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1

4,000원

With the close relationship between the idea of Postmodernism and the development of architectural and digital technology, the contemporary architectural scene began to require a new design process. In this context, some contemporary architects called 'the digital architect' use computer algorism as a mode of thinking about architecture named 'digital design process' for making more complex and peculiar architectural form. In addition to such a general phenomenon of digital design process, we can find another meaning of it, the role of architect's schema, in point of that all of architectural design process must start from the architect's own consciousness. In other word, architect's schema has an important role not only in traditional architectural design process, but also in digital design process. Architectural schema in design process is a lump of conceptual idea constituted with transcendental elements, intuition, image, thinking, philosophy, theory, and etc. in architect's consciousness. Diagram is a kind of media, which transforms architectural schema to real architectural form. It is different from the existing definition of diagram, and acts as a generator reflecting the function of computer algorism and conceptual schema. Therefore, it can make various architectural forms along with the changing of architect's schema and application of computer algorism in design process. That is why we call it as 'the generative diagram'.

2

4,000원

Recently, the Non-liner design has turned the Architecture development into a new age . Such a complex building design and implementation process is very different form the original building design process. It is quite complicated to figure out the Non-liner Architecture skin design method. So to understand the skin structure system and desing process is very important. This thesis is maintain focus on analysising design and implementation methods, and software. After the case study is finished by using the digital software to finish the nonlinear Museum of Fine Arts building skin design.

3

디지털 융합시대의 디자인 사고 기반 사회문제 해결 아이디어 구체화 프로세스에 관한 연구 KCI 등재

백승철, 조성혜, 김남희, 노규성

한국디지털정책학회 디지털융복합연구 제15권 제2호 2017.02 pp.155-163

※ 기관로그인 시 무료 이용이 가능합니다.

4,000원

우리나라는 급속한 경제발전 과정에서 양극화, 저출산, 고령화, 자원 문제, 환경문제 등 사회문제들이 복합 적으로 발생하며 경제, 문화, 교육 등에서의 사회적 격차가 심화되고 있다. 이로 인한 사회문제 발생과 복지예산의 증가는 불가피한 실정이다. 이러한 전망에서 정부와 기업들은 기술 개발과 경제 활성화를 통한 사회문제 해결에 집 중하고 있다. 하지만 사회문제 해결을 위한 기술은 단순한 현상이 아닌 본질적인 발생 원인과 이해관계자, 지역성과 문화에 대한 복합적 조사를 기반으로 개발되어야 한다. 본 연구는 디자인 사고 프로세스를 활용하여 효과적인 사회 문제 해결형 아이디어 구체화 프로세스를 개발하기 위한 시사점 제안을 목적으로 한다. 이를 위해 미국의 혁신회사 IDEO, 스텐포드 d.school등의 디자인 사고 기반 문제 해결 프로세스를 비교 분석하고 아이디어 구체화 과정에서의 문제점과 고려 사항을 도출하였으며, 이를 기반으로 사회문제 해결을 위한 제품/서비스화를 위한 아이디어 구체화 프 로세스를 제안하였다. 본 연구는 사회적기업, 소셜벤처, NGO, 공익활동가 등이 자신의 전문성을 활용하여 지역의 문 제를 해결하기 위한 가이드라인으로 활용될 수 있다는데 연구의 의의가 있다.

South Korea has experienced various social problems during rapid economic development, and now attempts to address them through social economy and advanced technologies. This approach, however, requires comprehensive research on not only phenomenal issues but also their fundamental causes and regional/cultural contexts as Design Thinking Process does. This study aims to draw implications for applying Design Thinking Process into the entire process of solving social problems, from field research, idea refinement, and solution design. Limitations of Design Thinking-based social problem solving are also drawn through comparative analysis on various cases. In conclusion, the process of refining ideas and developing product/service can be utilized by social enterprises, ventures, NGOs, etc. as a guideline in addressing social problems.

