Pub Date : 2023-09-30DOI: 10.46248/kidrs.2023.3.102
Suyoun Bai, Byung Soo Kim
Household goods have taken up a large part in daily life, including food, clothing, and shelter in modern society, and in Japan, in particular, there are more comical design household items than in Korea. Therefore, this study divided the ‘Golgye(滑稽, Japanese Humor)’ into three types through a literature search on the Japanese humorous expression 'Golgye', and selected Nendo, a Japanese design company that best reveals the characteristics. First, tried to select the range of household goods corresponding to four groups, including stationery, kitchen, home, and miscellaneous goods, excluding home appliances, furniture, space, and visual objects, and conducted prior research on Nendo Design's design philosophy and design method. The purpose was to analyze how each of the three characteristics of Japan's ‘Golgye’ was actually revealed by analyzing a total of 156 cases of their daily product designs. Through the Google Form questionnaire, an online survey was conducted on a total of seven design professors and design practitioners, and the average of the survey responses was organized into tables by year and by three characteristics of the ‘Golgye’ system. As a result of statistics on the collected response data, it was found that Nendo Design applied Japan's ‘Golgye’ characteristics in the order of simplicity, humor, and reversal. This study has significance in that it evenly revealed the three characteristics of Japan's humor ‘Golgye’ in the design of Japanese household goods.
{"title":"A Study on the Characteristics of Japanese Household Goods Design through the Idea of a Japanese Humor, “Golgye(滑稽,こっけい)”: Focusing on Nendo Products","authors":"Suyoun Bai, Byung Soo Kim","doi":"10.46248/kidrs.2023.3.102","DOIUrl":"https://doi.org/10.46248/kidrs.2023.3.102","url":null,"abstract":"Household goods have taken up a large part in daily life, including food, clothing, and shelter in modern society, and in Japan, in particular, there are more comical design household items than in Korea. Therefore, this study divided the ‘Golgye(滑稽, Japanese Humor)’ into three types through a literature search on the Japanese humorous expression 'Golgye', and selected Nendo, a Japanese design company that best reveals the characteristics. First, tried to select the range of household goods corresponding to four groups, including stationery, kitchen, home, and miscellaneous goods, excluding home appliances, furniture, space, and visual objects, and conducted prior research on Nendo Design's design philosophy and design method. The purpose was to analyze how each of the three characteristics of Japan's ‘Golgye’ was actually revealed by analyzing a total of 156 cases of their daily product designs. Through the Google Form questionnaire, an online survey was conducted on a total of seven design professors and design practitioners, and the average of the survey responses was organized into tables by year and by three characteristics of the ‘Golgye’ system. As a result of statistics on the collected response data, it was found that Nendo Design applied Japan's ‘Golgye’ characteristics in the order of simplicity, humor, and reversal. This study has significance in that it evenly revealed the three characteristics of Japan's humor ‘Golgye’ in the design of Japanese household goods.","PeriodicalId":35082,"journal":{"name":"Journal of Design Research","volume":"45 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":"136277351","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.2023.3.352
Lu Ying Yang, Jung Ho Jung
In the era of intelligent information, various smart electronics have become a part of our lives. In the field of education, online education is becoming popular to fill the gap in educational fields such as schools. This study aims to analyze the UI design of educational apps for children's affordance and provide alternatives. To this end, an analysis framework centered on cognitive affordance, physical affordance, sensory affordance, and functional affordance was used among Harson's affordance theories. we organize the three main elements of app interface design: interface layout, icons/button, and color, and combine affordance theory with interface design to analyze the children's art education app interface. Through these improvements, it is expected that children will be able to use educational apps better and adapt to non-face-to-face classes.
