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Design Development for Enhancing Usability of Indoor Fire Hydrant
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강채우 Kang Chae-woo , 김덕남 Kim Duek-nam |
JEWNR 50(0) 7-18, 2016 |
ABSTRACT
Background It is fire hydrant that is the representative fire extinguishing facilities required for initial fire extinguishing. However, there seems to be difficulties for ordinary people to use it easily. So, the researcher searched for the design plan that can find and solve the problems.
Methods The questionnaire survey was carried out first. The questionnaire consist of the questions about the recognition of ordinary people against fire hydrant and requirements for improving the design of fire hydrant in large. With regards to searching for design plan based on the results of questionnaire, it was carried out by dividing the theme into functionality, usability and accessibility in large.
Result The first, the nozzle was designed to capable of direct and curved jetting along the situation regarding the functionality. The hose solved the freezing problem that is the weak point of hose reel fire hydrant b inserting heating cable partially.
Second, it was designed to aim the point source of fire origin by attaching the knob to the nozzle as well as bending it to decrease the strong repulsive force of nozzle part when jetting water regarding usability. And the rotation of entire hose reel was designed to be used easily by extruding that completely from the fire hydrant box.
Third, it was designed to discriminate a thing according to `standard of installing indoor fire hydrant facilities` regarding the accessibility.
Fourth, the curved line was emphasized in the possible range rather than straight line regarding plasticity. And, red color was applied as accent color and grey color was used as basic color to minimize the conflict against indoor environment and harmony with the building was promoted.
Conclusion If applies the research results above to the development of new fire hydrant, it was estimated to contribute to decreasing the damage of human life and property together with comfortable indoor environment.
keyword : 소화전, 디자인, 제품디자인, 방재, Indoor Fire Hydrant, Design, Product Design, Disaster Prevention
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Traditional Market Revitalization Using Design Thinking Methods & Sense-Making
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이현경 Lee Hyun-kyung |
JEWNR 50(0) 19-27, 2016 |
ABSTRACT
Background The aim of this article is to examine the `Eonyang traditional market revitalization` project in Ulsan, South Korea, using design thinking methodology for sustainable local markets. The results present visualized outcomes of varied products including media, signage and packaging.
Methods The project involved academic-industrial cooperation between a local market foundation and a `design & creativity` class at UNIST(Ulsan National Institute of Science & Technology). It provided `design thinking`, the `double diamond` model and `sense-making` as philosophical frameworks for students from various multidisciplinary backgrounds, including natural science, applied science, chemistry, and business administration. Students engaged the steps `Discover-Define-Develop- Deliver` from the double diamond model, with divergent and convergent stages of the design process.
Result The various outcomes of this project included a display stand, a bundle for hiking , an artistic touch on the traditional store shutter, and-as new product development-a guesthouse conceptual design. In the product design, there is a package design for Eonyang water parsley sweet jelly, Eonyang jam, and Eonyang sesame oil. For the tourism design, a hiking package, market guesthouse, market maps, and signage were developed, with a post-it art shutter also created as an artistic touch. To achieve these results, the author not only transferred knowledge, information, and tactics to the students but also encouraged them to draw on their creativity using certain processes and techniques from the design-thinking method and sense-making process. Students collaborated in a number of different ways in visualizing their own idea as a team project. Techniques they used were 3D printing, CAD, Web-design/graphic design/motion-picture editing tools.
Conclusion In this creativity-focused learning, the author argues that students learn more effectively in pedagogical practices that emphasize `active learning and direct observation on site` through design-based integrated education. The author also conducted qualitative research using in-depth interviews for generating results. With this process, students had chances to learn and experience how proper design- thinking methodology can change a local economy in theory and practice. The author belief is that the methods explored in this article represent the seeds of a new model of design education based on creative and applied learning.
keyword : 전통시장 디자인, 지역사회 활성화, 지속가능성, Traditional Market Design, Local Revitalization, Sustainability
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An Analysis on the Success Factors of Mobile Game Characters - Using Korean Cases -
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최우석 Choi Woo-seok |
JEWNR 50(0) 29-38, 2016 |
ABSTRACT
Background Game industry has established as a typical high value-added industry of the cultural industry in the 21 century. Mobile game has grown up as a new growth point by the most watched game genre. Especially the mobile game character area influences to the success of the game industry itself. Thus studies of success factor of mobile games are needed. The purpose of this study is reviewed the concept of mobile game characters, examined success factors for the case games, and suggested practical ways of mobile game character to grow toward a global company.