4

Digital twins are a core technology for smart factories, but the high cost and complexity of existing industrial protocols like OPC-UA act as significant barriers to entry for resource-constrained small and medium-sized enterprises (SMEs). This study proposes a ‘modular lightweight architecture for discrete manufacturing process control’ to address these issues. It eliminates dependency on specific middleware, utilizing only the universal game engine Unity and standard TCP/IP socket communication. The proposed architecture functionally separates visualization (Unity server) and control logic (external client), enhancing system flexibility and minimizing communication overhead. To demonstrate the architecture's excellence, a virtual conveyor belt control experiment was conducted in a distributed LAN environment simulating an actual manufacturing site. The results confirmed stable response performance with an average round-trip time (RTT) of 25.5ms, proving it meets soft real-time control requirements. Notably, comparative analysis with an ideal localhost environment (average RTT of 15.8ms) quantitatively isolated the pure network overhead to approximately 9.7ms, objectively demonstrating the structural efficiency of the proposed architecture compared to middleware-based systems. This research presents a concrete methodology and engineering benchmark data enabling the construction of practical digital twins without expensive solutions.

5

디지털 디자인과 목업과정을 이용한 도자제품

최병건

한국도자학회 한국도자학연구 Vol.1 No.1 2005.02 pp.87-101

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

6

‘MindTrekking’ : 게임 과몰입 치료를 위한 마음챙김 기반 인지치료(MBCT) 디지털 게임 설계 KCI 등재

김병준, 문찬욱, 이기정, 전종성, 이재준

한국영상학회 CONTENTS PLUS 제23권 No.2 2025.02 pp.121-133

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

본 연구는 디지털 치료제의 일환으로 게임을 활용하여 청소년의 게임 과몰입 증상을 완화하고자 마음챙김 기반 인지치료 (MBCT)를 적용한 디지털 게임 ‘MindTrekking’을 설계하였다. 청소년들의 낮은 정신건강 서비스 이용률은 충동성과 외현화 행동 문제를 야기할 수 있으며, 이는 게임 과몰입을 포함한 다양한 중독 등의 문제로 이어질 가능성이 높다. MBCT는 우울증 재발 방지를 위해 개발된 심리 치료 프로그램으로써 현대에서는 공황 장애, 범불안장애, 게임 과몰입 등 다양한 심리치료에서 도 그 효과성을 보이고 있다. 하지만 오프라인의 접근성 및 높은 치료비용 등의 문제를 해결하기 위해 본 연구는 이를 디지털 에 접목하여 보다 접근성이 높고 지속 가능한 심리치료 방법을 제안하였다. 본 연구에서 제안하는 ‘MindTrekking’은 오프라 인에서 시행되는 시걸 외(Segal et al)의 MBCT의 8단계 프로그램(2013)을 디지털화하여 이를 게임으로써 대치하는 데에 집 중하였다. MBCT에서 시행하는 다양한 프로그램들을 게임 내 주요 메커니즘으로써 구현하였으며, 사용자가 자신의 감정과 사고를 인지하는 경험을 통해 게임 과몰입 문제를 해결할 수 있도록 지원한다. 본 연구는 기존 오프라인 치료의 한계점인 낮 은 치료 순응도와 접근성 문제를 보완하면서도, 게임이 가진 상호작용성 및 몰입성을 이용하여 MBCT의 핵심 원리를 게임화 하였고 플레이어가 이를 통해 자연스럽게 MBCT를 내면화할 수 있도록 설계하였다.

This study presents a design process of a digital game, ‘MindTrekking’, as a digital therapeutic intervention to treat Internet Gaming Disorder (IGD) through mindfulness-based cognitive therapy (MBCT). The low utilization rates of mental health services by adolescents can lead to difficulties in their regulation of impulsivity, in turn leading to heightened impulsiveness and externalized behavior problems. Such a situation can ultimately result in various addiction-related issues, including IGD. MBCT was originally developed as a psychological treatment program to prevent the recurrence of depression. However, it has since been demonstrated to be effective when used to address various mental health issues, such as panic disorder (PD), generalized anxiety disorder (GAD) and IGD. Given the accessibility limitations and high costs associated with offline intervention programs, this study integrates MBCT into a digital environment to propose digital therapeutics (DTx) with greater accessibility and stronger sustainability. ‘MindTrekking’ digitizes the original eight-session MBCT program by Zindel V. Segal (Segal et al., 2013) into game-based mechanisms. By embedding core MBCT practices into the game’s interactive design, it allows users to recognize and manage their thoughts and emotions, thereby helping them reduce their gaming addiction behaviors. This study not only addresses the limitations of offline treatments, such as low compliance and limited accessibility, but also leverages the interactivity and immersive nature of games to integrate MBCT’s key principles, enabling players naturally to internalize these practices through gameplay.