{"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.2023.3.352","DOIUrl":"https://doi.org/10.46248/kidrs.2023.3.352","url":null,"abstract":"In the era of intelligent information, various smart electronics have become a part of our lives. In the field of education, online education is becoming popular to fill the gap in educational fields such as schools. This study aims to analyze the UI design of educational apps for children's affordance and provide alternatives. To this end, an analysis framework centered on cognitive affordance, physical affordance, sensory affordance, and functional affordance was used among Harson's affordance theories. we organize the three main elements of app interface design: interface layout, icons/button, and color, and combine affordance theory with interface design to analyze the children's art education app interface. Through these improvements, it is expected that children will be able to use educational apps better and adapt to non-face-to-face classes.","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":"136345092","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.2023.3.24
Eun Sun Park, Dooyoung Kim, Jeeyeon Hong, Shannen Patricia Widjaja, Hyunjae Shin
The COVID-19 pandemic boosted food delivery service (FDS) usage, causing unsustainable habits and environmental concerns. This study aims to develop a behavioural change intervention to promote sustainability-oriented motivations. The intervention involved the use of a bingo board to set and track goals for alternative behaviours. The intervention showed a reduction in FDS use frequency and an improvement in participants' sustainability awareness. The bingo board provided a sense of accomplishment and satisfaction, acting as reinforcement, while the bonus response cost served as both a reinforcement and a punishment. This study provides insights into the need for developing design-led interventions for promoting sustainable behaviours.
{"title":"Design-led Intervention for Reducing Overrealiance on Food Delivery Services(FDS): Design-led Intervention for sustainable behaviour","authors":"Eun Sun Park, Dooyoung Kim, Jeeyeon Hong, Shannen Patricia Widjaja, Hyunjae Shin","doi":"10.46248/kidrs.2023.3.24","DOIUrl":"https://doi.org/10.46248/kidrs.2023.3.24","url":null,"abstract":"The COVID-19 pandemic boosted food delivery service (FDS) usage, causing unsustainable habits and environmental concerns. This study aims to develop a behavioural change intervention to promote sustainability-oriented motivations. The intervention involved the use of a bingo board to set and track goals for alternative behaviours. The intervention showed a reduction in FDS use frequency and an improvement in participants' sustainability awareness. The bingo board provided a sense of accomplishment and satisfaction, acting as reinforcement, while the bonus response cost served as both a reinforcement and a punishment. This study provides insights into the need for developing design-led interventions for promoting sustainable behaviours.","PeriodicalId":35082,"journal":{"name":"Journal of Design Research","volume":"93 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":"136277147","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.2023.3.309
yunkyung jo, minjung kim
This study analyzes and proposes the possibility of combining realistic media art and surrealistic expressive techniques. To do so, we first understand the types and characteristics of surrealistic expressive techniques. In particular, we focus on Alexandrian and Suzy Gablik's work on depaysment. Second, by collecting and analyzing examples of d’strict's works, we summarize the characteristics of depaysment network representation in realistic media art. Third, we propose how surrealistic expression techniques can be used to improve the artistry of realistic media art and design education. This study is limited to six works in the d’strict, and is conducted through the methods of literature review and case analysis. The results of the study showed that the characteristics of the depaysment network such as 'opening up the unknown dimension' and 'bringing life' were mainly utilized in the six realistic media artworks of the d’strict. In addition, various depaysment elements emphasize the core meaning of the artwork through visual impact, which confirms that depaysment features enhance the effectiveness of realistic media art. Finally, this study proposes a theoretical basis for how the characteristics of depaysment, one of the surrealistic expression techniques, can contribute to the development of media art production and design education in the future.
