through encourage their cultural contents industry using their history, cultural assets and life style.
Methods Find out traditional cultural assets, features and materials for folk paintings, then apprehend about motif of objects which are apply to the mobile game graphics. Organize development elements which are characters, environments, UI design based on graphic classified table that are suggested by game developers and planners of three representative game companies - C company, N company, K company - of Korea. Through this process, study on mobile game graphic method using traditional cultural assets and techniques of folk paintings
Result This study proposed the design method for game production through extract applicable object to mobile game which on the basis of Korean traditional cultural assets.
Conclusion I hope game companies prefer mobile game graphics using traditional cultural elements based on game graphic design as a production item in a stage of game development which has proposed in this study. Furthermore, I wish increase in number of creative mobile game graphic developments based on traditional cultural assets.
keyword : 전통문화자원, 모바일 게임 그래픽, 민화 소재, Traditional cultural resources, Mobile game of graphics, Folk painting materials
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The Research of Emergency Relief Design Type and Case Study on Disaster area-Focusing on Emergency Relief of Recovery Step-
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최성경 Seong-kyung Choi , 문정민 Jung-min Mon |
JEWNR 53(0) 271-282, 2016 |
ABSTRACT
Background In the unexpected circumstance regarding to diversity, complexity, and enlargement of disaster, inappropriate response to the disaster and relief which does not consider social, cultural and environmental factors cause secondary damage to take place. The purpose of this research is for recovering community destructed by disaster, for checking out relief activities step by step, and for identifying types or definitions of relief-design which help field of design to develop efficient and creative idea of relief activities, which proposes necessity to assist relief-design of disaster area.
Methods Through bibliographic data and advance research, figure out what is relief activities and disaster respectively and define what is concept and type of relief-design based on the understanding, In addition, focused on recovery stage among a series of disaster management, analyze the examples of relief activities and instances of disaster, and then suggest necessities for relief-design which is needed in recovery stage. After that, propose current condition, necessity, and direction for relief-design through case study.
Result While relief activities for restoring damage of disaster go off variously depending on stage of disaster management and disaster condition, current relief activities are standardized without regard to cultural factors and circumstance of disaster. Hence, to overcome disaster condition through professional relief activities, support of various design fields is needed considering correlation between disaster and relief activities. Before suggesting relief design for specific class or for the response of each disaster by type, there should be more focused attention to relief design in recovery stage which prevent complexity and protractedness of disaster.
Accordingly, as a result of analyzing design usage which identifies the circumstance of damage in restorative stage of disaster and assists relief activities, various types of relief design is needed which help restore destructed society and destroyed cultural base such as physical, economic, and psychological damage in disaster area. In the light of current examples, relief activities is limited just to physical provision not taking various aspects into account. Therefore, relief design henceforward needs presentation of concrete design method, considering various condition of damage and lone-term perspective.
Conclusion There is increasing interest on disaster and relief activities internationally, but the concepts and traits are not clear in the area of relief design to support them. Unfortunately, most of them adopt other design concepts and usages, so there is confusion of using the exact and unified concept. As a result, the following things are needed; exact concept of relief design for supporting efficient relief activities, concrete design method based on categorizing exact concept and types, and research of various relief design to cope with social problem and various contemporary disaster
keyword : 재난·재해, 구호활동, 구호디자인, Disaster, Emergency Relief, Emergency Relief Design
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User Cognitive and Emotional Factor Evaluation Framework for Product Design - Focused on User Experience In Kitchen Appliances -
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서현덕 Hyun-duk Suh , 신영미 Young-mi Shin , 차은수 Eun-soo Cha , 조선구 Sun-gu Cho , 전수진 Soojin Jun |
JEWNR 53(0) 283-296, 2016 |
ABSTRACT
Background In the past few years manufacturing-centered industry has been turning into service-centered industry, reflecting the change of product development paradigm from supplier-centered to user-centered. Research on user experience, user cognition and emotional factors regarding new product development has been actively conducted in recent years, both academically and practically. However, most of new product developments fail not only because of insufficiency in technological advancement but also due to lack of understanding of consumer needs, especially of those whom actually use the products. Consequently, emotional factors of users are likely to act as essential elements of product development.