7

비정형 건축 구현을 위한 디지털 디자인 프로세스에 관한 연구

이재국, 이강복

[Kisti 연계] 한국디지털건축ㆍ인테리어학회 한국 디지털 건축ㆍ인테리어학회 논문집 Vol.11 No.2 2011 pp.13-19

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

Starting in modern times by Le Corbusier, architectures made by concretes are still developing in these times. For several decades, the shape of box architecture has been the most familiar type of buildings. Of course "The concrete is the type of box building" isn't always right, but what we have most seen was the buildings which has been stylized and made by concretes. Through modern times to these days based on international style and functionalism, the type of box building was the most effective and good profit type of architecture which has not disregarded the capitalism. Free-form building are becoming a common place, and many of these are designed and constructed using sophisticated techniques. The main technique being used is Generative Technology of Form for free-form construction. People's interest is growing in this, and it is becoming widely used both abroad and domestically. The purpose of this paper is to investigate the use of Generative Technology of Form which is a digitally adapted design methodology in architecture. The digital design process used for contemporary buildings share many typical features that exist within a standard digital template, but also an increasing amount of mass customization that has to be produced at an additional cost. This paper will summarize these features in terms of free-form architecture, and in terms of the digital design process. In fact, 3D models have to be conceded as main design products considering features of Free Form Design Architecture. However it is practical to design twice over, because all forms of architectural drawings are 2D. From now on, design of Free Form Design Building is not to separate between design process and practical process, but to compound them as unified design system applied the process to communicate information interactively. For this, it should be required to impose unified digital design process and perform researches about effective way to apply in the field of Free-form Design Architecture.

8

건축 프로세스에서의 Digital Design Tool 활용에 관한 연구

전현우, 최종천, 김길채

[Kisti 연계] 한국전산구조공학회 한국전산구조공학회 학술대회논문집 2009 pp.567-572

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원문보기

본 연구에서는 국외 설계사무실과 국내 설계사무실의 수행 프로젝트(표1)를 디지털 디자인 프로세스에서의 디지털 도구 활용 사례조사 결과를 일련의 설계 프로세스(기획(Pre-Design), 계획 설계(Schematic Design) 중간설계(Detail Design), 실시설계(Construction Design))를 11개의 설계 단위작업((1)자료수집, (2)도서화작업, (3)의사소통/프레젠테이션, (4)협력업체와의 협업, (5)디자인 실험, (6)디자인분석/유효성 검토, (7)빌딩시스템과 자재선정, (8)자재비교/견적, (9)디자인 발전, (10)RP를 이용한 모델 제작, (11)시공/제작)으로 분류하여(설계프로세스별로 디지털 디자인 툴의 활용 빈도를 조사 분석하는 것은 프로세스별로 중복된 설계 단위작업이 진행됨으로 연구결과의 의미가 잘못 해석될 수 있다.) 그 활용에 대한 유형을 분석하고 이를 바탕으로 설계과정에서의 디지털 디자인 툴의 활용특성을 도출하여 실무설계의 기초자료를 제공하는데 그 목적을 둔다.

9

공간 모델링에 있어서 디지털 디자인 프로세스의 최적화 방안 연구

안윤, 류호창

[Kisti 연계] 한국실내디자인학회 한국실내디자인학회 학술대회논문집 2006 pp.54-57

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원문보기

The digital modeling process is visualization of designer's specific intension in digital virtual space by constructing computer and information system that fits the designer's intension and morphological characteristic of the space that to be modeled. Digital Modeling Process has been brought to attention for it's design efficiency and potentialities as new creative tool. The effect of DMP, in spacial design process has been grown from simply providing a ways to visualize designer's idea toward utilizing modeling data for real construction which includes architectural and constructional material. The purpose of this study is to find optimal methodological answers to spatial design process that is improved and specialized due to rapid improvement of digital media.

