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The Study of Creative Environment and Factor for Designer`s Group Genius - The Creative stimulus factor and environment for designer -
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박지다 Park Jee-da |
JEWNR 34(0) 447-456, 2012 |
ABSTRACT
Now a days, the new trend is illuminate on humanities and art simultaneously. Especially, this new wave is more increasing according to new interesting of Steven Jobs, Apple and Apple`s independent design. Except design sector, the other education sector and the industrial world seeks to a new creative idea and thinking source in the art. But, the design education field can`t possibly avoid being criticized for having been negligent towards its people in design field.
In creative design, the most important factor is the designer`s individual capabilities. Accordingly it is critical for new students and designers that the understanding of individual and group creative stimulus is studied.
This study is research on the design environment for the Group Genius of designer. For this purpose, first, what the creative stimulus factor can influence to the designer in creative design has been researched. And the creative environment in design organization has been extracted.
keyword : 크리에이티브 촉진요소, 디자인 교육, 크리에이티브 환경, Creative stimulus factor, Design education, Creative Environment
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An Exploration of Textile Pattern Design Among Three main Categories of Children`s Fashion Brands Spun off from Adult`s Fashion Brands
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이은옥 Lee Eun-oak |
JEWNR 34(0) 457-466, 2012 |
ABSTRACT
This paper explores and compares the textile pattern and motive design among national fashion brands, licensed fashion fashion brands and imported fashion brands of children`s wears. In particular, this study put it focus on childeren`s fashion brands spun off from adult`s fashion brands. A total of thirty brands-ten brands for each national, licensed, and imported brands-is selected for the study. The color, motive type, motive layout, motive expression, and pattern drawing technique of products are cross-sectionally examined and compared. The analyses show that national brands apply their unique textile design used in adult fashion products to children`s textile wears in order to show the consistent and unique characteristics of their brands. Licensed brands and imported brands, on the other hand, apply their brand name and logo on their products to express their motive and differentiate their products.
keyword : 텍스타일패턴디자인, 패션 모브랜드, 아동 확장브랜드, Textile Pattern Design, Fashion Brand, Children`s Extension brand
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The Effect of Ad Exposure Motivation and Creative Techniques on Attitude toward Ad and Reinforcing Ad Exposure Motivation
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김철호 Kim Chul-ho |
JEWNR 34(0) 467-478, 2012 |
ABSTRACT
The purpose of this research is to examine the effect of motivation for exposure about advertising and creative techniques on recalling ad cues that may influence reinforcing exposure motivation about ad. Results show that hedonic value expectation(HVE) is closely related to visual-based cues in the emotional-oriented expression technique, and utilitarian value expectation(UVE) is closely related to text-based cues in the rational-oriented expression technique. It also shows that social value expectation(SVE) is closely related to visual-based cues in the relation-oriented expression technique. Recalling visual-based cues in the emotional-oriented expression technique evokes the reinforcing HVE, and recalling text-based cues in the rational-oriented expression technique evokes the reinforcing UVE. Recalling text-based cues in the relational-oriented expression technique evokes the reinforcing SVE.
keyword : 광고 노출 동기, 크리에이티브 표현 기법, 광고 노출 동기 강화, Ad Exposure Motivation, Creative Expression Technique, Reinforcing Ad Exposure Motivation
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Empathy As A User Research Method for Interface Design
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오동우 Oh Dong-woo , 주재우 Joo Jae-woo |
JEWNR 34(0) 479-487, 2012 |
ABSTRACT
We propose empathy as a user research method to improve the performance of the interface design. We conducted two experimental studies in which we tested the effect of empathy by perspective taking on the performance of user research. We found in the first study that when subjects empathized with kids, they tended to find more contextual problems that kids face when using typical mobile phones. We found in the second study that when subjects empathized with seniors, they tended to lengthen the duration of the green light of the traffic light. The findings from the two experimental studies provide insights into user research for interface design; when empathy by perspective taking is implemented, user researchers will perform better.
keyword : 인터페이스 디자인, 사용자 조사, 공감, Interface design, user research, empathy
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The Activation of Newspaper Advertising Utilizing Creative Design-Focusing on Korea and Foreign Cases-
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서구원 Suh Koo-won , 김경선 Kim Kyung-sun |
JEWNR 34(0) 7-16, 2012 |
ABSTRACT
With the advent of new media, newspaper advertising is being shrunk, which threatens the existence of the newspaper industry. Fortunately, newspaper is sill perceived as an important element of cross media strategies. Accordingly it seems that if the creativity in newspaper advertising is enhanced, there will be an opportunity to revitalize newspaper advertising.
The study analyzed and suggested various methods to activate newspaper advertising through case studies of cross media strategies such as QR code and augmented reality, and new types of newspaper advertising design including cover wrap, space reformation, super panorama, and so on.