Methods This study analyzed success factors using energy analysis method by extant studies and success cases for Korean successful 5 game characters.
Result Analysis results induced that scenario and storytelling factor showed generally low scores of energy value, and CG graphic and design factor showed high scores. In addition, variety factor showed very high scores. Thus, users prefer interesting and easy operation mobile games, are interested in simple and fun design, and prefer charming SD characters.
Conclusion This study suggests future directions for game character and application ways to increase the competition power of mobile game using success factors of game characters.
keyword : 휠체어 장애인, 정장디자인, 패턴개발, Wheelchair user, prototype pattern design, Developing Suit Pattern
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Development of Suit Prototype Pattern for Mass Customization of Wheelchair Users
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배수진 Bae Su-jin , 양정은 Yang Chung-eun , 유희천 You Hee-cheon , 박광애 Park Kwang-ae |
JEWNR 50(0) 39-48, 2016 |
ABSTRACT
Background This study aims to develop suit designs and patterns for disabled men in wheelchairs. In this study, a suit pattern prototype is presented, which reflects not only the clothing inconvenience level and their preference of suit for the disabled in wheelchairs on advanced research data but also their body characteristics. In addition, they were evaluated and modified through wearing tests and then master patterns were completed.
Methods The design of System M. Muller was set as a basic pattern. Body sizes such ad chest circumference, waist circumference, waist-back length, hip circumference, crotch length, and slacks length were considered in designing patterns.
Result The findings from wearing evaluation for master patterns that were revised and complemented from basic patterns and development patterns are that there were significant differences at p<0.001 in 25 out of 44 categories, and significant differences at p<0.01 in 11 categories. It means that the master patterns as reflect on their body characteristics were more fit with disabled in wheelchairs than basic patterns.
Conclusion As for jackets, Master patterns applied properly to gaps on the hemlines, jacket length, as well as collar and lapel categories. As for slacks, it was appropriate to determine ease using darts on the knee part, to make slacks longer, and to shorten the front crotch length and to lengthen the back.
keyword : 휠체어 장애인, 정장디자인, 패턴개발, Wheelchair user, prototype pattern design, Developing Suit Pattern
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An Analysis of the Factors of Job Importance for Development of Fashion VMD Subjects
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엄윤선 Youn-sun Eum , 박옥련 Ok-lyun Park |
JEWNR 50(0) 49-61, 2016 |
ABSTRACT
Background Consumers lay stress on the experience and symbol and doing global sensuous consumption and value-oriented purchase in the age of sensitivity of the 21st century.
Thus, the necessity of cultivation of talented individuals suited to the demand of fashion industry has come to the fore than ever before. Accordingly, development of subjects capable of cultivating capability of organic and active visual merchandisers is necessary.
Methods Thus, this study distributed 200 questionnaires to the hands-on workers in fashion companies and students attending fashion-related departments. 158 sheets and 180 sheets were used for analysis of final data.
Result After carrying out factor analysis, this study classified and named the results as 4 factors of maintenance of shop, analysis of fashion information, establishment of brand strategy and composition of shop presentation.
This study investigated the differences in job importance between groups. Hands-on workers group puts emphasis on the factors of maintenance of shop and composition of shop presentation that are the onsite performance-centered job duties of VMD.
The result implicates importance of expanding practical education.
Conclusion Analysis on the differences between detailed items by the factors between groups shows that introduction of onsite development-centered subjects is necessary showing a big difference between job demands of fashion companies and job awareness of students, which shows the necessity of a practical education model, not theory-centered education. Composition of shop presentation factor showd the biggest difference between hands-on workers and students, indicating that introduction of a field training subject for strengthening capability of practical visual merchandisers fashion industry demands is necessary.
keyword : 비주얼 머천다이징(VMD), 실무적용 교육모델, 직무 중요도, Visual Merchandising(VMD), Education model applicable to business, Job importance
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Regional Crime Prevention Service App Design for Single Households - Focused on Seoul Special City -
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오은후 Eun-hu Oh , 정헤경 Hae-kyung Chung , 고장혁 Jang-hyok Ko |
JEWNR 50(0) 63-72, 2016 |
ABSTRACT
Background This studies try to relieve the anxiety which the single households resident felt when they are at home / renunciation hours to study the regional crime prevention services application design to prevent the crime of single households resident in rising to so rapidly utilizing the smartphone with portability and mobility.