10

디지털 디자인프로세스에 나타난 형태생성방식의 특성에 관한 연구

이수용, 이상준

[Kisti 연계] 한국디지털건축ㆍ인테리어학회 한국 디지털 건축ㆍ인테리어학회 논문집 Vol.6 No.2 2006 pp.9-16

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

The research want to know about form creation method's special quality that found in digital construction design process that using digital media, and they comparison analysis that who positive using digital media, Frank O. Gehry, Peter Eisenman, Greg Lynn, UN studio's work. First, In digital design process using digital media is make full use to design unfolding step and application way can change by architect's recognition difference of using digital media and each architect's design general idea unfolding process, and it means form creation process can change. Second, In digital design process a building form doesn't design adaptation to construction system, they directly design the third dimension form. So, they deduction a new form that unification and integration. Third, the architect that appear's in digital design process's part is existing, data from position of the master which it selects the coding selects the outcome goods which appears in computer operation with coordinator role of the originality and construction sense which it is visible.

11

디지털 패브리케이션을 위한 디지털 융합 디자인 프로세스 합리화 과정에 관한 연구

최용혁

[NRF 연계] 한국전시산업융합연구원 한국과학예술융합학회 Vol.38 No.4 2020.09 pp.429-439

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

본 연구의 목적은 디지털 패브리케이션을 이용한형상 표현을 효율적이고 체계적으로 디자인 프로세스에 적용하여 새로운 조형 창작을 위한 기반을 넓히는데 있다. 이를 위해 디자인 초기 단계부터 제품 제작을 고려한 통합적 디자인프로세스 체계를 세우기 위한 개념 모델 제시를 목적으로 하였으며 통합적 접근의 한 부분으로 합리화 개념을 제시하였다. 본 연구는 제품 제작 공정에 디지털 패브이케이션적용을 위한 통합적 프로세스 구축에 대한 실험적 연구로서 연구의 방법과 범위는 1) Generate – Explore - Fabricate 세 단계로 구성되는 디지털 디자인 프로세스에 대한 이론적 배경과 단계별 기술적 특성을 살펴본다. 2) 디지털 제작을 위한 디지털 패브리케이션에 대해 알아보고 통합적 디지털 패브리케이션 프로세스에 관해 알아본다. 3) 통합적 프로세스 구축을 위한 합리화 과정을 적용한 디자인 프로세스 연구모형을 도출한다. 4) 연구모형을 디자인 과정에 적용한 문손잡이 사례를 제작하였다. 사례 연구에 디자인 프로세스를 적용한 결과 생성- 합리화-제작의 프로세스는 단방향의 일련 적인 흐름이 아닌 단계 간 공유와 소통의 과정이며 상호보완적과정이라 할 수 있다. 따라서 디지털 디자인 프로세스에서 합리화 과정은 의도된 디자인을 유지하기 위해제품 제작에 사용할 디지털 제작 도구의 특성을 이해하고, 입력 파일에 대한 요구사항의 정의와 이와 관련된 메타데이터의 표준화를 위한 상호 보완성을 바탕으로 한 순환 프로세스로 요약할 수 있다.

In this study, the expression of shapes using digital fabrication is purposed to make better efficiency and systematically applied to the design process to broaden the foundation for the creation of new shapes. To this end, the aim was to present a conceptual model for establishing an integrated design process system that takes into account product production from the early stages of design, and rationalized concepts as part of an integrated approach. This study is an experimental study on building an integrated process for applying digital fabrication to the product manufacturing process, looking at the theoretical background and step-by-step technical characteristics of the digital design process, which consists of 1)generate-Explore-Fabricate three phases. 2)Learn about digital fabrication for digital production and learn about the integrated digital fabrication process. 3)Derive a design process research model that applies a Optimization process for the establishment of an integrated process. 4)We produced a doorknob case that applied a research model to the design process. The process of producing results by applying the design process to case studies - optimization - the process of production is a process of sharing and communication between steps, not a serial flow of one-way, and can be called a complementary process. Thus, the Optimization process in the digital design process can be summarized as a circular process based on the reciprocal complementarity for understanding the characteristics of the digital production tools used in the product production to maintain the intended design, and the definition of requirements for the input file and the standardization of the associated metadata.