keyword : 크리에이티브 디자인, 신문광고, 크로스미디어, Creative Design, Newspaper Advertising, Cross Media
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Social Marketing Utilizing Location Based Social Network Service (LBSNS) Applications - Focusing on the cases of fashion brands -
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한지숙 Han Ji-sook |
JEWNR 34(0) 17-26, 2012 |
ABSTRACT
In the era of Human 3.0 where the boundary between human and technology has been collapsed, with the rapid development of technology, we can enjoy various experiences, breaking away from the environmental restrictions on space, resources, etc. Even though social media of the past had received public attention only in that it was the emerging media, it became an essential element in marketing. In this regard, many fashion brands have promoted marketing strategies applying emerging digital technologies, such as 3D, application, SNS, LBS, AR, etc. In particular, as a smart phone became popular, it has been newly expanded into location based SNS service (LBSNS) connecting GPS with social network service (SNS) and has been emerged as a new trend of social marketing. Therefore, this study examined the current state of domestic/overseas LBSNS which has recently attracted more attention and the cases of application of LBSNS by domestic/overseas fashion brands. Marcjacobs, Jimmy Choo, Gap, Notrhface, Benetton Group, etc. have constantly carried out active marketing and derived the effects of virtual marketing, advertising exposure and brand PR in line with twitter or facebook. In addition, out of domestic fashion brands, Seeon, `Spicy Color` and `Fashion Together` (fashion-specialized social commerce) promoted events in 2011 for the first time, utilizing them in development of brand awareness and publicity. As such, it was found that they have led the applicability of important marketing and the expansion of marketing area by encouraging the positive and active participation of users, drawing interactive experiences of users, increasing the frequency of visit to stores, and providing entertainments and interesting opportunities.
keyword : 위치기반 소셜네트워크서비스, 포스퀘어, 소셜마케팅, Location Based Social Network Service(LBSNS), Foursqure, Social Marketing
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Proposal of Private Information Sensitivity Matrix by Characteristics of Source in Liminal Space - The case of Digital signage -
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이민주 Lee Min-ju , 김재영 Kim Jae-young , 성정환 Sung Jung-hwan |
JEWNR 34(0) 27-36, 2012 |
ABSTRACT
Media technologies have rapidly produced various interactive media outlets, and digital signage is a prime example of them. Users need to provide their private information to use digital signage located in the public space. Exposing user`s private information has become a big issue when users use an interactive digital signage in public space, which has a lot of potential to weaken the usability of it. Most private information has been used in a primary territory such as home in the past, but for now digital signage demands user`s private information in Liminal space where boundaries dissolve a little between a public and primary territory. Our research aims at creating the matrix for sensitivity of private information in liminal space. Thus, we classify private information into four types, and measure the sensitivity that means degree of exposure to permission to build up the matrix for sensitivity of private information. The matrix we suggested is expected to provide appropriate data (sensitivity of private information and correlation between items) when designing digital signage, and produce guidelines for the proper content.
keyword : 역공간, 사적 정보, 민감도, 정보원의 특성, Liminal space, Private information, Sensitivity, Characteristics of source
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A study of the Effect of using QR code in design class - Based on computer graphic program class -
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석혜주 Seok Hye-joo , 이창근 Lee Chang-keun , 조승래 Cho Seung-lae |
JEWNR 34(0) 37-46, 2012 |
ABSTRACT
Recently along with the teaching methods, the effort to apply new technology in educational environment is increasing. Especially, it is getting more interesting about mobile education by using smart phone. Because of spreading smart phones, there are changes of recognition to apply the QR codes for educational purpose. However, there are still lack of research and result in order to using the QR codes commonly in classes. Therefore, the purpose of the project is to verify the educational effectiveness by applying QR codes in computer graphics class. The result are as follows; Compared to precious teaching methods, there are several benefits by using QR codes in class such as high interests, attention, expectation, and self-oriented. In addition, it confirmed to give more positive influence on the side of learning effect and satisfaction. Because of those strong positive benefits, we expect to increase the learning effect in educational environment if various educational contents are developed and applied in advance.
keyword : 디자인, QR코드, 학습효과, design, QR code, learning effect
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`Fake Fun` Design in the New Millennium Fashion
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나현신 Na Hyun-shin , 김현주 Kim Hyun-ju |
JEWNR 34(0) 47-54, 2012 |
ABSTRACT
Fake fun design is popular among twenty first century consumers since they are eager to escape their dull daily routines through fun imagination.
The purpose of this study is to analyze how fake fun design is expressed in fashion of the 21st century and suggest the guidelines for developing fashion products and store environments. First, theoretical study about fake fun design was reviewed and the examples among the industrial design products were examined. Also, the fake fun fashion in the store environment and ready-to-wear collection from the year two thousand to 2012 s/s were collected and analyzed.
Fake fun design creates a sense of amusement, for it tricks the eye. Accessaries and stationaries based on imagination are very popular among young consumers nowadays. Fake fun fashion is shown in displays or methods of selling fashion products. In the ready-to-wear collection, fake fun fashion is also shown in the displacement of object, distortion of wearing, transformation, and optical illusion causing fun through unusual or inharmonious mix and match. This fake fun fashion is the key trend leading a new millenium fashion.
keyword : 뉴밀레니엄, 페이크 펀, 왜곡, new millenium, fake fun, distortion
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A Study on the Application of Wayfinding for Place Branding
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김신혜 Kim Shin-hye |
JEWNR 34(0) 55-64, 2012 |
ABSTRACT
In the modern human society, the volume of information given to people to find their way in complex and diverse public places is getting increased. Accordingly, the concept of wayfinding has been developed. However, in spite of its importance, wayfinding concept have not given much attention in Korea. As one of the ways to vitalize the wayfinding concept, the wayfinding model integrated with place branding was proposed in this paper. First, research on literature and current situation was performed. Second, the actual wayfinding and place branding--integrated examples were examined in order to find its potential. Ths paper proposes the frame work for the design plan which can integrate wayfininding and place branding through the expansion of wayfinding concept and its behavioral aspect. Also, as the methodology for the actual design process, service design tool was suggested.
keyword : 웨이파인딩, 플레이스 브랜딩, 서비스 디자인, Wayfinding, Place Branding, Service Design
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