Pub Date : 2023-09-30DOI: 10.46248/kidrs.2023.3.278
Hui Ping Zhang, Jae Cheol Kang
Flagship shop space design influences the brand image of visiting consumers, which in turn affects purchase intention. Therefore, in order to attract consumers, this study takes experience design as the theoretical basis and aims to investigate the influence of experience design characteristics (non-daily, interactive, dynamic and associative) on brand image and purchase intention in the design of sports brand flagship shop space. In order to meet the purpose of this study, two sports brand flagship shop spaces, NIKE and ADIDAS, were selected as investigation cases, and a questionnaire survey was carried out with the group of consumers visiting the sports brand flagship shops, and 302 valid questionnaires were finally returned, and the collected data were analysed by frequency analysis, reliability analysis, validation factor analysis, correlation analysis, and regression analysis using the statistical programs of SPSS26.0 and AMOS 24.0. analysis and regression analysis. The results of the study are as follows: (1) The spatial experience design characteristics of flagship shops of sports brands (non-routine, interactivity, dynamism and associativity) have a positive impact on brand image. (2) Brand image has a positive effect on consumers' purchase intention. The results of this study can provide empirical data and theoretical support for the spatial planning of sports brand flagship shops.
{"title":"A Study on the Characteristics of Space Experience Design of Flagship Store of Sports Brand: Focus on purchasing intentions","authors":"Hui Ping Zhang, Jae Cheol Kang","doi":"10.46248/kidrs.2023.3.278","DOIUrl":"https://doi.org/10.46248/kidrs.2023.3.278","url":null,"abstract":"Flagship shop space design influences the brand image of visiting consumers, which in turn affects purchase intention. Therefore, in order to attract consumers, this study takes experience design as the theoretical basis and aims to investigate the influence of experience design characteristics (non-daily, interactive, dynamic and associative) on brand image and purchase intention in the design of sports brand flagship shop space. In order to meet the purpose of this study, two sports brand flagship shop spaces, NIKE and ADIDAS, were selected as investigation cases, and a questionnaire survey was carried out with the group of consumers visiting the sports brand flagship shops, and 302 valid questionnaires were finally returned, and the collected data were analysed by frequency analysis, reliability analysis, validation factor analysis, correlation analysis, and regression analysis using the statistical programs of SPSS26.0 and AMOS 24.0. analysis and regression analysis. The results of the study are as follows: (1) The spatial experience design characteristics of flagship shops of sports brands (non-routine, interactivity, dynamism and associativity) have a positive impact on brand image. (2) Brand image has a positive effect on consumers' purchase intention. The results of this study can provide empirical data and theoretical support for the spatial planning of sports brand flagship shops.","PeriodicalId":35082,"journal":{"name":"Journal of Design Research","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136277349","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-09-30DOI: 10.46248/kidrs.2023.3.484
Sung won Lee
Whether in the East or the West, all human beings wish for health and longevity. Since ancient times, the origin of longevity has been passed down through historical records and oral traditions. In the Joseon Dynasty, our nation developed a collection of items containing the expression of longevity. There are cultural assets such as clothes, furniture, and buildings with longevity patterns used in the royal family of the Joseon Dynasty. It is being reinterpreted by being grafted into many fields as a formative expression in art culture and contemporary design culture. This study investigated the preferences of modern people about animals and plants that wish for longevity, and developed textile design based on the results.
