首页 > 最新文献

Journal of Design Research最新文献

英文 中文
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 从日本幽默的思想看日本家居用品设计的特点,“高礼”:以日本产品为例
Q3 Engineering Pub Date : 2023-09-30 DOI: 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.
在现代社会,生活用品在吃、穿、住等日常生活中占据了很大的比重,特别是在日本,滑稽设计的生活用品比韩国更多。因此,本研究通过对日本幽默表达“高溪”的文献检索,将“高溪”分为三种类型,并选择了最能体现其特征的日本设计公司Nendo。首先,尝试选择文具、厨房、家居、杂品四组对应的家居用品范围,不包括家电、家具、空间、视觉对象,并对Nendo Design的设计理念和设计方法进行前期研究。目的是通过分析156个日本“高歌”的日常产品设计案例,分析他们的三个特点是如何表现出来的。通过Google Form问卷,对7名设计教授和设计从业者进行了在线调查,并将调查结果的平均值按年份和“高溪”系统的3个特征整理成表格。对收集到的回复数据进行统计后发现,Nendo Design按照简单、幽默、反转的顺序运用了日本的“高礼”特征。本研究的意义在于均匀地揭示了日本幽默“高溪”在日本家居用品设计中的三个特点。
{"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}
引用次数: 0
A Proposal for UI Design of Educational Apps for Children's Affordances: focusing on the analysis cases of Chinese art education apps 儿童教育类app的UI设计建议:以中国艺术教育类app为分析案例
Q3 Engineering Pub Date : 2023-09-30 DOI: 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.
在智能信息时代,各种智能电子产品已经成为我们生活的一部分。在教育领域,在线教育越来越受欢迎,以填补学校等教育领域的空白。本研究旨在分析儿童教育app的UI设计,并提供替代方案。为此,Harson的供给论采用了以认知供给论、物理供给论、感觉供给论和功能供给论为中心的分析框架。我们梳理了应用界面设计的三个主要元素:界面布局、图标/按钮、颜色,并结合界面设计理论对儿童美术教育应用界面进行分析。通过这些改进,预计孩子们将能够更好地使用教育应用程序,并适应非面对面的课程。
{"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}
引用次数: 0
Design-led Intervention for Reducing Overrealiance on Food Delivery Services(FDS): Design-led Intervention for sustainable behaviour 以设计为主导的干预措施减少对食品配送服务的过度依赖:以设计为主导的可持续行为干预措施
Q3 Engineering Pub Date : 2023-09-30 DOI: 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.
2019冠状病毒病大流行增加了外卖服务的使用,造成了不可持续的习惯和环境问题。本研究旨在发展行为改变干预以促进永续性导向动机。干预包括使用宾果游戏板来设定和跟踪替代行为的目标。干预显示FDS使用频率的降低和参与者可持续性意识的提高。宾果棋盘提供了成就感和满足感,作为强化,而奖励响应成本既是强化也是惩罚。这项研究为开发以设计为主导的干预措施以促进可持续行为的需求提供了见解。
{"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}
引用次数: 0
A Study on the Expression Techniques of Surrealism in Realistic Media Art: focusing on d’strict’s works 超现实主义在现实主义媒介艺术中的表现手法研究——以达格里的作品为例
Q3 Engineering Pub Date : 2023-09-30 DOI: 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.
本研究分析并提出现实主义媒介艺术与超现实主义表现手法相结合的可能性。为此,我们首先要了解超现实主义表现手法的类型和特点。我们特别关注Alexandrian和Suzy Gablik在支付方面的工作。其次,通过对德斯特里克的作品实例的收集和分析,总结出现实主义媒体艺术中支付网络表现的特点。第三,我们提出了如何利用超现实主义的表现手法来提高现实主义媒体艺术和设计教育的艺术性。本研究仅限于d 'strict中的6部作品,通过文献综述和案例分析的方法进行。研究结果表明,“打开未知的维度”和“带来生活”等支付网络的特征在d ' strict的六件现实主义媒体作品中主要被利用。此外,各种布置元素通过视觉冲击来强调作品的核心意义,印证了布置特征增强了现实主义媒体艺术的有效性。最后,本研究提出了超现实主义表现手法之一的绘画特征如何为未来媒体艺术生产和设计教育的发展做出贡献的理论依据。
{"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}
引用次数: 0
A study on the development of an emotional design three-stage system measurement tool based on Bloom's three-stage learning model 基于Bloom三阶段学习模型的情感设计三阶段系统测量工具开发研究
Q3 Engineering Pub Date : 2023-09-30 DOI: 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.
系统地了解消费者(用户)在购买和使用产品和服务时所经历的情感因素和特征,对于设计产品和服务至关重要。本研究旨在开发一种更系统的定量测量工具,用于分析Donald Norman的“情感设计的三个阶段感知理论”(之后称为“ED 3s”)的概念阶段之外的产品和服务,这是基于Bloom的学习模型,作为先前研究的后续,“情感设计的三个阶段概念化的可行性研究-以大学工业设计教育课程为重点”。文献回顾共获得165个量表项目,具有情绪性设计的效度和信度。通过第一轮专家评审,我们提取了80个项目,为16个项目系统中的每个系统分配了5个项目,以适应布鲁姆的三阶段学习模型系统(之后称为“BL 3s”)。抽取的80项调查被分发给20-50名使用智能手机和智能手表的目标受众;根据最终收集的调查数据,因子分析和信度分析证实了80个问题中的77个问题的有效性,除了3个问题。本研究得出的第一次试点调查问题将与未来进行的第三次专家开放式调查的结果进行比较,并通过最后的第四次专家封闭式调查进行因子分析和信度分析。
{"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}
引用次数: 0
A Study on the Development of Usability Evaluation Indicators for Digital Traffic Safety Signs: Focusing on Intelligent Vehicle Speed Warning System 数字交通安全标志可用性评价指标开发研究——以智能车速预警系统为例
Q3 Engineering Pub Date : 2023-09-30 DOI: 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.