Methods First, literature review and case study are conducted to look at the features of the design for Crime Prevention for single households. Second, we conducted a survey and in-depth interviews with residents of single households, and based on this results we made persona to understand the substantial needs of single households resident. Third, based on in-depth interviews results and the persona, we developed interface design and scenario creation and development of the prototype of local crime prevention smartphone application.
Result UX Concept was written on the basis of representative needs through user research and the prototype was developed and also improved such as service modeling to shape ideation.
Conclusion This study is significant to offer the service which the user can be eliminated the anxiety of the pressure existing services use. For the follow-up study, improvement of the proposed rental unit of the metro station and the usability of mobile applications, real operated systems can be developed. and also this study will be conducted to verify the UX design through usability testing.
keyword : 범죄예방 서비스, 사용자 조사, UX디자인, Crime Prevent Service, Usability Test, UX Design
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Consumers` Responses toward New Nike Product in Twitter Messages
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홍지현 Ji-hyun Hong , 최선형 Sun-hyung Choi |
JEWNR 50(0) 73-84, 2016 |
ABSTRACT
Background Twitter marketing campaigns are used in fashion industries. The purpose of this study was to examine the effects of twitter promotion of new fashion product on purchase intention. It`s specifically meant to investigate the consumers` responses toward the new product by analyzing the messages posted on twitter.
Method Qualitative research method was used in this study. 78 twitter messages about a Nike product, Lunar Eclipse+2 were collected and analyzed to examine the consumer`s responses according to the grounded theory. The findings of the study were as follows:
Result First, the messages were classified into five superordinate categories and nine subordinate categories. The superordinate categories were cognitive responses, affective reponses, interaction, purchase intention and product attachment. The cognitive reponses are composed of functional, social, and aesthetic benefits. The affective responses are classified into pleasure, arousal and negative emotions. And the interaction includes the requirements for product information, the provision of product information and the advices for product choice and recommendation. We suggest the product - cognitive/affective responses - purchase intention paradigm based on the relationships among categories.
Conclusion All the findings of this study proved that the twitter promotion of the new Nike product Lunar Eclipse+2 was very effective, which made strategic use of consumer characteristics to boost communication.
keyword : 트위터 신제품 인지적 반응 정서적 반응, Twitter New product cognitive response affective response
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A Study on Pattern Design Development using Cultural Tourism Resources of Pyeongchang
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양순영 Yang Soon-young |
JEWNR 50(0) 85-100, 2016 |
ABSTRACT
Background One culture tourism resources in emerging new industries in the modern society of the future assets that can create added value in the tourism industry and enhance the value of its own. This study aims to relaunch the pattern appears as an image of the original area with the visual design Formative elements of cultural resources.
Methods Pattern design development is the basic pattern used in pattern design to investigate those excavation characterization and visual advantage pattern with examining the cultural elements of that area creating an image material for cultural tourism resources in the Pyeongchang area through a design motif work create. The basic pattern is to study the four types of patterns and color patterns color image research. Also suggest the possibility to apply the pattern design research and development in culture product.
Result In this study, based on culture and tourism in Pyeongchang it demonstrated by presenting the four types of pattern design. It represented the characteristics of each material by type showed an image that is visualized as a cultural pattern design. When looking at the process Pyungchang of the exposed image on the basis of the characteristic patterns can be developed in the future looks assuming variously.