{"title":"A study on Textile Design using Longevity Patterns in the Joseon Dynasty","authors":"Sung won Lee","doi":"10.46248/kidrs.2023.3.484","DOIUrl":"https://doi.org/10.46248/kidrs.2023.3.484","url":null,"abstract":"Whether in the East or the West, all human beings wish for health and longevity. Since ancient times, the origin of longevity has been passed down through historical records and oral traditions. In the Joseon Dynasty, our nation developed a collection of items containing the expression of longevity. There are cultural assets such as clothes, furniture, and buildings with longevity patterns used in the royal family of the Joseon Dynasty. It is being reinterpreted by being grafted into many fields as a formative expression in art culture and contemporary design culture. This study investigated the preferences of modern people about animals and plants that wish for longevity, and developed textile design based on the results.","PeriodicalId":35082,"journal":{"name":"Journal of Design Research","volume":"160 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136277488","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-09-30DOI: 10.46248/kidrs.2023.3.412
Ya Wen Zhang, Hee Hyun Kim
This study aims to reveal the impact of 'nature-motivated sensory experience exhibitions' on visitors, where nature becomes art and art becomes nature, even in the midst of serious global environmental issues. To this end, To this end, a quantitative survey was conducted on visitors of the 'team Lab: LIFE' immersive sensory experience exhibition that combines new media art and science and technology. The study population was 130 visitors to the exhibition, and an online questionnaire was conducted, which resulted in a sample of 115 participants. After coding, statistical analysis was conducted using SPSS R-studio linear regression analysis. As a result of the study analysis, first, the sense that affects the immersion of visitors the most was the 'Hands-on experience'. Second, visitors' sense of interest in nature was found to be an “audible experience.” Third, visitors' satisfaction was more affected by immersion than interest in nature. In conclusion, it was confirmed that the “hand-on experience” of visitors had the most influence on the immersion and satisfaction of the exhibition.
{"title":"The Effect of Interactive New Media Art's Hands-on Experience on the Immersion of Visitors: Focus on ‘teamLab: LIFE’","authors":"Ya Wen Zhang, Hee Hyun Kim","doi":"10.46248/kidrs.2023.3.412","DOIUrl":"https://doi.org/10.46248/kidrs.2023.3.412","url":null,"abstract":"This study aims to reveal the impact of 'nature-motivated sensory experience exhibitions' on visitors, where nature becomes art and art becomes nature, even in the midst of serious global environmental issues. To this end, To this end, a quantitative survey was conducted on visitors of the 'team Lab: LIFE' immersive sensory experience exhibition that combines new media art and science and technology. The study population was 130 visitors to the exhibition, and an online questionnaire was conducted, which resulted in a sample of 115 participants. After coding, statistical analysis was conducted using SPSS R-studio linear regression analysis. As a result of the study analysis, first, the sense that affects the immersion of visitors the most was the 'Hands-on experience'. Second, visitors' sense of interest in nature was found to be an “audible experience.” Third, visitors' satisfaction was more affected by immersion than interest in nature. In conclusion, it was confirmed that the “hand-on experience” of visitors had the most influence on the immersion and satisfaction of the exhibition.","PeriodicalId":35082,"journal":{"name":"Journal of Design Research","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136276748","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-09-30DOI: 10.46248/kidrs.2023.3.142
Jin Guk Choi, Ji Sung Song
This study conducted a graphic symbol design study on the use of graphic symbols designated as the national standard KS S ISO 7001. The tourist information map production guide issued by the Ministry of Culture, Sports and Tourism suggests the notation according to the public guide picture cover (KS) of the National Agency for Technology and Standards of the Ministry of Trade, Industry and Energy as a rule. As a result of the analysis, graphic symbols used in 14 tourist guide maps were extracted by collecting 17 regional tourist guide maps issued in 2023. It was classified into four types of customary types. Among the 14 regions, it was confirmed that the Gangwon-do tourist information map applied standardized graphic symbols, Incheon, Gwangju, and Ulsan 3 regions used custom-type symbols, and other regions used 4 types of mixed-applied graphic symbols. Metropolitan municipalities and designers must comply with the application of the public guide picture sign (KS) to deliver uniformity and consistent messages to domestic and foreign tourists. This study presents the current status of using graphic symbols on tourist guide maps according to the KS marking principle, and expects them to be used as basic data for designers who design tour guide maps.
