contents
Preface Daim Yoon
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The Best Riding for them : Interaction Design
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The Navigation Indicator light : Interaction Design
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Yes country for old man project : Interaction Design ( The dining table kiosk )
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Conditions of Choice : Interaction Design
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The Mask project : Interaction Design
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The picture playing of Hanguel project : Interaction Design
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Hanguel and an anagram game project : Interaction Design & Graphic Design
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Giyeok, Giyeok, Giyeok project : Ministry of Education, Science and Technology Corporate Identity project
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HANNOVER MESSE 2009 WITH KOREA : Hannover Messe 2009 partner country korea Corporate Identity project
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I'm Metro : Incheon Metro Corporate Identity project
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Can you see the animal? : Graphic Design
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U City project : Graphic Design
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I have a great interest in two fields of study in design. One is the emotional and inclusive interaction design for fragile people like senior citizens, children, or the physically disabled. The other is the interaction design that concerns with setting up a virtual scenario about the future and preparing for it.
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Daim Yoon Design and imagine in movement I have a great interest in two fields of study in design. One is the emotional and inclusive interaction design for fragile people like senior citizens, children, or the physically disabled. The other is the interaction design that concerns with setting up a virtual scenario about the future and preparing for it. Conventionally, a method for communication up to now has been mainly focused on a sound and text, but those are not sufficient vehicles to express human emotions and various situations. Sometimes gestures and facial expressions deliver our thoughts or information in more efficient, intuitive, and humane way. Therefore, researches in combining technology and interaction design are essential for future orienteddesign such as the case of considering five senses and temperature together in making a coffee pot. In the university, I was majoring in multimedia design but also got interested in interaction design connected to typography and graphic design, so that participated in an exhibition on behalf of my school. In the exhibition I presented a project integrating typography and interaction design, called ‘Hangeul’, which means Korean alphabet. The idea was the tryout of edu-entertainment from my perspective that language should be acquired not by studying but through easy and funny playing like computer games, because I had observed language learing processes of children for quite long time in the kindergarden run by my parents. However, since most children who were my major targets were not capable of dealing with computers, my project didn’t work well. My failure resulted from lack of preliminary investigation into children’s intellectual level, and passive media prototyping. As a result, I was awake to the gravity of understanding users and decided to work on interaction design which required deep comprehension about users’ needs. Especially, interaction design for minorities such as senior citizens, children, and disabled people is worthwhile to be explored, for it’s possible for all of us to be the potential users. Since November in 2006, I have been working as a professional designer for the best Corporate Identity and Branding Strategy company, undertaking whole duties including environment design, projection strategy as well as corporate identity. With pride and passion about my job as a graphic designer I have built varied career record and gained much recognition and prizes, while working with the best national service companies, SK Telecom, KT, Samsung Electronics, and American Identity company, Landor, and also taking part in Hannover messe 2009 partner Korea C.I. Nevertheless, I have experienced countless trial-and-error, lack of understanding clients, limitation of communication, failure in access process, and inefficiency in adopting designs, but it let me to observe people and objects, and concerned about the relationship between them. It also encouraged me to give attention to the way designs affected their users. Consequently, I decided to study not about commercial design, but more about interaction design that is about establishing virtual scenario and preparing for future. My enthusiasm about interaction design for future stimulates me to devise sustainiable designs not to be dumped within a few years, to have qualities of efficiency, economical and social skills, and to be a designer with insight into future and users’ psychology. Interested in User experience design particularly, I have had many discussions, planned exhibitions with designers of products, interactive media, and graphic area, and also constantly researched on new materials, innovative technology, and media programs by holding seminars. April in 2009, I was selected as a representative designer of Korea in Korea Institute Design Promotion and sent to join the workshop in the Italy Interaction Design Lab(ID-LAB), where I was convinced that future UI would be freed from a GUI icon on the monitor and become easier, more emotional, and intuitive interface linked to five senses of human. Besides, I was fully inspired to take up the flexible study with more vitality and imagination. I strongly believe interaction design course in this university is the perfect place where I can realize my aspiration about interaction design based on profound affection toward mankind, and intuitive power,and my sense of graphic design obtained from the wide career experiences. I’m also well aware that interaction design course offered in this university has unrestricted and experimental curriculum, close cooperation with internship and research organizations, consistent future-oriented teaching methdology, which is perfectly suited to my scheme to study emerging technology for the future. Moreover, On-the-job experience your course offer, and opportunity to work with talented students from all over the world and renowned professors are the additional reasons why I’m so eager to attend the master’s degree in this university.Experiences acquired from interaction design course in here will be a great help to my career goal of being a Korean representative designer in the international stage and CEO of interaction design corporation. Thank you very much for your kind attention to my long statement. 04
The seesaw play pump that would draw water from the depths of the well for childrens.