{"title":"A Study on the Expression Techniques of Surrealism in Realistic Media Art: focusing on d’strict’s works","authors":"yunkyung jo, minjung kim","doi":"10.46248/kidrs.2023.3.309","DOIUrl":"https://doi.org/10.46248/kidrs.2023.3.309","url":null,"abstract":"This study analyzes and proposes the possibility of combining realistic media art and surrealistic expressive techniques. To do so, we first understand the types and characteristics of surrealistic expressive techniques. In particular, we focus on Alexandrian and Suzy Gablik's work on depaysment. Second, by collecting and analyzing examples of d’strict's works, we summarize the characteristics of depaysment network representation in realistic media art. Third, we propose how surrealistic expression techniques can be used to improve the artistry of realistic media art and design education. This study is limited to six works in the d’strict, and is conducted through the methods of literature review and case analysis. The results of the study showed that the characteristics of the depaysment network such as 'opening up the unknown dimension' and 'bringing life' were mainly utilized in the six realistic media artworks of the d’strict. In addition, various depaysment elements emphasize the core meaning of the artwork through visual impact, which confirms that depaysment features enhance the effectiveness of realistic media art. Finally, this study proposes a theoretical basis for how the characteristics of depaysment, one of the surrealistic expression techniques, can contribute to the development of media art production and design education in the future.","PeriodicalId":35082,"journal":{"name":"Journal of Design Research","volume":"23 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":"136277149","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.2023.3.43
Jin Young LEE, Ken Nah
A systematic understanding of the emotional factors and characteristics that consumers (users) experience while purchasing and using products and services is essential for designing products and services. This study aims to develop a more systematic quantitative measurement tool for analyzing products and services beyond the conceptual stages of Donald Norman's 'Three Stages of Perception Theory of Emotional Design' (after this referred to as 'ED 3s'), which is based on Bloom's Learning Model, as a follow-up to the previous study, 'Feasibility Study of Conceptualization of Three Stages of Emotional Design - Focusing on University Industrial Design Education Course'. The literature review obtained 165 scale items with validity and reliability with emotional design. Eighty items were extracted through the first round of expert review to assign five items to each of the 16 item systems to fit into Bloom's three-stage learning model system (after this, referred to as 'BL 3s'). The extracted 80-item survey was distributed to a target audience of 20-50 people using smart-phones and smart-watches; based on the final collected survey data, factor and reliability analyses confirmed the validity of 77 out of 80 questions except for 3. The first pilot survey questions derived from this study will be compared with the results of the third expert open-ended survey to be conducted in the future, and factor and reliability analysis will be conducted through the final fourth expert closed-ended survey.
{"title":"A study on the development of an emotional design three-stage system measurement tool based on Bloom's three-stage learning model","authors":"Jin Young LEE, Ken Nah","doi":"10.46248/kidrs.2023.3.43","DOIUrl":"https://doi.org/10.46248/kidrs.2023.3.43","url":null,"abstract":"A systematic understanding of the emotional factors and characteristics that consumers (users) experience while purchasing and using products and services is essential for designing products and services. This study aims to develop a more systematic quantitative measurement tool for analyzing products and services beyond the conceptual stages of Donald Norman's 'Three Stages of Perception Theory of Emotional Design' (after this referred to as 'ED 3s'), which is based on Bloom's Learning Model, as a follow-up to the previous study, 'Feasibility Study of Conceptualization of Three Stages of Emotional Design - Focusing on University Industrial Design Education Course'. The literature review obtained 165 scale items with validity and reliability with emotional design. Eighty items were extracted through the first round of expert review to assign five items to each of the 16 item systems to fit into Bloom's three-stage learning model system (after this, referred to as 'BL 3s'). The extracted 80-item survey was distributed to a target audience of 20-50 people using smart-phones and smart-watches; based on the final collected survey data, factor and reliability analyses confirmed the validity of 77 out of 80 questions except for 3. The first pilot survey questions derived from this study will be compared with the results of the third expert open-ended survey to be conducted in the future, and factor and reliability analysis will be conducted through the final fourth expert closed-ended survey.","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":"136277342","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.2023.3.191
Ye Na Bae
The aim of this study is to develop usability evaluation indicators to analyze factors that affect user convenience, such as easily recognizing intelligent vehicle speed warning systems for drivers and pedestrians passing through the pedestrian safety zones, understanding expressed information, and actively reducing speed. For empirical and scientific usability evaluation from a user's point of view, this research defines evaluation items and establishs 13 evaluation indicators and a survey questionnaire was designed for user survey evaluation through the expert Delphi analysis and detailed indicator evaluation. The usability evaluation indicator was categorized into Usefulness and Satisfaction, each derived into four evaluation areas, and the detailed evaluation items were derived into 3 Perceptibility, 5 Functionality, 2 Sensibility, and 3 Trust. The outcomes of this indicator analysis and development are anticipated to be useful as a universal evaluation criterion for the usability evaluation of smart traffic safety signs, and by improving the system interface based on this, it is expected to contribute to supporting citizens' pleasant walking environment and spreading awareness of safe driving in the future.