本研究对使用指定为国家标准KS S ISO 7001的图形符号进行了图形符号设计研究。文化体育观光部发行的旅游信息地图制作指南通常根据产业通商资源部技术标准院的公共指南图片封面(KS)建议标注。分析的结果是,通过收集2023年发行的17张区域导游图,提取了14张导游图中使用的图形符号。它被分为四种习惯类型。据确认,在14个地区中,江原道旅游信息地图使用了标准化图形符号,仁川、光州、蔚山3个地区使用了定制图形符号,其他地区使用了4种混合图形符号。各城市和设计师必须遵守公共导览图片标识(KS)的应用,向国内外游客传达统一一致的信息。本研究根据KS标注原则,提出了目前在导游地图上使用图形符号的现状,希望能作为设计人员设计导游地图的基础数据。
{"title":"A case study of graphic symbol design for domestic wide-area tourist guide maps: Focusing on KS S ISO 7001 public guidance","authors":"Jin Guk Choi, Ji Sung Song","doi":"10.46248/kidrs.2023.3.142","DOIUrl":"https://doi.org/10.46248/kidrs.2023.3.142","url":null,"abstract":"This study conducted a graphic symbol design study on the use of graphic symbols designated as the national standard KS S ISO 7001. The tourist information map production guide issued by the Ministry of Culture, Sports and Tourism suggests the notation according to the public guide picture cover (KS) of the National Agency for Technology and Standards of the Ministry of Trade, Industry and Energy as a rule. As a result of the analysis, graphic symbols used in 14 tourist guide maps were extracted by collecting 17 regional tourist guide maps issued in 2023. It was classified into four types of customary types. Among the 14 regions, it was confirmed that the Gangwon-do tourist information map applied standardized graphic symbols, Incheon, Gwangju, and Ulsan 3 regions used custom-type symbols, and other regions used 4 types of mixed-applied graphic symbols. Metropolitan municipalities and designers must comply with the application of the public guide picture sign (KS) to deliver uniformity and consistent messages to domestic and foreign tourists. This study presents the current status of using graphic symbols on tourist guide maps according to the KS marking principle, and expects them to be used as basic data for designers who design tour guide maps.","PeriodicalId":35082,"journal":{"name":"Journal of Design Research","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136277357","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-09-30DOI: 10.46248/kidrs.2023.3.399
Soo Bin Lee, Ji Hyun Lee
At a time when research is becoming increasingly important to many organizations, this study aims to provide suggestions on how to use in-page analysis quantitative data as a complement to usability evaluation qualitative data. The research methodology was to analyze the differences between quantitative and qualitative reports through a case study that utilized both usability evaluation and in-page analysis and to come up with complementary ways to use them. To utilize both qualitative usability evaluation and quantitative in-page analysis data, we selected '100yearshop,' a rice cake brand in the domestic e-commerce sector, and 'Beusable,' a service that supports domestic data visualization tools, and collected qualitative data from a usability evaluation conducted with new users, and collected and analyzed real-time data and accumulated quantitative data from users through the Beusable service at a certain time. By utilizing the data collected through the above two methods, we derived the differences between usability evaluation and in-page analysis results and proposed a method for complementary use of usability evaluation and in-page analysis results in the field of e-commerce by breaking it down into the design, implementation, and analysis stages. We expect that the resulting method, “Proposal for Complementary Use of Usability Evaluation and In-Page Analysis Tools for E-commerce,” will be suitable and effective in practice by applying it to actual work.
{"title":"Suggestions for complementary uses of usability testing (UT) and in-page analytics for e-commerce","authors":"Soo Bin Lee, Ji Hyun Lee","doi":"10.46248/kidrs.2023.3.399","DOIUrl":"https://doi.org/10.46248/kidrs.2023.3.399","url":null,"abstract":"At a time when research is becoming increasingly important to many organizations, this study aims to provide suggestions on how to use in-page analysis quantitative data as a complement to usability evaluation qualitative data. The research methodology was to analyze the differences between quantitative and qualitative reports through a case study that utilized both usability evaluation and in-page analysis and to come up with complementary ways to use them. To utilize both qualitative usability evaluation and quantitative in-page analysis data, we selected '100yearshop,' a rice cake brand in the domestic e-commerce sector, and 'Beusable,' a service that supports domestic data visualization tools, and collected qualitative data from a usability evaluation conducted with new users, and collected and analyzed real-time data and accumulated quantitative data from users through the Beusable service at a certain time. By utilizing the data collected through the above two methods, we derived the differences between usability evaluation and in-page analysis results and proposed a method for complementary use of usability evaluation and in-page analysis results in the field of e-commerce by breaking it down into the design, implementation, and analysis stages. We expect that the resulting method, “Proposal for Complementary Use of Usability Evaluation and In-Page Analysis Tools for E-commerce,” will be suitable and effective in practice by applying it to actual work.","PeriodicalId":35082,"journal":{"name":"Journal of Design Research","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136276747","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-09-30DOI: 10.46248/kidrs.2023.3.153
Chae Yeon Lim
It is time to mention the importance of creative education at universities to foster future talents who will lead the fourth industrial revolution. This study identified the current status of creative and design courses currently opened at domestic universities for the purpose of pursuing the goals of creative and design education and the direction to cultivate creative capabilities, and conducted two types of experimental classes based on design theory and design thinking from 2019 to 2020. As a result of the study, each university is aware of the importance of creative education, but it seems that creative-related subjects are not providing a wide range of courses to students due to lack of diversity. As a long-term goal, it is necessary to expand continuous and systematic programs that can cultivate students' integrated thinking skills and creative thinking skills. The direction of creative and design education should be directed in the form of self-directed learning, focusing on convergence education to create new knowledge from a multidisciplinary perspective and an integrated thinking process in which aesthetic experiences are made according to creative activities.