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Millions of people live many kilometers away from a water source.
Background
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In Africa, children often have very little time to be children because they have to many works in their home. They have no time playing. There are not enough playing equipments for children. Background
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Water pump + Seesaw ( Providing water + Fun ) DESIGN CONCEPT
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Children can play on while simultaneously pumping clean ground water out of a well.
The Seesaw play pump connected a well. This design produce clean water and give enjoyment for children through riding a see-saw.
DESIGN solution
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How to use :
1.
Put some water in pump.
2.
Riding the seesaw. Taking your handle up and down.
3.
4.
Air is Compresed.
To pump clean water out.
The See-saw Play Pump connected a well. The Best Riding system is a pretty simple concept and in the future can probably be retrofitted to work with current playgrounds. As is, the Best Riding system could go in many directions - children could learn about the technology and build the playgrounds themselves when the lights go out, the children would ‘have’ to go outside and play.
design solution
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The first purpose of this system is to create and make accessible clean water. The second is to provide enjoyment for africa children. The Best Riding system solves easily and fun the water problem and unburden a hard labor drawing water from a well. The seesaw pump that would draw water from the depths of the well as children enthusiastically played on the seesaw. Adults also took turns pumping water for their domestic and culinary needs when they saw how much fun it could be to do so. DESIGN solution
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The navigation indicator light This project is a navigation for bike users. It combines a bike's navigation and direction light indicator.
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The navigation indicator light
What is about? This project is a navigation for bike users. It combines a bike's navigation and direction light indicator. It is useful for bike users who run through dark streets. It is very a special navigation which is different from an existing car's navigation. As of 2009,Seoul,too many cars are causing air pollution problems more and more seriously. And the government is also trying to make more bike roads and encouraging people to use bikes. People who don't have enough time for exercise are taking part in commuting with bikes as well. However, People are experiencing many problems, because there are not enough bike roads and bike maps. And the security problem must be solved as well. This project gets rid of the danger and the discomfort of bike users and other people by providing a sense of direction which is made by one's sight and sense of space. This project also gives another possibility of bike's navigation. 이 프로젝트는 자전거 사용하는 사람들을 위한 내비게이션이다. 자전거 내비게이션과 방향등의 조합으로 어두운 밤거리를 주행하는 사용자를 위한, 일반 자동차 의 내비게이션과는 차별화된 자전거 내비게이션이다. 서울은 2009년 현재, 넘쳐나는 자동차와 그에따른 대기오염 문제가 날로 심각해지고 있다. 그래서 정부는 자 전거 도로의 확충과 자전거의 이용을 도모하고 있으며, 운동할 시간이 없는 바쁜 직장인들도 자전거로 출퇴근하는 것에 많이 동참하고 있다. 그러나, 자전거도로 시 설의 미비와 자전거 지도조차 준비되어있지 않아 그들은 많은 불편과 어려움을 호소 하고 있고, 안전의 위험성 또한 한 해결해야 할 문제이다. 이 프로젝트는 시각 과 공간감각의 판단으로 방향을 인지하게 함으로써 자전거를 타는 사람과 그렇지 않은 사람들 서로에게 위험과 불안함을 제거 해주며, 자전거 내비게이션의 또다른 개발 가능성을 제시한다.