{"title":"A Study on the Development of Usability Evaluation Indicators for Digital Traffic Safety Signs: Focusing on Intelligent Vehicle Speed Warning System","authors":"Ye Na Bae","doi":"10.46248/kidrs.2023.3.191","DOIUrl":"https://doi.org/10.46248/kidrs.2023.3.191","url":null,"abstract":"The aim of this study is to develop usability evaluation indicators to analyze factors that affect user convenience, such as easily recognizing intelligent vehicle speed warning systems for drivers and pedestrians passing through the pedestrian safety zones, understanding expressed information, and actively reducing speed. For empirical and scientific usability evaluation from a user's point of view, this research defines evaluation items and establishs 13 evaluation indicators and a survey questionnaire was designed for user survey evaluation through the expert Delphi analysis and detailed indicator evaluation. The usability evaluation indicator was categorized into Usefulness and Satisfaction, each derived into four evaluation areas, and the detailed evaluation items were derived into 3 Perceptibility, 5 Functionality, 2 Sensibility, and 3 Trust. The outcomes of this indicator analysis and development are anticipated to be useful as a universal evaluation criterion for the usability evaluation of smart traffic safety signs, and by improving the system interface based on this, it is expected to contribute to supporting citizens' pleasant walking environment and spreading awareness of safe driving in the future.","PeriodicalId":35082,"journal":{"name":"Journal of Design Research","volume":"49 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":"136277344","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.2023.3.164
Minah Park, Minjung Kim
The weather and climate are having a huge impact on all mankind and the ecosystem. Extreme weather events include sudden floods, storms, and heat waves. In this study, warning pictograms such as typhoons, floods, heat waves, and cold waves were investigated in the official government systems of Hong Kong, Australia, the United Kingdom, and Japan to collect and analyze cases of pictograms related to natural disasters. Each pictogram was evaluated from the perspective of 'signal system, color, symbol type, language'. As a result, the climate disaster warning pictogram was designed and delivered to the public as one of the national disaster safety systems as a symbolic language that could have a significant impact on citizens' decision-making in an emergency caused by bad weather. Therefore, it was found that the establishment of a visually organized warning pictogram design is one of the attractive tools to improve social responsiveness to climate disasters. It is hoped that this study will be used as basic data for warning pictogram design to help minimize the damage of climate disasters that may occur in Korea in the future.
{"title":"A study on the Visualization Characteristics ‘Warning Pictogram’ for climate disaster guidance: focusing on weather disaster warning pictograms in Hong Kong, UK, Australia, and Japan","authors":"Minah Park, Minjung Kim","doi":"10.46248/kidrs.2023.3.164","DOIUrl":"https://doi.org/10.46248/kidrs.2023.3.164","url":null,"abstract":"The weather and climate are having a huge impact on all mankind and the ecosystem. Extreme weather events include sudden floods, storms, and heat waves. In this study, warning pictograms such as typhoons, floods, heat waves, and cold waves were investigated in the official government systems of Hong Kong, Australia, the United Kingdom, and Japan to collect and analyze cases of pictograms related to natural disasters. Each pictogram was evaluated from the perspective of 'signal system, color, symbol type, language'. As a result, the climate disaster warning pictogram was designed and delivered to the public as one of the national disaster safety systems as a symbolic language that could have a significant impact on citizens' decision-making in an emergency caused by bad weather. Therefore, it was found that the establishment of a visually organized warning pictogram design is one of the attractive tools to improve social responsiveness to climate disasters. It is hoped that this study will be used as basic data for warning pictogram design to help minimize the damage of climate disasters that may occur in Korea in the future.","PeriodicalId":35082,"journal":{"name":"Journal of Design Research","volume":"48 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":"136277352","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 : 2023-06-30DOI: 10.46248/kidrs.2023.2.45
Donghun Chung
This study measured the effect of visual and tactile elements in Virtual Reality (VR) games on game user experience. We conducted an experiment with 44 participants in a VR shooter game. We manipulated the visual complexity, perspective, and controller weight of the game environment. We found that the rate of first-person perspective usage was higher when the visual complexity of the shooter game was high. We also found that there were significant differences in presence and flow according to visual complexity, with higher presence when the visual complexity was low and higher flow when the visual complexity was high. Weight, a tactile factor, did not have a significant effect on user experience. These findings suggest that in future VR game development, developers should consider the amount of information in the game and use a third-person perspective along with a first-person perspective for effective development.
