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CCKJE (Coloring Cloth Kit for Job Experience) design development through job recognition analysis of infants and young children
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윤정호 Jeongho Yun , 박현진 Hyeonjin Park , 오연화 Yeonhwa Oh , 윤재성 Yeonhwa Oh |
JEWNR 78(0) 7-16, 2023 |
ABSTRACT
Background Play learning combining role experience play and art activity experience will improve the job awareness of infants and young children. In addition, it will be able to increase the understanding of social and emotional development and occupation. Therefore, this study aims to design a clothing coloring kit for job experience as part of an art activity experience program for role experience play.
Methods First, theoretical concepts are loaded through theoretical considerations and previous research searches. Second, for design development, the preferred occupational group of infants and young children is surveyed through a survey. For infants' and young children's understanding of the survey, illustrations were created for each job, and the survey was conducted under the guidance of a kindergarten teacher. Third, based on the results of the survey on the preferred occupational group, the concept of the coloring kit for job experience is set, and then the design is designed. Fourth, by producing a prototype, it is confirmed whether job awareness has increased through frequency analysis in infants and young children.
Result It has been recorded that infants and toddlers are aware of their occupations through broadcasting media and their parents' occupations. As a result of the job awareness survey, it was recorded that they were aware of the job, but did not know the characteristics and roles of the job. As a result of the survey on the reasons for choosing the desired job, it was recorded that most respondents had positive experiences during their past job experience. As a result of the survey on preferred activities in daycare centers and kindergartens, it was recorded that infants and young children preferred art activities the most.
Conclusion As a result of the frequency analysis of CCKJE design effects, it was recorded that infants and young children's job awareness improved due to art activities and job experience play through CCKJE. It is expected that CCKJE can contribute to job recognition when conducting job-related education for infants and young children.
keyword : 직업인식, 역할체험놀이, 색칠학습디자인, Job recognition, role experience play, coloring learning design
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A design study on combination types of the multimodal text in elementary school Korean textbooks
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노승완 Seungwan Roh |
JEWNR 78(0) 17-28, 2023 |
ABSTRACT
Background Considering the direction of Korean language education in elementary school, rethinking the design to improve the understanding, interest, awareness of the multimodal texts presented through Korean language textbooks is an important matter as a prerequisite to achieving the goal of Korean language education.
Methods Therefore, the purpose of this design study is to derive the major combination types of multimodal text in elementary school Korean textbooks, and to suggest an efficient design direction based on them. First of all, various basic elements of the multimodal text appearing in elementary school Korean textbooks are integrated into 6 types of photos, illustrations, diagrams, speech bubbles, symbols, and blanks, and the text types are divided into 4 types of data, instructions, assignments, and principle texts. And by examining actual Korean language textbooks, this study derives major combination types based on the frequency of appearance, and analyzes related design implications.
Result As a result of examining Korean textbooks for 1st grade, 3rd grade and 5th grade of elementary school, there were a total of 73 complex style combination types. The frequency of appearances was investigated and design implications were suggested for each type.
Conclusion It was found that, by proper understanding of the learning goal and activity purpose for each specific text type, setting the efficient combination type and design direction of multimodal texts is important in a textbook development process.
keyword : 복합양식 텍스트, 초등학교 교과서, 교과서 디자인, Multimodal text, Elementary school textbook, Textbook design
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A Study on the Effect of the Color's Cognition on the Consumer's Intention to Purchase Coffee Brand - Focusing on the case of Korean and Chinese coffee brands -
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왕홍 Wang Hong |
JEWNR 78(0) 29-40, 2023 |
ABSTRACT
Background As the times and cultural environment change, consumers' cognition of color is changing quickly. Color has now become a new added value to the product. If the consumer visually accepts the visual image of the improved product, a new product image is created. Therefore, it is important to improve the visual image of the product by leveraging changes in consumer cognition of color.
Methods This study focuses on the packaging colors of various coffee brands in China and South Korea to examine how changes in color cognition affect consumers' intention to purchase and propose effective color marketing strategies. In this study, we conducted a theoretical study and case study on how changes in color cognition affect consumers' purchasing intentions.
