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Fashion Characteristics in Aspect of Digiholic Culture on American Pop Musician Videos
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이해동 Hae-dong Lee , 이민선 Min-sun Lee |
JEWNR 54(0) 155-170, 2017 |
ABSTRACT
Background The purpose of this study was analyzing the fashion characteristics of American pop musicians in terms of digiholic culture and providing data that can be used in fashion industry such as fashion brand image planning, fashion advertisement and etc.
Methods In the literature research, digiholic culture as a sociocultural background of the digital era was studied, through literature related to digiholic culture, articles and sites. And in the demonstrative research, the fashion characteristics expressed in the videos were analyzed in aspect of digiholic culture.
Result The characteristics of digiholic culture were classified into four categories: Error, Regression, Variability, and Escape and these features were confirmed as digital fashion images of pop musician music videos. First, the Error image can be interpreted as a language game with errors and bugs as the language destruction is attempted, and Error images often appeared in pop musician videos. Second, the Regression image can be interpreted in the same way as irony, and in the pop musician videos, the Regression images using the old technique often appeared despite the development of the technique. Third, Variability images can be interpreted in the same context as multiple identities, and Variability images with static objects transforming frequently appeared in pop musician videos. Finally, the Escape image can be interpreted in the same context as the carnival and in the pop musician videos, the Escape images frequently appeared for the carnival to flee the modern people who struggle to adapt to the chronological change and suffer from obsession.
Conclusion The digiholic culture is spreading to general people and it has great influence on the consumers such as consumption, fashion, music and culture. It is possible to understand the consumption patterns in the future through digiholic culture. The fashion characteristics in the videos are expected to help to sparkle creative ideas in the fields of planning, display, and advertisement in the fashion industry.
keyword : 디지털 폐인 문화, 미국 팝 뮤지션, 패션 특성, Digiholic culture, American Pop musicians, Fashion characteristics
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Proposal of Design Process and Methods for Developing Life-Friendly Product Concepts Considering Characteristics of Biometric Authentication Technologies
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최정민 Jung-min Choi |
JEWNR 54(0) 171-180, 2017 |
ABSTRACT
Background Technologies have led to the formation of a biometric authentication market which is one of the future growth markets. It is, however, necessary to switch to a design-led innovation now. This study proposes a product interaction design methods to develop new life-friendly product concepts, based on users` needs with biometric authentication technology, and the methods are applied to a project to explore possibilities.
Methods This study was conducted through literature review and empirical studies. First of all, through the literature review, the technology acceptance model of biometric authentication technology and the process of accepting new biometric authentication technology were examined. Then, the design methods were proposed from the perspective of technology acceptance. For the empirical study, a project was conducted in the Product Interaction Design class with 3rd and 4th grade students of product design major in 2016 fall semester.
Result In the life-friendly product concept development project, which was focused on human-centered technology acceptance, 28 product concepts were proposed. For the evaluation, the evaluation committee consisted of 10 experts including UX designers, product designers, biometrics certification expert, product planning and marketing specialists. The possibilities and potentials of the proposed methods and the product concepts were discussed.
Conclusion This research proposes specific processes and methods that can be applied to design new life-friendly products which adopt new technologies. The results are expected to be helpful for companies which have competitive technologies but are having difficulty connecting them to people`s needs and market growth.
keyword : 생체인증, 기술수용, 디자인방법, Biometric Authentication, Technology Acceptance Model, Design Methods
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Content Analysis on the Content aspect and Visual aspect of Korean and U.S Movie Posters - Focused on the Top 50 box office movies -
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진진아 Jin Jinah , 이철영 Lee Chullyoung |
JEWNR 54(0) 181-192, 2017 |
ABSTRACT
Background The poster of the film intrigues spectators, and has a role as a visual catalyst. Further, it directly influences the consequence of the box office, and acts as an advertisement. This research attempts to differentiate between the form of content aspect and visual aspect of the movie poster, which is the most representing feature of the movie marketing.