Concept At night, both rear and head light indicators of a bike are essential for bike users. Navigation is also needed by bike users because bike roads and traffic signs are not enough in Seoul. But a bike is different from a car, so the bike's navigation cannot be used as a car's navigation which is used while driving. Therefore, a bike's navigation with the direction light indicator can give some information of the direction by using human's sight and light spreading. This bike direction light indicator gives information to other cars which are following and we can make safer on the street. 야간에 자전거를 타고 주행 하는 사람들에게 자전거의 후미등및 전조등은 꼭 필요한 악세세리이다. 내비게이션 또한 서울의 복잡한 도심에서 미비한 자전거 도로상태 와 표지판의 미설치 등으로 많은 바이크 유저들이 필요로 하고있다. 그러나 자전거의 특수상황 때문에, 시중의 자동차용 내비게이션처럼 보면서 운전할 수 없으며, 외 부 음성때문에 음성 안내를 받을 수 없다. 그리하여 자전거 내비게이션에 방향등을 설치하여 내비게이션이 방향을 설정함과 동시에 인간의 가시범위를 이용하여 빛의 퍼짐으로 방향을 인식할 수 있게 하였고, 이 방향등은 뒤에서 오는 자동차들에게도 자전거의 방향을 알려주는 효과를 주어 보다 안전한 도로상황을 만들 수 있다.
How it to work? This is made up of the main navigation body, LED which informs direction, and the vibrator attached to both handles (this vibrator is operated by hand when the direction is set). For example, when a ready-set-navigation gives the information to move left, the vibrator which is attached to the left handle vibrates and at the same time, the main body's light indicator LED and LED's direction light indicator which is attached to the left part of the navigation shot its light toward the bottom. According to this signal, car drivers following as well as bike users understand the front bike's direction.
The navigation indicator light
이것은 내비게이션 본체, 방향을 알려주는 LED, 양쪽 핸들 손잡이에 부착된 방향감지 진동기 (이 진동기는 방향을 설정할때 수동으로 작동된다.)로 구성되어 있다.
자전거 내비게이션 방향등 프로젝트
에 본체의 방향화살표의 LED와 내비게이션 좌측에 부착된 LED 방향등은 바닥을 향해 빛을 쏘아주어 사용자 뿐만 아니라 뒷 자동차나 사람들에게 바이커의 방향
예를 들어, 미리 설정해둔 내비게이션이 좌측으로 이동해야함을 알려주어야 할때, 좌측의 핸들밑 엄지부위가 닿는 곳에 부착된 진동기는 떨림으로써 알려주고 동시
을 인식하게 해준다.
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The navigation indicator light
User Research
Persona Name : Nam Sungwoo Address : Seoul,Korea Age : 32 Job : Computer programer Work experience : 5years Sex : Male Monthly Income : 2500$ Special feature : often work overtime / early adopter/ handle with machine / He has strong interested in health. Existence and nonexistence of motorcar : Yes. Electronic device : mobile phone, notebook, mps, gps, PDA
Based on the result observed by bike users, they are equipped with flashlight for safety and following cars and pedestrians. However, when they turn or bike in a place with bulk of cars, they often look back to ensure if there’s a car following and pedestrians. At night, I found that the bikers were going with a complicated separate GPS systems and flashlights. Moreover, unfortunately, those who cannot afford to buy them might be dangerous especially at night.