Current research expects to analyze users` cognitive and emotional factors and utilize the results as evaluation tools for system development which can be applied to product development
Methods Based on literature, cognitive and emotional vocabularies are investigated. Then the corresponding results serve as the basis for constructing affinity diagram through which user cognitive emotion framework is developed according to the five emotions. Furthermore, to verify the framework, a survey on cognitive and emotional factors is conducted targeting domestic users/ consumers of kitchen appliances. The analysis of cognitive and emotional factors of kitchen appliance users will be utilized as references for development of cognitive and emotional information support system.
Result Results from a survey targeting users of kitchen appliances for verifying the practicality of the evaluation framework developed from the current research show that the framework is capable of deriving empirical analysis data on user cognition-emotion factors. These include the importance of user cognition-emotion, distribution of cognition-emotion factors for each module, correlation between products and cognition-emotion modules, and demographical user cognition-emotion factors.
Conclusion The user cognition-emotion factor evaluation framework suggested in the present study for product design is expected to be utilized as an essential measure for estimating users` cognition-emotion factors. Results in turn can be used for new product development in the actual field of design business. Furthermore, the framework is also expected to be utilized as a critical reference for the development of cognition-emotion information support system based on user experience in the future planning of new product development process.
keyword : 인지 감성 디자인 평가, 사용자 인지 감성, 사용자 경험, Cognitive & Emotional Design Evaluation, User Cognition & Emotion, User Experience
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Metaphor and Pataphor as a Tool of Science Communication - Focused on Digital Educational Contents for Science,“Energy Village”-
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한지애 Ji-ae Han |
JEWNR 53(0) 297-306, 2016 |
ABSTRACT
Background`Images` in science education or scientific contents serve as an efficient visual communication tool to conceptualize and intellectualize information without a concrete explanation. However, there has been a relative lack of research into creating `images` compared to developing science education contents. In this vein, this study has proposed Metaphor and Pataphor as visual media in science education contents in pursuit of goal to achieve `public understanding` and examine their functions and the ways of application.
Methods The following describes research findings obtained based on the analysis of preceding studies and literary researches into metaphor, a way of metaphorical expression and pataphor, a way of expressing virtuality and reality in an overlapping manner.
Result First, the media-based characteristics of metaphor and pataphor run counter to each other in terms of concept, expression, relationship of knowledge system, meaning density and perception categorization. Second, metaphor and pataphor have differences in terms of cognitive, conceptual and derivative functions but have identicalness with science education contents in terms of `Triggering familiarity`, `expansion of knowledge system `, and `usability`. Lastly, I have classified the applications of metaphor and pataphor as a tool for science communication into one designed to induce interest and pleasure and the other intended to help promote understanding and awareness and presented the application cases through the digital nuclear educational contents “Energy Village”.
Conclusion This study has not gone further than presenting the potential applications as a science communication tool and actual relevant case studies and I intend to go on with further studies on concrete methods of application in line with the attributes of information and media types of contents based on the study results.
keyword : 파타포, 메타포, 과학 커뮤케이션, Pataphor, Metaphor, Science Communication
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lighting design by utilizing the geometric pattern-The bud as mediator From Jewelry and Metalsmiths Perspective-
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박세희 Se-hee Park , 안순주 Soon-joo Ahn |
JEWNR 53(0) 307-316, 2016 |
ABSTRACT
Background Permanence of life is the course that repeats creation and extinction of all living creatures. This study used flower buds as a medium in order to visualize a series of the course.
Flower buds were interpreted to me as a symbolic meaning that implies new birth and hope, and a cycle of life.
The purpose of this study was produce lighting apparatus with full organic vitality in order to express permanence of life by patterning the formative elements of geometry.
In addition, it aimed to introduce visual rhythm and psychological emotion with geometric patterns shown by light and shade of lighting and purify the inside of appreciators by aesthetic sensibility and fantastic ideal space of patterns shown by shade.
Flower buds used as a medium of the research work express full vitality and time flow, and the geometric patterns in the work imply permanence of life through infinite revolving continuity and organic movements.
This study intended to prepare for a chance to play a role in natural therapy by providing utopia induced by me in daily life of endless competition as well as complicate life of the moderns.
Methods As for the method of lighting production, the dot, line and side of geometric formative elements were used to express the full vitality and natural circulation, and produced patterns that embody creation and extinction. It also attempted to make light overlapped by arranging and patterning geometric elements repetitively and producing the distances or light of lightings diversely. Furthermore, it was produced as a structure of joint lamps to make shapes and the directions of light free, and have appreciators simultaneously feel pleasure and aesthetic impression from the overlapped effect of illuminated shade and finally it can raise visual interest.