Methods To the subject of Top 50 box office movies in the history, announced by the Korean Film Council, 100 main posters of the movie of USA and Korea were analyzed through the content analysis method and chi-square verification.
Result Firstly, a form of the storytelling showed very notable level of differences between the USA and Korea. And type of genre of the movies statistically influenced to the difference. Also the credit and the release date did not show a significant difference. Secondly, the font of the main title, direction and color showed meaningful difference between the two nations. However, the location of it did not show significant differences. Also a form of the main visual image showed statistically meaningful difference. However, a form of the content of expression, the number of the model and the background color did not show remarkable difference.
Conclusion This study is attempting to suggest a way of new perspective of design that goes with the era, culture and surroundings, applying the multi-cultural code not only to the movie poster design, but also to poster of all kinds.
keyword : 영화 포스터, 내용적 측면, 시각적 측면, Movie Poster, Content aspect, Visual aspect
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Analysis of UX Design Components of Mobile Payment Service based on the Cognitive Factors of the User Experience Acceptance Process - Case Analysis with Samsung Pay -
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김한나 Kim Han Na , 정의철 Jung Eui Chul |
JEWNR 54(0) 193-202, 2017 |
ABSTRACT
Background We analyze the UX design factors that should be considered when converting the virtual media of the past familiar experience according to the cognitive process of the user by analyzing the Samsung Pay which has gotten desired result in the offline payment market .
Methods For the study, we divided the process into three stages according to the degree of accumulation of user experience. We made a research model consisted of cognitive factors(emotion, ease of use, usefulness, and flexibility) affecting each stage.
Result As a result of analyzing the UX design factors according to the development stages of Samsung pay, significant implications were found between the cognitive factors and the UX design strategy. In the beginner stage, physical card images are applied, so that users can learn easily. In the intermediate stage, the layout is changed to a structure suitable for managing a plurality of categories, and the efficiency in repeated use is increased. In the advanced stage, additional customized options and new features were added and the structure of the app home was changed for linking related services.
Conclusion Based on the results of the case studies, we have supplemented the research model by adding UX design directions and examples for each cognitive process.
keyword : 모바일 결제 서비스, UX 디자인, 사용자 인지과정, Mobile payment, UX Design, User cognitive process
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An Analysis of Design Features of Men`s Compression Wears for Running and a Verification of Aero Capacity using Incremental Treadmill Exercise Testing
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최경미 Kueng-mi Choi , 전정일 Jung-il Jun , 이진석 Jin-seok Lee , 류영실 Young-sil Ryu , 김혜숙 Hye-suk Kim , 김인화 In-hwa Kim |
JEWNR 54(0) 203-213, 2017 |
ABSTRACT
Background The purpose of this study is to provide base data needed for the development of improved men`s running compression wear by verifying positive effects on the aero capacity of the wears.
Methods Design features of two compression wears were analyzed and the influences to the aero capacity were verified using incremental treadmill exercise testing.
Result The compression wear A had more compression on the pants than B in a horizontal direction and the compression wear B had more compression on the shirt than A. The compression bands were attached only on the pants of the compression wear B, which is effective to assist the contractile force of muscles by `Stretch Shortening Cycle` effect. In the incremental treadmill exercise testing, there were no significant differences by the clothing treatments. But concerning the increments of means in the `exercise duration` and the `maximal oxygen uptake`, wearing the compression wear may has the positive effects to enhance the aero capacities. The compression wear B which has stronger compression on the upper body showed an advantageous result to increase the maximal heart rate.