本研究的目的是制定可用性评价指标,分析影响用户便利性的因素,如易于识别驾驶员和行人通过行人安全区域的智能车速预警系统,理解表达的信息,主动减速等。为了从用户的角度进行实证科学的可用性评价,本研究定义了评价项目,建立了13个评价指标,并通过专家德尔菲分析和详细指标评价设计了调查问卷进行用户调查评价。可用性评价指标分为有用性(Usefulness)和满意度(Satisfaction),每一个都衍生出四个评价领域,详细的评价项目衍生出3个感知性(perceptability)、5个功能性(Functionality)、2个敏感性(Sensibility)和3个信任(Trust)。该指标的分析和开发结果有望成为智能交通安全标志可用性评价的通用评价标准,并在此基础上改进系统界面,为未来支持市民舒适的步行环境和传播安全驾驶意识做出贡献。
{"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}
引用次数: 0
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 气候灾害指导“预警象形图”可视化特征研究——以香港、英国、澳大利亚和日本天气灾害预警象形图为例
Q3 Engineering Pub Date : 2023-09-30 DOI: 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.
天气和气候正在对全人类和生态系统产生巨大影响。极端天气事件包括突然的洪水、风暴和热浪。本研究在香港、澳洲、英国、日本的官方政府系统中,以台风、洪水、热浪、寒潮等预警象形文字为研究对象,搜集与自然灾害相关的象形文字案例进行分析。从“信号系统、颜色、符号类型、语言”的角度对每个象形文字进行评价。因此,气候灾害预警象形文字作为一种象征语言,作为国家灾害安全系统之一,在恶劣天气造成的紧急情况下,对公民的决策产生重大影响,被设计并发布给公众。因此,我们发现建立一个视觉上有组织的预警象形文字设计是提高社会对气候灾害反应性的有吸引力的工具之一。希望该研究能够作为预警象形文字设计的基础数据,以帮助减少未来可能在韩国发生的气候灾害的损害。
{"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}
引用次数: 0
Effects of Visual and Tactile Elements on Game Users' eXperiences in Virtual Reality Games 虚拟现实游戏中视觉和触觉元素对游戏用户体验的影响
Q3 Engineering Pub Date : 2023-06-30 DOI: 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.
本研究测量了虚拟现实(VR)游戏中视觉和触觉元素对游戏用户体验的影响。我们在VR射击游戏中对44名参与者进行了实验。我们操纵了游戏环境的视觉复杂性、视角和控制器权重。我们发现,当射击游戏的视觉复杂性较高时,第一人称视角的使用率会更高。我们还发现,存在感和流性在视觉复杂性上存在显著差异,当视觉复杂性低时存在感较高,当视觉复杂性高时流性较高。重量,一个触觉因素,对用户体验没有显著的影响。这些发现表明,在未来的VR游戏开发中,开发者应该考虑游戏中的信息量,并使用第三人称视角和第一人称视角来进行有效的开发。
{"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}
引用次数: 0
Systematization of 3D Unit Pattern Design Method for Adjustable Flexible Design Effects 可调柔性设计效果的三维单元图案设计方法的系统化
Q3 Engineering Pub Date : 2023-06-30 DOI: 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.
本研究的目的是提供一种系统的设计方法,使秩序与变化的图像协调一致,这可以被认为是柔性设计模式(FDP)的视觉特征。该研究回顾了以往的研究,并根据它们的类型进行了分组,并提出了一个可以协调视觉印象的设计模板。因此,FDP的设计方法可以概括为三个方面,首先是基于模和斐波那契网格的正方形划分,在形状设计和开发过程中通过对称操作的存在来创造秩序和变化,通过将正方形划分为同构和二态来绘制视觉效果,同时保持单个单元的便利性,并通过大小单元的重叠来创造意想不到的中间形式。能够协调这些模式的视觉印象的设计方法围绕着设计方面和开发方法展开。换句话说,设计因素包括分裂方法、形状设计、细胞组合(细胞重叠)和单元组成,而开发方法包括使用对称的规则和不规则单元开发,以及其他影响视觉效果的因素。将这些因素所产生的印象变化进行符号化表示,最终提供一个由四个调整方向和四种组合方式组成的设计模板,便于表达秩序与变化的形象。此外,本研究不仅为产品化奠定了理论基础,也为设计提供了实用的工具,期望对进一步的研究和设计教育都有帮助。
{"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}
引用次数: 0
Does practising diverse savouring techniques enhance subjective well-being A randomised controlled trial of design-mediated savouring 练习不同的品味技巧能提高主观幸福感吗?设计介导的品味的随机对照试验
Q3 Engineering Pub Date : 2023-01-01 DOI: 10.1504/jdr.2023.10060446
Jeremy Faulk, JungKyoon Yoon
{"title":"Does practising diverse savouring techniques enhance subjective well-being A randomised controlled trial of design-mediated savouring","authors":"Jeremy Faulk, JungKyoon Yoon","doi":"10.1504/jdr.2023.10060446","DOIUrl":"https://doi.org/10.1504/jdr.2023.10060446","url":null,"abstract":"","PeriodicalId":35082,"journal":{"name":"Journal of Design Research","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135705506","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}
引用次数: 0
期刊
Journal of Design Research
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1