12

사용자 모션데이터를 활용한 디지털 공간디자인 프로세스 개발에 관한 연구

안신욱, 박혜경

[Kisti 연계] 한국실내디자인학회 한국실내디자인학회 논문집 Vol.13 No.3 2004 pp.187-196

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원문보기

The purpose of this study is to develope'a digital space design process using user's motion data' through a theoretical and experimental study. In the progress of developing a developing of design process, this study was concentrated on searching a digital method applying user's interactive reflections. As introducing a concept of space form being generated by user's experiences, we proposed'a digital design process using user's motion data'. In the experimental stage, user's motion data were extracted and transferred as digital information by user behavior analysis, optical motion capture system, immersive VR system, 3D softwares com computer programming. As the result of this study, another useful digital design process was embodied by building up a digital form-transforming method using 3D softwares providing internal algorithm. This study would be meaningful in terms of attempting a creative and interactive digital space design method, avoiding dehumanization of existing ones through the theoretical study and the experimental approach.

13

Lean startup 방법을 적용한 디지털 패브리케이션 통합 건축 설계 프로세스

정재환, 김성아

[Kisti 연계] 한국BIM학회 Journal of KIBIM Vol.8 No.4 2018 pp.23-33

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Recently, the industry actively adopts the cutting-edge technologies of the fourth industrial revolution and uses them to enhance the productivity and service of mass-customization. The manufacturing industry is creating new processes and business models by achieving digital transformations through a lean start-up approach aimed at achieving the highest customer satisfaction with minimal resources. Although attempts are made to manufacture the building by introducing the latest technology in architecture, it is applied sporadically, not as an integrated system, in the entire phase of the architectural project. This paper analyzes the changes in the construction industry through the application of core technologies of the fourth industrial revolution. Design processes are analyzed for the digital transformation of the construction industry by case study of advanced architectural design practice. A novel design concept model 'Architectural lean startup' is proposed by combining the architectural process and the lean start up method. Through the design of the bus stop based on the architectural lean startup concept, it is confirmed that the designer repeats the 'Generate-Test-Analysis' to develop the design and generate the final result.

14

디지털 트윈 개념을 적용한 프로토타이핑 기반 디자인 프로세스: 기초연구

김진웅, 김성아

[Kisti 연계] 한국BIM학회 Journal of KIBIM Vol.9 No.4 2019 pp.51-61

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In the general manufacturing sector, prototyping used to reduce the risks that can arise with new conceptual products. However, in AEC area, it does not mass-produce a building, so the prototype itself becomes a building. Therefore, it is challenging to have prototyping of the same scale as the real thing, and the prototyping process in architecture is very inefficient. The prototyping process in the design stage typically assumes making a scaled model, partial model, or digital model. However, it is difficult for these models to correspond to the actual building and the environment of time and space such as scale, material, environment, load, physical properties and deformation, corrosion, etc., unlike the actual building. When using the digital twin concept in the prototyping process, it is possible to measure performance from the design stage to the operation stage. The digital twin was found by a method for monitoring based on physical twins and real-time linkage in the operation stage. Therefore, if the digital twin concept is applied at the design stage, it is possible to predict performance using not only current performance but also history information using real-time information. In order to apply the digital twin concept to the prototyping design process, we analyze the theoretical considerations and the prototyping design process of the digital twin, analyze the cases and research results where the prototyping design was applied, Provide an applied prototyping design process. The proposed process is tested through a pilot project and analyzed for potential use.

15

디지털 드로잉 기법과 특수 분장을 활용한 3D 아트메이크업 디자인 프로세스

신원선, 신세영

[Kisti 연계] 한국패션비즈니스학회 패션비즈니스 Vol.15 No.2 2011 pp.131-144

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The purpose of this study is to propose 3D art make-up design process by reproducing real objects through preliminary digital drawing with Photoshop (Photo Shop CS4.0, Adobe, USA) and using special make-up that has never been done previously, and produce creative problem solving plan to make concrete expanding thoughts and ideas. As for this study method, this study was composed of preliminary study, literature study by book examination and positive study on design process that performed preparatory work and reproduced real objects. Real case study by art make-up design process can improve effective design expressing ability by utilizing special make-up, diversify techniques, extend expression areas by materials, and create unique design. In addition, preliminary work by digital drawing, a process to predict real object work in advance, could reduce time and cost while improving work skill for work production, raise design accuracy and make easy the modification of idea. This study is anticipated to activate digital make-up by various digital techniques including Photoshop.