Result As can be seen from the experience of theory and examples, changes in color cognition affect consumers' consumption preferences, purchasing behavior, and purchasing behavior.
Conclusion Studies have shown that consumers are affected when they buy coffee brand products. Therefore, it is necessary to fully understand the color of the coffee brand, combine it with the characteristics of the coffee brand product or market, and take full advantage of the changing cognition of the color and color to actively induce consumers to buy coffee. Attempting new colors in coffee brands will increase consumers' emotional satisfaction and quality of life, and will actively encourage them to buy coffee.
keyword : 브랜드 컬러, 커피 패키지, 컬러마케팅, brand color, coffee package, color marketing
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A Comparative Study on the Personified Fox Character in Animation - Focusing on Korea and China -
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방화우 Fang-hua Yu , 신인식 Shin-in Sik |
JEWNR 78(0) 41-52, 2023 |
ABSTRACT
Background This article was retrieved on November 3, 2022 using NAVER Movies and Douban Movies, the official movie statistics websites of Korea and China.Among the TOP10 animations, there are 13 animations from China and South Korea with anthropomorphic characters.Among the many anthropomorphic characters, the fox character is very popular, and there are many fairy tales and film and television works related to foxes in China and South Korea.
Methods This article will compare and analyze 여우비 in "천년여우 여우비" and Xiaojiu in "Legend of Deification" based on the retrieval results of Korean and Chinese animations.By analyzing the comparison of modeling structure, expression, movement and human beings, we can find out the similarities and differences of the anthropomorphic fox characters in China and South Korea.
Result According to the analysis results, it can be seen that the facial structures of the two characters basically conform to the human facial structure, but due to different settings, there are certain differences, and the expressions are highly consistent with human expressions.The body structure analysis and dynamic lines of both characters show similarities to humans, so when the character's body structure is the same or similar to the body structure, it is possible to perform human actions.
Conclusion According to the analysis results, the similarities and differences of the anthropomorphic expressions of the two characters are summarized, and the reasons are analyzed. It is hoped that the research methods and data used in this article can be widely used in the anthropomorphic and related research of animation characters in the future field and look forward to further research.
keyword : 애니메이션, 캐릭터, 의인화, Animation film, Character, Anthropomorphic
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Comparative study on visual elements of mobile game application icons: a comparison centered on popular games in South Korea and China
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류시정 Liu-si Jing , 신인식 Shin-in Sik |
JEWNR 78(0) 53-65, 2023 |
ABSTRACT
Background With the development of The Times and the progress of science and technology, the game market in the entertainment industry has been developing rapidly in recent years.Mobile games are becoming increasingly popular due to their convenience, flexibility and strong social characteristics.Therefore mobile games have become an indispensable part of people's socializing and entertainment. A comparison is made in this study,the results show that there are differences in the app icon design in China and Korea, and that the app icon design is completely different even in the same game.
Methods This study select a total of 40 top 20 game app icons from the Google Play Store in Korea by September 30, 2022 and the App Store in China by September 30, 2022, and compared and analyzed the visual elements of icon design. First, the color properties of 40 icons were selected through ksca, and comparative analysis was performed on brightness and purity. Second, the composition types of 40 icons were compared and analyzed according to the Composition Theory. Third, this study compare and analyze the graphics methods used in the graphics of 40 icons (graphics-oriented, text-oriented, and graphic combinations).Then, based on the above comparison results, the visual elements of Korea and China are selected, and a questionnaire is designed and prepared for college students, and finally the analysis results and questionnaire answers are summarized.
Result Discovered through comparative studies and surveys. Korea considers the visual design of game app icons relatively comprehensively, and the overall visual elements are rich in design, flexibility, and design thinking is relatively balanced. China's visual elements are relatively strong and design ideas value purpose and content delivery.