{"title":"A Study on the Current Status and Direction of Creative and Design Liberal Arts Education in Domestic Universities","authors":"Chae Yeon Lim","doi":"10.46248/kidrs.2023.3.153","DOIUrl":"https://doi.org/10.46248/kidrs.2023.3.153","url":null,"abstract":"It is time to mention the importance of creative education at universities to foster future talents who will lead the fourth industrial revolution. This study identified the current status of creative and design courses currently opened at domestic universities for the purpose of pursuing the goals of creative and design education and the direction to cultivate creative capabilities, and conducted two types of experimental classes based on design theory and design thinking from 2019 to 2020. As a result of the study, each university is aware of the importance of creative education, but it seems that creative-related subjects are not providing a wide range of courses to students due to lack of diversity. As a long-term goal, it is necessary to expand continuous and systematic programs that can cultivate students' integrated thinking skills and creative thinking skills. The direction of creative and design education should be directed in the form of self-directed learning, focusing on convergence education to create new knowledge from a multidisciplinary perspective and an integrated thinking process in which aesthetic experiences are made according to creative activities.","PeriodicalId":35082,"journal":{"name":"Journal of Design Research","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136277154","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-09-30DOI: 10.46248/kidrs.2023.3.67
Hye Won Lim, Hye Seung Kim, Hyun Kyung Kim, Ah Young Kim
Financial services are changing due to the development of Information and Communication Technology (ICT), of which the NFT platform is drawing attention from 2030. MZ generations have less resistance to NFT transactions due to their experience in investing in virtual currency, but there is a problem that they lack understanding of the concept. In order to solve this problem, it is necessary to find difficulties and problems in using the service and to help improve usability by presenting improvement plans. As a research method, hypotheses were established for those with experience and no experience in cryptocurrency for NFT marketplaces, usability evaluation criteria were designed through prior research on usability evaluation, and usability evaluation and interviews were conducted. As a result of the study, it was confirmed that there was no significant correlation between the two groups on NFT usability, and problems were derived and guidelines were proposed. It is expected that the usability of NFT trading services will be supplemented in the future through guidelines for improving platform usability.