In the formative expression of lighting design utilizing geometric patterns, this study attempted to provide diverse effects by brightness of light and shade by light, overlap of lighting colors, and free location changes of lighting. As light is produced differently according to distance and shape, it induces visual illusion from shown shade.
Result The patterns and decoration shown in this research work intend to improve the value of the work including significance more than decoration as functional effects. As the role of aesthetic art and lighting giving aesthetic impression, it offers tension, interest and new visual pleasure from functional combination.
Point of formation properties of the study free production pattern, is that it is constituted by the form of units of the geometry of the lines and the surface is repeated a shaped element to form a converging afferent space. In order to feel the pattern of and saengmyeonggam rhythm, and overlay at the same time, it gives a psychological sense of security due to the effect of the repetition.
Conclusion In conclusion, two-dimensional static images have full vitality and embody works of organic shapes as dynamic images due to various shade effects.
Lastly, it is important to search for a way that images in works and appreciators exchange interaction with a common denominator of freedom and commune with each other.
keyword : 기하학패턴, 꽃봉오리, 조명디자인, Geometric pattern, flower bud, Lighting Design
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Furniture Design based on the Concept of Temporality
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김소현 So-hyun Kim |
JEWNR 53(0) 317-326, 2016 |
ABSTRACT
Background Since the beginning of 2000s, in the field of furniture design, there has been advent of new concept of furniture that embraces personal experiences and pursues artistic value, which is higher aesthetic functions beyond practical functionality of furniture. In this movement, the relationship between furniture and temporality is newly understood. Nevertheless, `temporality`, one of important elements in furniture design, is not considered enough.
Methods The part `General consideration about time` was done through literature review of literature and philosophy books, and the part `The matter of temporality in furniture design` was done through social and artistic books, articles of design and art journalists, and local resources collected at design exhibitions.
Result Based on philosophical research about perception change process of time and temporality by Heidegger, this study contemplated the concept of time. Based on theoretical research about the method of experiencing time in daily life, this study drew a conclusion that `temporality` becomes an important design element in the furniture design. Lastly, by considering cases and characteristics of furniture design based on the concept of temporality, it analyzed practical possibility of the theoretical research result.
Conclusion In design, `temporality` is an important design element, and furniture can be proper medium to recover `temporality` with time experienced in daily life. `Furniture design based on the concept of temporality` enables people to experience time through the medium of furniture in the space of daily life, so it is suggested as a design method to experience daily life in unfamiliar ways.
keyword : 가구디자인, 시간, 시간성, Furniture Design, Time, Temporality
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A study for increasing reusable and personal cup consumption in the coffee industry - Focused on behavior change with motivation -
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이중섭 Joongsup Lee |
JEWNR 53(0) 327-340, 2016 |
ABSTRACT
Background The use of reusable cups as a solution for the issues on waste and environment destruction has been brought up and is not that of a new topic. Although this has been an issue for decades and there had been suggested solutions, we still could not solve the problem until now. The issue is getting worse with the recent expansion of the hot beverage business market. We need to change our perspective on how we view the problem. It`s not that people can not recognize or are ignoring this problem, they just have a hard time putting it into action. It is necessary to find out if there is a more fundamental problem in the series of actions required to the people to solve the problem.
Methods In this perspective, this research first checks whether the customers of the hot beverage business, that use the largest amount of disposal cups, are aware of the issue. Next, if they are aware find out what stops them from taking action. Finally, by proposing new solutions for the causes, help the consumers actively reduce the consumption of disposable cups and rather use reusable cups instead. In order to approach the goal that was mentioned beforehand, a survey and interviews are conducted at a local beverage shop that had the biggest crowd of customers. Through this process of involving in the scene, it was able to define the substantial problems, while also applying the most representative behavioral change theory, `Stage of Change Theory`. This theory classifies and defines the consumers` behavior in stages and provides a solution for an appropriate behavioral change in each stage. It proposes an effective guide line on how the consumers should determine what to do. Also, find the elements that can be solved with the designers` view out of a variety of solutions that can come out of each stage. After defining the elements provide a solution with design.
Result The results of the surveys and interviews conducted at the local coffee store showed that both types of customers - reusable cup users and paper cup users - basically have a concern for environmental issues. In fact, while most reusable cup users have great pride in their efforts of helping the environment, non-users stated that although they have a will to use reusable cups, the inconvenience of washing them regularly and other maintenance issues prevented them to do so. From these observations, I recognized that both users and non-users of reusable cups must be presented with a plan which addresses the maintenance and washing inconveniences. Since the main difficulty that customers feel with reusable cups is maintenance inconvenience, stores should provide adequate washing facilities for washing stainless steel tumblers - the type of reusable cup most preferred by customers.
