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한국브랜드디자인학회 학술대회

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  • 자료유형
    학술대회
  • 발행기관
    한국브랜드디자인학회 [Brand Design Association of Korea]
  • 간기
    연간
  • 수록기간
    2016 ~ 2020
  • 주제분류
    예술체육 > 디자인
  • 십진분류
    KDC 600 DDC 700
2016 10th 台灣數位媒體設計國際學術研討會論文集 (6건)
No
1

Following the development of technology, over the age of "web 2.0", and then "sharing", "participation", "open" and "personalization" and "intelligent" for them to the advent of an age of "Web 3.0". In this smart environment of the mobile equipment is just not a simple telephone or message function but until the appearance of service by the App(application) and game makes it more different. In this paper, first setting the trend of game and make a research of the social network game(SNG) what is catching a popularity recently. Among these situation is going to analysis the typical puzzle game centered on the kakao talk by Korea and the wechat by China. And set focus on the interface design of the SNG, through the case analysis, and from now on, making a suggest about the game evaluation of usability for increasing the accessibility between the user and game. Through the advanced research, esthetic visual elements color, shape, typography and lay-out are deducted for user, and analysis the interface of two games. From the next stage, following the professional of the usability is going to draw an usability evaluation by the technique of the Heuristics for mobile game, and following the two platform, after making a question investigation for the survey target from each side who had a experience of the game, it will be made a comparison through the result of evaluation. In the conclusion of this paper, making a combination between the result of case analysis and evaluation of usability to suggesting problems, and also finding the factor of occurrence for these problems in the future. Besides the puzzle game, through the method of this usability evaluation, this study is going to make a expectation to compare and analysis the other genre of games.

隨著科技的發展, 經歷完web2.0 時代,“共有”,“參與”,“開放”,以及“個人 化”和“智能化”集于一身的web3.0 時代也隨之到來。在這種擁有移動設備的智能環境下,不 僅有單純的電話和信息功能,甚至會提供應用程序或者遊戲功能,用戶們通過這些功能從而更 能享受到多樣化的服務。在本研究論文里,首先抓住遊戲的大趨勢,對最近有著很高人氣的移 動社交網絡遊戲(SNG)進行研究。其中會以韓國的Kakaotalk 和中國大陸的微信(Wechat) 里具有代表性的休閒益智類遊戲為中心進行分析。緊接著著重于SNG 的用戶界面設計,分析實 例。為了提高以後用戶和遊戲之間的接近性,提出對於遊戲使用性的評價標準。通過先行研 究,得出了色彩,形態,文字設計,排版等遊戲用戶的審美上的視覺構成要素。隨後通過對於 被稱作為Heuristics 的使用性評價相關的專家性的技法,得出移動遊戲的相關使用性評價的項目 之後根據兩個不同的平台分別進行對於遊戲對象的問卷調查,隨後再通過評價的結果進行比較 分析。本研究論文的結論部分結合了實例分析結果以及使用性評價結果,從中指出問題點,今 後對於這些問題發生的原因和防止研究進行近一步摸索,不僅只有休閒益智類遊戲,更加期待 通過這些技法對於其他類別遊戲的比較分析和研究。

2

The cross symbol has been expressed in various forms as it expands its meaning with transcending generations. Thus, this study analyzed the form of design of the cross appeared on the symbol of domestic Korean Protestant Churches based on design factor and principle, and analyzed the formativeness, and considered meaning and symbol that the cross has. Through this, we will consider composition and arrangement in formativeness and symbol of the cross according to what each Korean Protestant Church symbolizes.

3

The numbering system of Korea or Eastern countries increases in a four-digit unit such as ten thousand, hundred million, trillion, ten-million billion where as the number of Western countries increases in a three-digit unit, causing great inconvenience due to the difference from global standard and habits. I proposed a new notation in order to minimize confusion of the color difference by monetary unit and readability of numbers at the time when a high-denomination bill of fifty thousand won is issued as currency.