{"title":"UX Usability Study to Improve NFT Marketplace Platform Usability: Focusing on UPbit experienced and inexperienced users among early marketplace users","authors":"Hye Won Lim, Hye Seung Kim, Hyun Kyung Kim, Ah Young Kim","doi":"10.46248/kidrs.2023.3.67","DOIUrl":"https://doi.org/10.46248/kidrs.2023.3.67","url":null,"abstract":"Financial services are changing due to the development of Information and Communication Technology (ICT), of which the NFT platform is drawing attention from 2030. MZ generations have less resistance to NFT transactions due to their experience in investing in virtual currency, but there is a problem that they lack understanding of the concept. In order to solve this problem, it is necessary to find difficulties and problems in using the service and to help improve usability by presenting improvement plans. As a research method, hypotheses were established for those with experience and no experience in cryptocurrency for NFT marketplaces, usability evaluation criteria were designed through prior research on usability evaluation, and usability evaluation and interviews were conducted. As a result of the study, it was confirmed that there was no significant correlation between the two groups on NFT usability, and problems were derived and guidelines were proposed. It is expected that the usability of NFT trading services will be supplemented in the future through guidelines for improving platform usability.","PeriodicalId":35082,"journal":{"name":"Journal of Design Research","volume":"129 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136277350","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-09-30DOI: 10.46248/kidrs.2023.3.116
Jung Sun Lee
Understanding consumer value has become an essential requirement for winning competition not only in the design field but also in the marketing field. This is because consumer value is expressed in the subconscious of a person's unconsciousness, and the unconscious is influenced by sensory stimulation and once the stimulation is received, it does not disappear. Accordingly, the purpose of this study is to confirm the influence of the brand experience situation on the consumer's value according to the synesthetic metaphor stimulation. For this purpose, an experimental study was conducted with low-cost airlines, which have contact points between physical and non-physical experiences in the service experience environment, as the research object. The research method was to conduct prior research on synesthesia metaphors based on literature research on synesthesia modality. In order to find synesthesia metaphors of value attributes that are influenced and influenced at the unconscious level, synesthesia value attributes (vision, hearing, action) were derived using the laddering technique, and synesthesia metaphors of three elements were used as independent variables (vision+hearing, vision+action, hearing+action), an experimental study was conducted with consumers' perceptual value as the dependent variable as the basis for setting the stimulus for the experimental study. Through experimental research through questionnaire evaluation, the synesthesia modality metaphor and its influence on consumers' perceptual value were confirmed through binary analysis. As a result of the study, the synesthesia modality metaphor did not have a more positive effect on consumer perceptual value than the unisensory modality metaphor. However, depending on the type of synesthesia metaphor, it has a more positive impact than unisensory stimulation, and ‘action metaphors’ have the highest impact in constructing synesthesia metaphors.
{"title":"The Effect of Synesthesia Metaphor Based on Synesthesia Value Attributes on Consumer Perceptual Value: Focusing on the service usage experience of low-cost airlines(LLC)","authors":"Jung Sun Lee","doi":"10.46248/kidrs.2023.3.116","DOIUrl":"https://doi.org/10.46248/kidrs.2023.3.116","url":null,"abstract":"Understanding consumer value has become an essential requirement for winning competition not only in the design field but also in the marketing field. This is because consumer value is expressed in the subconscious of a person's unconsciousness, and the unconscious is influenced by sensory stimulation and once the stimulation is received, it does not disappear. Accordingly, the purpose of this study is to confirm the influence of the brand experience situation on the consumer's value according to the synesthetic metaphor stimulation. For this purpose, an experimental study was conducted with low-cost airlines, which have contact points between physical and non-physical experiences in the service experience environment, as the research object. The research method was to conduct prior research on synesthesia metaphors based on literature research on synesthesia modality. In order to find synesthesia metaphors of value attributes that are influenced and influenced at the unconscious level, synesthesia value attributes (vision, hearing, action) were derived using the laddering technique, and synesthesia metaphors of three elements were used as independent variables (vision+hearing, vision+action, hearing+action), an experimental study was conducted with consumers' perceptual value as the dependent variable as the basis for setting the stimulus for the experimental study. Through experimental research through questionnaire evaluation, the synesthesia modality metaphor and its influence on consumers' perceptual value were confirmed through binary analysis. As a result of the study, the synesthesia modality metaphor did not have a more positive effect on consumer perceptual value than the unisensory modality metaphor. However, depending on the type of synesthesia metaphor, it has a more positive impact than unisensory stimulation, and ‘action metaphors’ have the highest impact in constructing synesthesia metaphors.","PeriodicalId":35082,"journal":{"name":"Journal of Design Research","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136277353","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-09-30DOI: 10.46248/kidrs.2023.3.366
Lu Ying Yang, Jung Ho Jung
The purpose of this study is to investigate the concepts related to typology-based historic and cultural districts and soundscapes. The study is based on Chinese historic and cultural districts and is limited in four aspects: geographical, chronological, spatial, and physical. This study mainly adopts the literature research method to analyze the characteristics of historic and cultural districts, classify them according to their functions and environmental images, and analyze the characteristics of different types of districts. Then the characteristics and associated constituents of the soundscape are analyzed from the perspective of history and culture, the soundscape is classified according to the sound source, and the characteristics and associated constituents are combined to derive the characteristics that the soundscape has in terms of history and culture. Based on the results of this study, the concepts related to the characteristics, constituent elements and features of different types of historic and cultural district soundscapes can be derived to provide a basis and foundation for further research.