Observation
DAY
NIGHT Key insight
NIGHT
They need the navigation. They also need the directional signal. But, they can't see the navigation while riding. It could be better if others will perceive my present and sense of direction
Navigation
+
directional signal 14
The navigation indicator light
Design Concept
design solution
When we were young, we have had the experience of going through mountains, while indicating the direction with little flashlights. And we also have had the experience of drawing and dancing on the wall with a flashlight. Through these experiences we can give some sense of direction for users. We can recognize the direction of a bike by the direction of the light indicator.Users and other people can recognize the direction of a bike thanks to the spreading light, even if we do not see the navigation. Both bike's handles have vibrators and then these can give the direction information of the areas where we cannot recognize the direction with light indicator.
1
3
2 back
1 LED / directional signal 2 LED / directional signal 3 Vibrator + on-off switch
Touch screen / controling menu interface
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The navigation indicator light
Scenario
Experience Prototypying
Making scenario based on design concept
Based on insights that I extracted from user research, I attempted to experience prototyping not only to explore and evaluate design ideas.
1 . At6 pm, he has letf tor the day
2. He is a biker, so he used to go home using his bike.
3. The sun had already set. But,He didn't know which road to take.
4 . He turned his navigation and then he set to his home.
5 . Thirty meters ahead, the navigation 6 . At that time, the informed him that he should turn light. vibrator was equipped in his light-handle.
7 . He couldn’t see the navigation’s display but, he could know the directions through the navigation’s signal light.
8. The wave-lights are showing the direction. Moreover, we could know where the bicycle is going.
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The navigation indicator light
Experience Prototypying Based on insights that I extracted from user research, I attempted to experience prototyping not only to explore and evaluate design ideas.
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Yes country for old man
Yes country for old man Social service Interaction design
wanted :
friends
This project is for elderly people to make friends. I propose the multi-touch screen kiosk for elderly and kids. Whenever we get old, we'll need tasks and friends.
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Yes country for old man
What is about? context
It's about them. Most of elderly people go to a park to talk together with. They jusy play a simple game and watching them all day long. They didn't know how to make a friends. They didn't know what to do all day long. what is about?
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Yes country for old man
What is about? context
and him
and her
They need a friends who can open up her(him)self. They want to be useful person for anything. what is about?
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Yes country for old man
What is about? visions and values
friends
working
Making a friends and offering the opportunit ies to decide a community problems. what is about?
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Yes country for old man
What did we propose? The Dining table kiosk The dining table is a kiosk that we can use as a multi touch screen. We often talk at the dining table with my friend and family. The dining table offers opportunities that we could easily make friends, and we could give our opinion for endemic problems. By doing that, elderly people could become a useful person with selfconfidence. And it is helpful and a consolation to them.
what did we propose?
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Yes country for old man
Visualization
How does it work? finding a friends through GPS system finding at close range connecting in sinc (TV, Mobile, Navigation)
This disply allows the user to see where a user's friends are that users talk to the most are in closer proximity to them and appear faster. Touching screen on someone’s bubble brings up additional informations on how connect with you ; leave a message, make a call, connect a navigation, connect other device
RFID-CAR Touch
Connecting View
Needs Botton Touch
Friends Searching View
Public Center Connecting
All User View
Yes country for old man
The dining table kiosk Provides connecting elderly friends use of GPS system and decision making as a part of local community.
we have to make a decision
let's call to JOHN!
Function of multi sync system : It has function of sinc networking we can connect no restriction of location.
RFID-Card : If put it down the kiosk, it is recognizing of indivisual informations.
Multi Touch Screen : It is more easily use for elderly which the GUI designed more simple and intuitive.
MICHAL
LUSIA
Project done during the Universal Design module of the Interaction design workshop at UXD(User experience design workshop)
JACK
CRISTINA TOMMY
JOHN
Many ways to one or One to many : We could connect a various ways communications others.
Our design was targeted at elderly people who would like to communicate and interact with their loved ones and among each other. Our design output a communication device which cater to the user’s happy life of old age.