Conclusion this study have drawn similarities and differences in the preference for the use of Korean and Chinese game app icons for visual elements, and we hope that it will serve as a theoretical reference for future game app icon design and related research directions.
keyword : 모바일 게임, 앱 아이콘, 시각 요소, Mobile games, app icons, visual elements
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Development of Process and workshop toolkit for UX writing
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정지현 Jeehyeon Jung , 이지현 Jihyun Lee |
JEWNR 78(0) 67-78, 2023 |
ABSTRACT
Background UX writing is often referred to synonymously, without distinction, from copy writing and technical writing and content design among non-experts. Because it is not clearly defined. In addition, the absence of theoretical information for the overall process on how to start and end, techniques and tools.
Methods This study defines the concept of UX writing and proposes a UX writing workshop toolkit that organizes scattered processes, techniques and tools. After quickly developing a toolkit based on literature research, the toolkit was verified and gradually improved through implementation studies. Finally, the ‘UX Writing Workshop Facilitation Toolkit for Non-Experts’ was developed, and an evaluation was conducted to check the utilization of the tool in practice.
Result The toolkit in this thesis received positive reviews in terms of usefulness and difficulty. However, it is necessary to improve the usability of non-experts and the flexibility of work application. It is necessary to improve the disadvantages of a long length and a lot of text to check the toolkit during practice. In addition, due to the nature of UX writing designed through language, it is necessary to increase its usability by organizing Korean UX writing cases that can be referenced.
Conclusion This study has academic significance in that it constitutes the conceptual definition and methods of UX writing that is expanding in the industry. In addition, It is expected that the toolkit proposed in this study will be of great help in introducing the UX writing process and method to non-expert groups and in establishing the UX writing process of organizations.
keyword : UX 라이팅, 워크숍 툴킷, UX 라이팅 방법, UX Writing, Workshop Toolkit, UX Writing Methods
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Prioritize toaster design elements based on adjacency matrix
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홍윤기 Yun-kee Hong , 양민석 Min-seok Yang |
JEWNR 78(0) 79-90, 2023 |
ABSTRACT
Background When there are various problems in the design process, it is necessary to prioritize problem solving. This study attempted to define and prioritize the problems raised in toast devices by applying the affinity diagram and the DEMATEL method.
Methods The top three target toast devices were selected through the sales ranking of the domestic(Korea) open market, and problems were derived by analyzing the recent 100 product reviews for each product. Based on this, three experts and four undergraduates participated to derive priorities by implementing the affinity diagram and the DEMATEL method.
Result As a result of performing the affinity diagram, the problems were one level structures with eight factors. And based on this, through the DEMATEL method, the order of 'usability/functionality', 'quality', 'product size', 'washing', 'code length', 'uniform heat transfer', 'slot size', and 'smell on primary use' could be confirmed.
Conclusion Since the DEMATEL method is based on adjacent matrices, high-priority problems are highly related to other problems, which have the effect of solving other problems. This study attempted to solve the usability/functionality problem by simplifying the toast device. As a result, it is expected to improve to ‘cleaning’, ‘slot size’, and ‘smell on primary use’ by designing it as an open type.
keyword : 친화도법, DEMATEL법, 토스터, Affinity diagram, DEMATEL method, Toaster
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A Study on The Personalized Customization Service Strategy of Smart Signage in Public Spaces
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이정민 Jeongmin Lee , 이서진 Seojin Lee |
JEWNR 78(0) 91-100, 2023 |
ABSTRACT
Background Along with the trend toward a non-face-to-face society due to the COVID-19 pandemic, smart signage that incorporates IT technology and supports interactive services through networks is replacing traditional signage in various parts of society. Smart signage, which provides customized services based on personalized experience, is increasing in public spaces beyond the commercial realm, but smart signage that applies customized services suitable for public spaces is relatively lacking. The purpose of this study is to examine the concept of smart signage and customized service of smart signage and to present a strategy for the development of smart signage in public space through case analysis of smart signage in public space.
Methods The research method was conducted through literature review and case analysis of smart signage. First, the concept and current status of smart signage were examined. Second, the concept of customized service of smart signage was examined. Third, the characteristics and cases of using smart signage in public spaces were analyzed.
Result Four personalized customized service strategies were derived that combined the characteristics of smart signage with the characteristics of public space. The four major strategies are increasing real-time user interaction technology by applying universal design principles, expanding public content with personal data connectivity that complies with privacy protection regulations, building organic customer journey content based on public data, and using as media for artistic expression.