{"title":"Effects of Visual and Tactile Elements on Game Users' eXperiences in Virtual Reality Games","authors":"Donghun Chung","doi":"10.46248/kidrs.2023.2.45","DOIUrl":"https://doi.org/10.46248/kidrs.2023.2.45","url":null,"abstract":"This study measured the effect of visual and tactile elements in Virtual Reality (VR) games on game user experience. We conducted an experiment with 44 participants in a VR shooter game. We manipulated the visual complexity, perspective, and controller weight of the game environment. We found that the rate of first-person perspective usage was higher when the visual complexity of the shooter game was high. We also found that there were significant differences in presence and flow according to visual complexity, with higher presence when the visual complexity was low and higher flow when the visual complexity was high. Weight, a tactile factor, did not have a significant effect on user experience. These findings suggest that in future VR game development, developers should consider the amount of information in the game and use a third-person perspective along with a first-person perspective for effective development.","PeriodicalId":35082,"journal":{"name":"Journal of Design Research","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135966292","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 : 2023-06-30DOI: 10.46248/kidrs.2023.2.414
Bong Soo Ha
The purpose of this study was to provide a systematic design method that can harmonize the images of order and change, which can be considered as the visual characteristics of the Flexible Design Pattern(FDP). The research reviewed previous studies by grouping them according to their types and presented a design template that can harmonize visual impressions. As a result, the designmethod of FDP is summarized in threeways, startingwith the square division based onmodular and Fibonacci grid, creating order and change through the presence of symmetry manipulation in the shape design and development process, drawing visual effects while maintaining the convenience of a single unit by dividing the square into isomorphism and dimorphism, and creating unexpected intermediate forms through the overlap of large and small units. The design method that can harmonize the visual impressions of these patterns revolves around design aspects and development methods. In other words, design factors include division methods, shape design, cell combinations(cell overlap), and unit composition, while development methods include regular and irregular unit development using symmetry, among other factors that influence visual effects. The variations in impressions generated by these factors were symbolically indicated, and ultimately, a design template consisting of four adjustment directions and four combination methods was provided to facilitate the expression of the images of order and change. Furthermore, this study not only establishes a theoretical foundation for productization but also provides practical tools for design,which is expected to be useful not only for further research but also for design education.
{"title":"Systematization of 3D Unit Pattern Design Method for Adjustable Flexible Design Effects","authors":"Bong Soo Ha","doi":"10.46248/kidrs.2023.2.414","DOIUrl":"https://doi.org/10.46248/kidrs.2023.2.414","url":null,"abstract":"The purpose of this study was to provide a systematic design method that can harmonize the images of order and change, which can be considered as the visual characteristics of the Flexible Design Pattern(FDP). The research reviewed previous studies by grouping them according to their types and presented a design template that can harmonize visual impressions. As a result, the designmethod of FDP is summarized in threeways, startingwith the square division based onmodular and Fibonacci grid, creating order and change through the presence of symmetry manipulation in the shape design and development process, drawing visual effects while maintaining the convenience of a single unit by dividing the square into isomorphism and dimorphism, and creating unexpected intermediate forms through the overlap of large and small units. The design method that can harmonize the visual impressions of these patterns revolves around design aspects and development methods. In other words, design factors include division methods, shape design, cell combinations(cell overlap), and unit composition, while development methods include regular and irregular unit development using symmetry, among other factors that influence visual effects. The variations in impressions generated by these factors were symbolically indicated, and ultimately, a design template consisting of four adjustment directions and four combination methods was provided to facilitate the expression of the images of order and change. Furthermore, this study not only establishes a theoretical foundation for productization but also provides practical tools for design,which is expected to be useful not only for further research but also for design education.","PeriodicalId":35082,"journal":{"name":"Journal of Design Research","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136101818","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}