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conditions of Choice
This project was provided by me to my parents, my friends and relatives who did not have chances to have name cards
“I make name cards for you as what you designed.�
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conditions of Choice
[ It is a manual that user write down needs for themselves namecard in a minute details.]
“I make name cards for you as what you designed.” This project was provided by me to my parents, my friends and relatives who did not have chances to have name cards before I went abroad to study. This gave them opportunities which made them think what are design and their identities. I designed exactly what they asked to me. This gave them experiences to know design and gave me chances to learn responsibility and how to communicate with others. I could know how to meet customers’ needs as asking them directly what they need and solve the problems which I was not able to find out solutions as approaching in different ways. It was an interaction process between designers and users, companies and workers to know what they want to each other. I was satisfied to have them special experiences and they were content with what they received.
“당신이 원하는 명함을 직접 만들어 주시면 만들어 드립니다.” 이 프로젝트는 내가 외국으로 공부하러 떠나기전 그동안 명함이 필요했으나, 그럴 기회를 같지 못했던 나의 부모, 친지, 친구들 에게 주는 선물로, 그들은 자신이 원하 는 디자인 무엇인지, 자신의 아이덴티티가 무엇인지를 생각하고 스스로 책임질 수 있는 명함 제작을 의뢰하게하였다. 나는 그들이 원하는지를 그대로 받아들여 명함 을 제작하여 주었다. 자신의 명함이 필요한 사용자들에게 직접 디자인을 할 수있는 기회를 제공함으로써, 그들에게는 디자인에 대한 새롭고 특별한 경험을 쌓을수 있 었고 자신의 디자인에 대한 책임과 상대방과의 소통에 대해 알 수 있는 계기가 되었다. 디자이너로써 나는 지난 3년간 아이덴티티디자인 전문회사에서 겪었던 사용자 의 needs를 파악하지 못함으로써 생겼던 문제를 사용자에게 직접 자신의 needs를 물어보고 말할 수 있게 하는 방법으로 접근하게 유도하였다. 이것은 디자이너와 사용자와의 감성적인 인터렉션 과정으로 기업과 구성원, 디자이너와 클라이언트 결국 사람과 사람과의 소통과 그것을 해결하는 과정을 모색한것으로 실제 자신이 디 자인한 명함을 선물 받은 그들은 굉장히 만족스러워 하였고 나또한 그들에게 특별한 경험을 주게 되어 기뻤다.
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What is identity design? What is difference between identity and compulsory standardization?
social issue In general, the last process to create corporate identity design is making a manual. Designers can apply new or revised images of companies to various applications to pursue unification of company’s image. The most direct and effective way among diverse applications is a name card. Because advertisements or Mass media play important roles for huge companies and organizations, a name card is like their faces and a kind of representative. When I offer them a manual, I used to be confronted with irony situations. Afterwards I found out that the manual did not match with products from the companies. The most shocked and frequent case was distorted name cards and it was not a problem of design of name cards but the results of processing. For example, a manual for old CEO says that name cards for them should use bold, wide and big letters for people not to forget their names but most of them did not follow the rules.
What was the problem? Is the design which designers like the best design for customers as well? \Were the forceful manuals really what customers want? Did the name cards design reflect enough opinion of individuals from companies? Didn’t it result in ineffective and unproductive thing? How do customers recognize the designer’s subject point of view?
DESIGN ISSUE
“I make name cards for you as what you designed.”
This project was provided by me to my parents, my friends and relatives who did not have chances to have name cards before I went abroad to study. This gave them opportunities which made them think what are design and their identities. I designed exactly what they asked to me. This gave them experiences to know design and gave me chances to learn responsibility and how to communicate with others. I could know how to meet customers’ needs as asking them directly what they need and solve the problems which I was not able to find out solutions as approaching in different ways. It was an interaction process between designers and users, companies and workers to know what they want to each other. I was satisfied to have them special experiences and they were content with what they received.