Conclusion The most important point in the customized service strategy of smart signage for public space is to maximize user use as an extension line of public services. To this end, it is necessary to utilize the strategy presented through this study. As the smart signage of public spaces applied with the strategy of this study expands, public services are expected to further develop both qualitatively and quantitatively.
keyword : 공공 공간, 스마트사이니지, 맞춤화 서비스, Public Space, Smart Signage, Custom service
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A Case Study on School Space Design Requirements for Future Education - Focus on Singil Middle School and Gonghang High School -
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문선욱 Sun-wook Moon |
JEWNR 78(0) 101-110, 2023 |
ABSTRACT
Background The school space is a place to experience the growth process to prepare for the lives of future generations. Therefore, there is a need for innovation in a space that can contain various curriculums centered on experiences linked to life and the changing social role of schools. The purpose of this study is to derive design characteristics of future schools and suggest directions through case analysis of school space created by design competition.
Methods 1. We examine the background and form of changes in the educational space in Korea. In addition, future education and school space predicted in the OECD future school scenario are considered. 2. The analysis framework is established by deriving keywords for future school space requirements through the curriculum for future educational goals and the Greensmart future school policy review. 3. The design characteristics are analyzed through case analysis of Singil Middle School and Gonghang High School, which were created with a design contest, and the direction of the school space is suggested in the future.
Result The keywords for space requirements in the future school are the emotional keywords of autonomy, aesthetics, encircle and playfulness, ecological keywords of eco-friendliness, exchange and fusion keywords of variability, diversity, connectivity, openness and individuality, complexation of convenience, mixed-use, and safety. As a result of the case analysis, Singil Middle School shows strong characteristics in emotion, exchange and fusion, and Gonghang High School shows strong characteristics in ecological space requirements, but those meet all other space requirements.
Conclusion It was confirmed that the spatial requirements of future schools are emotion, ecology, exchange and fusion, and complexation. And the importance of requirements may vary depending on the conditions and educational directions of each school. In particular, since complexation depends on the external environment by region connection, appropriate operational plans and measures should be sought.
keyword : 미래교육, 학교공간, 디자인요건, Future education, School Space, Design Requirements
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Consumers' Preferences based on Brand Elements in Brand Collaboration - Focusing on Convenience Store Craft Beer -
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이서진 Seojin Lee |
JEWNR 78(0) 111-122, 2023 |
ABSTRACT
Background Due to COVID-19, the drinking culture is changed. Having home parties and drinking alone has increased. In this consumption trend, the convenience store industry launched unique collaboration craft beer products to attract the attention of MZ generation consumers who enjoy the experience of different products. Various new craft beer brands are being launched one after another this year, but the appearance of successful products such as Gompyo Wheat Beer is decreasing amid the overflow of collaboration products, and products that are discontinued shortly after launch are increasing. As consumers grew tired of them, sales fluctuated by product. Therefore, the need for research on brand elements to be considered has emerged in order for convenience store craft beer brands to grow into brands that can captivate consumers and receive continuous attention through collaboration in the future.
Methods In this study, the concept and characteristics of funsumer, brand collaboration, and brand elements are examined through theoretical consideration. The elements of brand name, symbol and logo, character, slogan, and package were investigated and analyzed. Through the survey, the preference for the brand elements was investigated and the factors affecting the brand image were analyzed.
Result It was found that the liking for the brand elements leads to the liking for the collaboration and is connected to the purchase intention. Therefore, it was found that a strategy to determine the brand elements by carefully selecting the characteristics related to the awareness of the collaborating brand was necessary.
Conclusion When making collaborations between different brands, it is necessary to develop strategic brand elements that can identify consumers’ tastes and values and expand the synergy between brands, and increase friendliness to consumers through the rarity of design and create fun and storytelling to continue. It can grow into a sustainable brand.
keyword : 브랜드 콜라보레이션, 브랜드 구성요소, 수제맥주, Brand collaboration, Brand elements, Craft beer
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