16

디지털 환경에서의 제품 디자인 프로세스 모형 연구

조성근

[Kisti 연계] 한국기술사회 기술사 Vol.35 No.5 2002 pp.78-84

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From designers' viewpoint, today, the major environmental change can be found in the digital environment. Especially, more than the development of physical product which can be characterized as the backup of old function and realization of new function in the field of product design, as the digital product development of program style that exists without substance is deepened, the development of the digital design media has been accelerating. However, it is the recent matter that the link with educational system about the added value which could be embodied by digitech, and the interdisciplinary research about producing goods become regular. The construction of the industrial design development process based on the digital environment must be the major research object. Therefore, the goal of my research is to present the concept of the product design process model required in the digital environment.

17

디지털 테크놀로지에 의한 디자인 프로세스의 변화에 관한 연구

김학권, 김관배

[Kisti 연계] 한국디자인학회 한국디자인학회 학술대회논문집 2005 pp.12-13

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18

Office dA의 디자인 프로세스에 나타나는 디지털 물성에 관한 연구

유용현

[Kisti 연계] 한국실내디자인학회 한국실내디자인학회 논문집 Vol.25 No.1 2016 pp.24-34

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The notion of materiality in architecture has existed throughout its history, and it has begun to discussed in earnest as an important architectural discourse since early twentieth century, when the Industrial Revolution and its consequent mass-production system has fundamentally changed the means and methods of architectural production. However, this traditional notion of materiality is not fully engaged with today's digital paradigm, and not able to inquire into the complex aspects of contemporary architectural process, because their theoretical and perceptional bases are still remaining in modern era. In this shifting context, this study is intended to develop a new concept of digital materiality which corresponding to contemporary digital and material culture. This paper speculates and argues digital materiality as an active ingredients of contemporary design process as well as a comprehensive logical system that negotiate with various geometric conditions. The purpose of this study is to analyze and investigates the distinctive characteristics of Office dA's architectural design process in the digital realm.

19

디지털 텍스타일 프린팅 시스템에 기반을 둔 의류디자인 프로세스 연구

이지원, 이주현

[Kisti 연계] 한국감성과학회 한국감성과학회 학술대회논문집 2002 pp.85-96

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본 연구에서는 ‘대량 맞춤화(Mass Customization)' 트렌드의 부상과 그 맥락을 같이 하여, 텍스타일 분야의 혁명이라 일컬어지는 디지털 텍스타일 프린팅 기술을 기반으로 한 소비자 참여형 의류 디자인 프로세스 모형 두 가지를 제안하고, 기존의 고전적인 디자인 프로세스와 이 모형들 사이의 효율성, 적합성을 비교 고찰함으로써, 대량 맞춤화 시대를 위한 새로운 의류 디자인 프로세스의 가능성을 모색하였다. 20대∼30대 여성을 대상으로 설문조사를 실시한 결과, 전체 응답자들은 선택의 기회를 가장 많이 가질 수 있는 대량 맞춤화형 디자인 프로세스를 가장 선호하였으며, 응답자들은 의류 소재의 디자인 요소 중에서 문양보다는 색채의 영향을 더 많이 받는 것으로 나타났다. 본 연구의 결과를 통하여 획일화되고 대량화된 상품보다는 보다 차별화되고 자신의 요구를 반영한 상품을 선호하는 소비자들의 수요를 발견하였으며 이에 부응하는 디자인 프로세스로의 패러다임 변화에 관한 지표를 얻을 수 있었다.

Entering the period of Mass Customization, and with the help of the Digital Textile Printing technology, the purpose of this study is to propose two customer involved design process models, based on the Digital Textile Printing technology, and to compare their efficiencies and appropriateness with those of the existing design process model, which would lead us to discover the possibilities of Mass Customized design process. By the result obtained from the survey of 166 females in their twenties and thirties, the second Mass Customized design process model which gave most choices to prosumers was preferred the most, while the existing design process which gave no choice seemed to be preferred the least, and among the design elements of textile, color appeared to be the most significant influential factor in the preference of the clothing by the consumers. In summary, it appeared that every aspect of the society requires a shift in the process of the thought from Mass Production to Mass Customization at this point, and a guideline was made from the Mass Customized design process suggested in this study.

20

GUI와 PI(Physical Interface)간의 상관성(compatibility)을 고려한 디지털 제품의 GUI 대자인 프로세스 연구

조성근, 김종규

[Kisti 연계] 한국디자인학회 한국디자인학회 학술대회논문집 2003 pp.252-253

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