{"title":"A Proposal for UI Design of Educational Apps for Children's Affordances: focusing on the analysis cases of Chinese art education apps","authors":"Lu Ying Yang, Jung Ho Jung","doi":"10.46248/kidrs.2023.3.366","DOIUrl":"https://doi.org/10.46248/kidrs.2023.3.366","url":null,"abstract":"The purpose of this study is to investigate the concepts related to typology-based historic and cultural districts and soundscapes. The study is based on Chinese historic and cultural districts and is limited in four aspects: geographical, chronological, spatial, and physical. This study mainly adopts the literature research method to analyze the characteristics of historic and cultural districts, classify them according to their functions and environmental images, and analyze the characteristics of different types of districts. Then the characteristics and associated constituents of the soundscape are analyzed from the perspective of history and culture, the soundscape is classified according to the sound source, and the characteristics and associated constituents are combined to derive the characteristics that the soundscape has in terms of history and culture. Based on the results of this study, the concepts related to the characteristics, constituent elements and features of different types of historic and cultural district soundscapes can be derived to provide a basis and foundation for further research.","PeriodicalId":35082,"journal":{"name":"Journal of Design Research","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136276743","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-09-30DOI: 10.46248/kidrs.2023.3.91
Bong Soo Ha
This study developed basic units such as cells and units based on the FDP design methodology with the product scalability of flexible design patterns (FDP) that simultaneously evoke images of order and change in mind, and verified the compatibility of design by combining cells of different shapes. The cells developed for verification are largely divided into straight lines and curves, lines and area shapes, and the colors are black, white, and yellow tricolors, which are combined with the same color, similar color, and contrast color. Combination methods were divided into isomorphism, similarity, and heteromorphic, and examined in connection with color. The deployment method was performed by comparing the regular deployment (configuration) of cells and units with the irregular deployment (configuration). As a result, most of the combinations of cells with different shapes were found to have visual effects of order, change, and unity. Above all, it was confirmed that the combination of shapes has a strong characteristic of inducing unity and harmony, and the contrast between black and white has a side that triggers a change.On the other hand, the visual effect of FDP is possible because of the division method based on golden division, the enhancement of connectivity using diagonal and connection pointer, and the symmetric manipulation. This formative technique is expected to be used as educational contents for experiential learning of basic molding in connection with 3D printing technology.
{"title":"A Study on the Development and Compatibility of Decorative Art Tile based on 3D Unit Pattern System","authors":"Bong Soo Ha","doi":"10.46248/kidrs.2023.3.91","DOIUrl":"https://doi.org/10.46248/kidrs.2023.3.91","url":null,"abstract":"This study developed basic units such as cells and units based on the FDP design methodology with the product scalability of flexible design patterns (FDP) that simultaneously evoke images of order and change in mind, and verified the compatibility of design by combining cells of different shapes. The cells developed for verification are largely divided into straight lines and curves, lines and area shapes, and the colors are black, white, and yellow tricolors, which are combined with the same color, similar color, and contrast color. Combination methods were divided into isomorphism, similarity, and heteromorphic, and examined in connection with color. The deployment method was performed by comparing the regular deployment (configuration) of cells and units with the irregular deployment (configuration). As a result, most of the combinations of cells with different shapes were found to have visual effects of order, change, and unity. Above all, it was confirmed that the combination of shapes has a strong characteristic of inducing unity and harmony, and the contrast between black and white has a side that triggers a change.On the other hand, the visual effect of FDP is possible because of the division method based on golden division, the enhancement of connectivity using diagonal and connection pointer, and the symmetric manipulation. This formative technique is expected to be used as educational contents for experiential learning of basic molding in connection with 3D printing technology.","PeriodicalId":35082,"journal":{"name":"Journal of Design Research","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136277144","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}