Conclusion As recognized from the literatures, in order for an individual to move away from a bad habit to a new one, one must have the adequate motivation to do so. Specifically, the customers can be given a motivation for enjoyment and also a motivation to feel a sense of pride. The solution is to create a system that integrates both package and mobile application design. Firstly, the customers will be motivated to have fun by playing a game. If one succeeds on receiving a result corresponding to the number marked on the reusable tumbler, then the application will send a coupon allowing for one free drink. Customers may also gain a sense of pride in using reusable cups by witnessing (via the mobile application) the progress one makes in saving the environment.
keyword : Behavior Change, Reusable Cup, Motivation
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The Characteristics of Upcycling Product Design - Focusing on the materials, techniques and products case -
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차임선 Im-sun Cha , 한정임 Jung-im Han |
JEWNR 53(0) 341-352, 2016 |
ABSTRACT
Background As the worldwide attention the urgency of the environmental pollution and depletion of natural wasted began receiving attention for research on how to reduce the environmental pollution caused by the waste and recycling methods. This study is consistent with a study on the flow of these contemporary one step higher level of upcycling designs into functional, aesthetic from simple recycling. Through a case study on the characteristics of the materials and techniques that appear in the upcycling product design, we propose a theoretical data and the problem needed to develop products with high added value and a firm grasp on upcycling product design.
Methods Research on the upcycling Theoretical analysis and characterization of materials and techniques that appear in the upcycling products designs were collecting relevant literature and several previous studies and books, products, case studies since 2005 can be seen in upcycling products design site in. It was discussed mainly the product of foreign designers.
Result Results First, simply growing interest in upcycling design to create new value to the product by adding design elements for reinvestment and abandoned waste to not concepts environment of the down cycle that only recycling or reuse value with the material. Second, the material used in the product design upcycling in general in paper, textile, leather, vinyl, Thailand Chapter, wood, glass, metal, etc. has been widely used, the area of materials recycling which has been gradually expanded. Third, the design techniques used in the product has been used up cycling a lot of patchwork, plating, weaving, knitting and Black Chevron, mainly handicraft techniques such as collage elements have a strong technique. Fourth, the combination of different materials with durable recycled through the upcycling product design case study and weaving, knitting, crochet, patchwork, plating was a use scarcity and originality of handicraft techniques that require sophisticated technology stand out, such as can do.
Conclusion Upcycling the utilization of resources through a study of the product design to enhance the development of new material and not just lowering costs and production of traditional craft techniques. By studying the unique techniques upcycling the design of high value-added industries can develop.
keyword : 업사이클링디자인, 제품디자인, 특성, Upcycling Design, Product Design, Characteristics
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Sustainability of Integrated Community Design using Collective Communication
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김상욱 Kim Sanguck |
JEWNR 53(0) 353-362, 2016 |
ABSTRACT
Background With the advancement of urbanization and living environment it was concentrated around the urban expansion into the surrounding community, which is important for a variety of important human relationships are emphasized. The relationship between the physical environment and it uses the members that make up the community may be defined as a Community design it requires the presentation of a standard methodology that can integrate complementary between in order to diversify the Community Environment and member interests with them.
Methods After the first identified through a review of prior research on the major issues of community design and development process to understand the meaning and concept of community design. After classifying the Community design resulting from actual field applications through case studies and conceptual analysis of the relationship between the local members and the involvement of external experts or groups for problem solving.
Result In general, the design has been recognized as a form of making a plastic behavior of the limited extent to convert the information from the media. In contrast, the Community design is to blend the physical environment issues and came up with members drawn from the unity of the communication process, including the general function of the design can confirm that the process of creating a sustainable environment for the community. Administrative power and external experts institutionalized in this process is to function together as a subject of sympathy for the problem of non-functional elements, isolated areas, will converge to ultimately essential element of the process to establish a unified identity in the region.
Conclusion
Community design is aiming at functioning as a process for producing the intangible energy is creating the plan and functional aspects of the environment, regional development logic of sustainable collective identity around the settlement and communication of the members of the improvement project nature in cities and communities do. In this process in the physical environment and the member is to be understood as an integral element.
keyword : 커뮤니티디자인, 집단소통, 지속가능성, Community design, Collective communication, Sustainability
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