4

Today, mobile devices have deeply penetrated in our lives. We deal with too many things with mobile devices to even image life without them. Due to the busy schedule of modern day people, it has become part of daily routine to exchange greetings online with each other or share daily affairs online and set up a specific group of activities online. However, given the characteristics of the internet place where people cannot see each other’s face, people came to long for an alternative to express their own feelings. As a solution to such a desire, emoticons have emerged and evolved continuously along with the computer technology development. In this situation, this study researched Line Friends, the emoticons of Line, one of the popularized mobile messenger platforms in South Korea, to investigate the cases of their use. As a result of this study, Line Friends were found to have been utilized in far diverse areas beyond the limitation of messenger emoticons. The emoticon characters have been sold in online and offline shops for diverse purposes and forms. Cute Line Friends were commercially available in the forms of dolls, stationery, daily supplies, and even in clothing and fashion accessories. These characters were especially often found in collaboration with commercial brand in various industries such as cosmetics, daily suppliers and food, providing friendlier and refreshing feeling. The major character, Brown, held own birthday party by inviting people to the flagship store and appeared in a broadcasting station’s event promotional video, playing roles beyond an emoticon character. Deep friendliness is established toward messenger emoticons thanks to the empathy while chatting with others. And such profound closeness let the emoticon characters move beyond the boundary of mobile messenger to take diverse forms in the offline world. It is expected that we can find further diversified examples of their use in broader areas in the future.

5

One-Person Creative Companies are mainly interested in social entrepreneurship by starting on the basis of creative ideas and innovative technologies in the field of knowledge services. But their intellectual rights has emerged as a major problem in the creation of a knowledge-based economy society as infringement and unauthorized using within a short time. This study starts from the necessity(IP, 知識財産權) of recognizing problems and situations that need to improve the protection of intellectual property of the company, and it is the purpose by utilizing the IP and an object thereof is to present a new intellectual property of the enterprise process. The present study was to survey their awareness of the need and effectiveness of intellectual property rights aimed at executives gathered and put the result. This report was used as a premise suggests that the need for intellectual property building process. One-Person Creative Companies share their knowledge into the design and manufacturing service and it is divided and analyzed as five each cases (①Core technology, ②Features, ③ Intellectual Property kind, ④Strategy). Analyzed data with the basic premise to describe the kinds of intellectual property and the intellectual property strategy required a step-by-step process. Based on the derived analysis was proposed new intellectual property process, ①IP Prior research, ②Design Rights analysis, ③ IP Design Strategy configuration, ④ IP Application Strategy ⑤ The Intellectual property rights protection and creation strategies for One-Person Creative Companies. It can be the breaking point to offer the complete process only intellectual property elements, but an opportunity for new understanding on intellectual property rights of these studies attempt has been been marginalized compared to the relatively large one One-Person Creative Companies action now, to express the need for the intellectual property process in the sense that it could be able to find the significance of this paper. I hope this study will be contributed to the emergence and expansion of strategic intellectual property process methodology in the future.

6

Recently, the aviation industry is developing day by day. Now aircraft was changed to public transportation. The market growth of low cost airlines is high. With the launch of low cost airlines as a momentum in 2005, they are also growing rapidly in Korea. After recording the market share of more than 45% in 2014, they have grown continuously. Among them, Jeju Air attracted attention as No. 1 low cost airline in Korea. Now Jeju Air, which recorded the high growth for 10 years, expands its international routes beyond the physical market share and is reborn as a global airline mainly in Southeast Asia. In this process, now it is time to review if brand design of airlines can be efficiently used as an important marketing tool suitable for this purpose.. Thus, future-oriented design strategy and planning urgently made its appearance based on the status and analysis of advantages and disadvantages of existing brand identity design of Jeju Air. The research and analysis of data on design system of existing general airlines and low cost airlines revealed problems of the brand image implementation and identity establishment of Jeju Air. In particular, Jeju Air’s own graphic image was not efficient. Based on the research results, we selected a variety of brand design ideas and design appropriate for the future corporate strategy and determined and applied Jeju Air design system focusing on the fuselage design. As a result, we emphasized the efficiency and simplicity of communication by displaying the brand image of Jeju Air with a focusing on the character design of Jeju Air. In particular, simplifying the formative feature of the image of Jeju Island and applying variable design in the tail section of the fuselage exposed the most frequently increased happy travel feelings of passengers by enhancing variety and freshness, fun. As design of satisfying a number of environments, condition systems as well as fuselage design of aircraft, this is predicted to be highly efficient in improving the images of Jeju Air. It is expected to be helpful in enriching the role of design in the aviation industry in the future.

 
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