USER INPUT It seems that what the people who are in companies and organizations want was changing their image as well as letting people know their identities. Interaction design originated from the process of customers’ actual participation. This project was carried out for people who always want to have name cards but never had chances and people who are not satisfied with present name cards;. 1. There should be some rules and conditions : no options make customers confused. 2. We ask them to write what they want on the real name card: we can easily find what customers think more importantly. Customers can creative their identity using their own information. 3. How to make customers feel responsible, effective and active: Designers should avoid repeatable and unnecessary communication. Customer should try to find what they want and designers should express what customers want. 4. Using post office: For the people who are not close to computer graphic program tools, designers can let them feel familiarity by pencil’s sketch and hand writing. 27
conditions of Choice
design process
CASE 1 She is a many-sided artist who has type of unbounded and unsettled characteristics. She doesn't want to be enrolled to the title which has attached to an institutions or a groups and she draws to write-down about her imaging memos to others when she meet someone that has different functions depending on how cognitive her image is occurring. It is made of connection of relationships and communications designed base on her intention. Based on insights that I extracted from user research, I attempted an experience prototyping not only to explore and evaluate design ideas, but also to communicate idea to an audience. 그녀는 전방위 아티스트로, 비정형, 비정착형 인물로써 자신의 명함에 소속된 기관이나 단체가 기입되는 것을 원하지않았 으며, 그녀를 만나는 사람에 따라 다르게 인식되는 자신의 이미지를 상대방에게 메모를 하게 유도하길 원하였다. 관계맺음과 소통으로 완성되는 명함으로, 나는 그녀의 의도를 최대한 반영하여 디자인하였다.
I wanted to focus on a slow and soft way of communicating for emotional interactions, rather than an immediately interactive way. So, as a way of approaching it, I tried to use an old-fashioned method of communicating which is a synchronous and more tangible, so that we can convince each other’s presence regardless of on-off virtual situations. 나는 좀 더 느리고 아날로그적인 방법을 통해 디자인 과정을 진행하였다. 이메일과 업로드가아닌 우편으로 통해 사용자의 필체를 직접 느껴 좀더 감성적이며 경험적인 프로젝트 가 되기를 했다. 이러한 방법은 좀더 실제적이고 만질 수있는 현실감을 느낄 수 있었으며 상호간의 보이지 않는 곳의 믿음에 대한 소통에 대한 확신을 가질 수 있었다.
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conditions of Choice
CASE 3 Since 1980, she has been operationg her own kindergarten. She wanted to redesign the existing logo but she asked to keep the logo's concept. One side of namecard impressed her job, the other side showed her own personal informations. 1980년 이래부터 그녀는 유치원을 운영중이다. 그녀는 현재의 로고를 재디자인 해주기를 원하였고 기존 로고의 의미를 유지하길 원하였다. 한면은 그녀의 직업을 강조하고 다른 한면은 그녀 자신의 정보를 보여주기를 원하였다.
design process
CASE 2 My brother-in- low is a teacher in highschool. He designed a namecard himself with the use of his school marks. I'm just arranged his contexts. My role was to accept the user's needs and make it. 나의 형부는 고등학교의 선생님이시다. 그는 그가 일하고 있는 학교의 마크를 이용하여 자신의 명함을 디자인 하였다. 나는 그가 적은 요구 사항대로 명함의 내용들을 정리하고 배열 하였으며. 나의 역활은 사용자의 욕구를 받아 들이고 만들어주는 것이었다.
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conditions of Choice
design output/ EVALUATIONS
CASE 3
Customers could converse with designers in effective ways, at a small charge, which raise the satisfactory. I could find out the problem during the work time as taking a close look at the difference between designers’ language and clients’ one. Every design is based on understanding and interaction. There are so many different people such as who are too old to read without far-sighted glasses, who want to conceal their personal information, who have many website accounts for chatting site. We should try to meet the needs to maximize the flexible image of companies and should not persist in uniformity of corporate identity design. That is the role of designers. Also, we should not just inform the image of companies and organizations and we should create an image which symbolize the companies and could beloved by everyone, which would save some money and time.