Conclusion Designers and product developers to develop products in the region are to take advantage of cultural material and know how to take advantage of cultural resources will be further seeking to apply to cultural goods. Pattern design should feel the need to find a way to come off the cultural motif of many creative designers are now forgotten because many of utilization. Pattern design utilizing cultural resources will be developed as a new design that changes to existing products taking advantage of modernity.
keyword : 평창 문화관광자원. 패턴디자인. 관광상품디자인, Pyeongchang, Cultural Tourism Resources, Pattern Design, Tourist Product Design
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User experience(UX) strategy for healthcare applications for forming a continual exercise habits - Focused on 20~30 women -
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신중엽 Joong-yeop Shin , 이충기 Choong-ghi Yi , 이경현 Kyoung-hyeon Lee |
JEWNR 50(0) 101-112, 2016 |
ABSTRACT
Background Despite the high demand for digital health care, it has been hard for us to continually use health care services. Basically, it is crucial to implement a new system for a change in user`s behavior. This study focuses on the transition from simply holding mobile devices into habitual exercise.
Methods Methods For this research, 10 test subjects have been chosen. They consist of female office workers and university students, especially those around 20~30`s who always use smart phones in their lives, and are conscious of their diet and health care. As a research model, among the health care applications out there, NIKE+ TRAINING CLUB, Workout Trainer!, DANO have been selected, which were considered to be the most optimized health training applications of all. We regarded the results from these 3 applications as our evaluation scale.
Result Result We finally found that the satisfaction level of the applications have meaningful and positive relationships with the formation of exercise habits and, in its subcategory, emergent evidences and repetition of certain actions. That is, the more repetitive an action is, the more satisfying a health care application is.
Conclusion Conclusion According to the actual proof analysis, the satisfaction level of health care applications rises as one repeats an act. To make it a habit, optimal circumstances should be given, where one can routinely workout. Namely, so as to achieve the repetition of a certain action, when one exercises with his or her own health care applications, it is best to help them to attain their exercise goal as planned. With firm confidence in the decent contents and functions provided by the health care applications and proper exercise planning or projects, a steady exercise can be realized.
keyword : 디지털 헬스케어, 운동 습관 형성, 운동 만족도 형성, Digital Healthcare, Exercise habits, Exercise satisfaction
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The Coloration Preferences According to Golfer` s Demographic Characteristics
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박정현 Jung-hyun Park , 임지영 Ji-young Lim |
JEWNR 50(0) 113-127, 2016 |
ABSTRACT
Background This research grasped the present status and trend of golf wear market, and analyzed coloration preferences focused on the demographic characteristics of golfers in order to understand needs on color schemes of diversified golf consumers, and prepare basic data to suggest new concepts of golf wear market.
Methods For theoretical discussion, it analyzed the present status and colors of golf wear market based on published Internet news searched by keyword `golf wear market`, coloration were reviewed through papers. To conduct a survey, a total of 210 copies of a questionnaire were distributed to male and female golfers in their 20s and 60s living in Gyeongnam region, and 201 copies out of them were used for analysis data. For data analysis, SPSS 21.0 was used, and one-way ANOVA and Duncan`s multiple comparison analysis were conducted.
Result As for the color preferences according to their demographic characteristic, the preferences of gorgeous, elegant and pretty colorations were high, and those of dandy coloration were low in general. As for the color preferences according to age, the twenties and thirties relatively prefer clear, chic or modern coloration highly in comparison with other ages. As for those according to sex, males prefer solid coloration like modern one, and females prefer soft coloration like romantic one. As for those according to job, office workers and housekeepers prefer romantic coloration, and students prefer comfortable coloration and dislike gorgeous coloration a lot. As for those according to marriage, singles prefer clear coloration, and married people prefer gorgeous one. As for those according to educational level, the higher golfers` educational level, the more they prefer modern coloration, and graduates of high school dislike chic coloration. College students prefer comfortable coloration, and dislike gorgeous and pretty colorations. And as for those according to income, golfers of family income per month of 9.01 to 11 million Won prefer classic coloration best. And the higher the income is, the more golfers prefer gorgeous coloration.
Conclusion Results derived from this research identified color preference is varied depending on age, gender, occupation, marital status, education level, and income level of golfers, which will be utilized as effective strategy in planning coloration products. Notably, this research has its significance in that it investigated golf wear preferences utilizing diverse coloration image intended for golfers.
keyword : 골프웨어, 인구통계학적 특성, 배색선호도, Golf Wears, Demographic Characteristics, Coloration Preferences
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