Conclusion The positive effects of compression wear to enhance some of exercise abilities were verified by the result of incremental treadmill exercise testing. This study can be used to provide baseline data for the development of new running compression wears with improved performances.
keyword : 컴프레션웨어, 런닝, 운동부하검사, Compression Wear, Running, Incremental Treadmill Exercise Testing
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A Study on the Color Trends and Preference in Eyewear-Focusing on Domestic and Foreign Brands-
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이은영 Eun-young Lee , 장준영 Jun-young Jang |
JEWNR 54(0) 215-224, 2017 |
ABSTRACT
Background In its early stages, the domestic eyewear market has focused on the frame types and functional fit. But now the brand image and color marketing are more important factors than the utility value of products. As a means to enhance competitiveness of domestic eyewear brands, this study conducted an analysis of eyewear colors. This study also aimed at forecasting the color trends and styles as well as proposing designs of eyewear in the future.
Methods As for research method, this study selected major eyewear brands that made use of a great variety of colors, extracted PANTONE COLOR which is an important resource in predicting the trend. Then, the extracted colors were classified according to the fashion image key words, and a questionnaire survey was carried out about the color preference and the fashion image color preference in the demographic aspects such as the age group and the wearing of eyewear or not.
Result Examination according to age group and wearing of eyewear or not, the samples on the whole were influenced by colors when they chose eyewear; yellow and neutral colors were preferred. Teenagers preferred colors of medium brightness and high chroma; samples in their 20s preferred achromatic colors; samples in their 30s preferred heavy colors of high brightness and high chroma; samples in their 40s and 50s preferred heavy achromatic colors and colors of low chroma. Samples that always put on eyewear preferred colors of low chroma and low brightness.
Conclusion Analysis of the preferred colors and image colors according to age groups and wearing of eyewear or not will be able to provide guidance on the use of images and colors in future eyewear design.
keyword : 아이웨어 디자인, 색채 이미지, 색채 선호도, Eyewear Design, Color Image, Color Preferences
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A Study of Design Thinking Adaptation for Maker Education Process
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이지선 Ji-sun Lee |
JEWNR 54(0) 225-234, 2017 |
ABSTRACT
Background Limitation of the current technology education is appointed as it seems impossible to cover creative educational method that leads to the gate of upcoming 4th industrial revolution, which develops the Internet of Things (IoT), big data and artificial intelligence rapidly. Therefore, the research is purposed to find technology education method which is adapted Design Thinking in Maker Education, which based on learning by making, and project the Maker Movement that is spreading all around the world.
Methods It is considered main study method that is suggested by Maker Education through analysis of the four kinds method of Inquiry-based Learning, Project-based Learning, Tinkering and Design Thinking. The study method is concluded through the case study analysis of Design Thinking applied from the Maker Education conducted in foreign Maker Education. Based on the concluded result, it was proposed a design thinking method that combines tinkering and design thinking. In order to verify the proposed methodology, the Young Maker education workshop was conducted for elementary and middle school students in Korea.
Result This research presented a learning method that combines tinkering and design thinking appropriate to maker education learning method. The research conducted a maker education workshop applying design thinking to verify this, and concluded concrete results. After, the result of the workshop was examined and concluded three types of learning experience for Design Thinking.
Conclusion This study suggests a concrete educational methodology for creativity improvement in maker education by applying design thinking to maker education. The examination was intended to suggest a way of creative education and Design Thinking`s way to apply Maker Education on the education.
keyword : 메이커 운동, 메이커 교육, 디자인 사고, Maker Movement, Maker Education, Design Thinking
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Development of Digital Textile Design Using Images of Nature (Part 2)
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윤경희 Yoon Kyung Hee , 오순 Oh Soon , 김정실 Kim Jung-sil |
JEWNR 54(0) 235-244, 2017 |
ABSTRACT
Background This study was intended to produce a new style of digital textile design by combining original and modified natural images.
Methods natural image was recreated by applying textile design, and highlighted the necessity of more systematic research that can develop and reflect trendy artworks effectively from positive perspective.
Result Text and natural images were recreated by applying digital textile design and highlighted the necessity of more systematic research that can develop and reflect trendy artworks effectively from positive perspective.
Conclusion The significance of this study is in suggesting a new motif by using sensible and original art paintings that can satisfy consumer needs, and in providing references of the pattern development for the industrial design industry that encompasses fashion design, textile design, and interior design.
keyword : 자연이미지, 회화작품, 디지털 텍스타일디자인, Natural images, Art painting, Digital Textile Design
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Illustrations of Imaginary Creatures from “The Classic of the Great Wilderness”(山海經)as Source of Inspiration
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Yuxiao Dong , Juyoung Chang |
JEWNR 54(0) 7-16, 2017 |
ABSTRACT
Background This study primarily discusses the imaginary creatures and their illustrations found within the ancient Chinese book, “The Classic of the Great Wilderness (山海經)”. The main goal of this paper is to raise the people`s attention and understanding of "The Classic of the Great Wilderness". The purpose is to explore the value of this book and investigate its potential of application to contemporary design.
Methods Three methods are used for this analysis.
Literature research: Thoroughly analyzing "The Classic of the Great Wilderness" to achieve a comprehensive and detailed understanding, the paper analyzes the cultural characteristics and artistic features of traditional artistic images within the book.
Character Analysis: This paper selects several representative images of interest, such as Gumiho, Emperor Jiang and tries to find similarities in the creative process of imagining these creatures.
Comparative Research: by comparing the creatures image in“The Classic of the Great Wilderness”and the creatures in the film “Monster Hunt”and "monsters University". The similarities and differences are analyzed in order to inherit and develop the traditional culture.
Result Although "The Classic of the Great Wilderness" was written many years before “Monster Hunt”and "Monster University" was created, similarities in design strongly connect the movie and the book. We can observe the extension of imagination from "The Classic of the Great Wilderness"” to “Monster Hunt.”and "Monster University".
Conclusion Design consists of traditional and cultural elements. An important traditional book such as “The Classic of the Great Wilderness”is a priceless source for creating contemporary designs and a valuable source of inspiration. The mismatching of body parts, limbs and organs to creates monsters seems to be a universal cultural practice that has been going on since the ancient times. Discovering the book as a hidden creative gem from tradition can help us innovate. A close correlation exists between valuable cultural heritage and innovation.
keyword : The classic of the Great Wilderness, Contemporary design, Imaginary creatures
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Comparative Research on Metaphor in Chinese Brush Painting and Contemporary Poster Design
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Su-wen Ma , Ju-young Chang |
JEWNR 54(0) 17-26, 2017 |
ABSTRACT
Background Metaphorical thinking is commonly used in a variety of artistic creations. Metaphors have been used in Chinese paintings for a long time. In modern poster design, metaphor is also considered an artistic expression. What is the relationship between those two artistic forms? The goal of this research is to discover the value of chinese painting used in to modern poster design from a design perspective of metaphor.
Methods Through a comparative analysis of the artworks of Bada Shanren and modern posters from the aspects of composition-image, empty space and text- and hidden codes, the aim is to seek similarities and differences regarding their use of metaphors.
Result They are similar in their aim to avoid direct expression and impart meaning to art works. Although both use a form of “chinese elegance”, Chinese paintings and graphic posters have a difference approach. While the Chinese paintings have unfamiliar metaphorical tenors with familiar metaphorical vehicles, Modern graphic posters use familiar metaphorical tenors with unfamiliar metaphorical vehicles.
Conclusion The above analysis reveals the similarities and differences between Chinese ink paintings and contemporary posters. Although both forms use metaphors in different ways, they are similar in their aim to avoid direct expression and impart meaning to art works. The ancient literati painters produced the poetic spirit or elegance (“Chinese elegance”) by using metaphors. In terms of aesthetic value, metaphors reflect “Chinese elegance” in both Chinese ink paintings and contemporary poster designs.
keyword : Metaphor, Chinese ink painting, Poster design
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