CASE 1
CASE 2
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conditions of Choice
아이덴티티 디자인이란 무엇인가, 통합화인가, 획일화인가
social issue 보통 Coporate identity design 과정의 최종 마무리 과정은 메뉴얼 만들기이다. 이것을 통하여 디자이너는 기업의 이미지를 새로 혹은 개정된 심볼을 통해 다 양한 어플리케이션에 적용시킴으로써 기업이미지의 통합화를 추구한다. 여러가지 어플리케이션 항목들 가운데서 클라이언트들에게 가장 직접적이고 파급력이 가 장 빠르며 경제적인 어플리케이션 아이템은 명함이었다. 광고나 미디어를 통하는 것은 비교적 큰 자산규모의 회사나 단체들에게 해당되는 이미지 전달 매개체이었 기 때문에 그들에게 있어서 명함이란 곧 자신의 얼굴이자 기업의 대표 매개체인 것이다. 그들에게 메뉴얼 제공시, 아이러니한 상황에 봉착한적이 한두 번이 아니었 으니, 추후에 그들이 제작한 아이템들은 제시한 메뉴얼의 규정에 모두 어긋나 있던 것이었다. 가장 충격적이면서도 빈번한 사례는 명함의 왜곡화였는데 대체로 그 들의 입장은 명함디자인자체의 문제라기보다 그들의 원하는 정보의 가공화가 마음에 들지 않았던 것이다. 예를 들면, 대체로 모든 기업의 최고직위의 사람들은 시 력이 점점 떨어지는 나이때의 분들이었는데 이름은 크게, 굵게, 눈에 잘 띄게. 자신의 이름을 절대로 잊지 않게 하기위한 강조의 효과 처럼 제시한 메뉴얼의 규정대 로 사용하고 있지 않았다.
무엇이 문제였던 것일까? 디자이너가 보기 좋은 디자인이 그들에게 필요한 디자인인것일까? 그들이 원하는 디자인은 어떤 것인가? 디자이너의 강요성 짙은 메뉴얼화는 진정 사용자를 위한 것이었을까? 실제로 기업의 이미지를 쇄신하는데 있어서 기업과 단체는 그곳에 속한 구성원들에게 충분한 반영이 되지 못한 것은 아닐까 ? 비효율적이며 비생산적인 결과를 초래한것은 아닐까 ? 디자이너의 주관적인 미의 기준이 사용자에게는 어떻게 인식되어지는가 ?
DESIGN ISSUE “ 당신이 원하는 명함을 직접 만들어 주시면 만들어 드립니다.
USER INPUT 사용자의 적극적인 실제 참여 과정을 통해 인터렉션 디자인이 발생되었다. 그들이 직접 작업한 그 과정은 효율적인 프로세스의 자기의사 전달방법을 깨닫게 해주 었으며 더불어 그들자신의 한 디자인에대한 성취감과 흥미를 유발시켰다. 이 프로젝트는 늘 명함의 필요성을 느끼고 있었지만 그럴 기회를 찾지 못하거나 전문적인 디자인업체가 아닌 일반 명함을 제작하는 곳의 만족도가 낮은 내 주위의 지인들을 상대로 수행되었다. 1. 몇가지 조건 및 제한사항 제시함 : 너무 많은 기회는 사용자에게 혼란을 준다. 2. 주어진 명함 실사이즈에 자신의 필요한 정보를 직접 기재 : 개개인의 유동성있는 정보를 유도하여 실제적인 사용자의 정보 중요도를 알 수 있었다. 사용자는 자신의 정보를 스스로 가공하여 자신의 아이덴티티를 구축한다. 3. 적극적이면서고 효율적인, 책임감을 느끼게하는 실행방법 : 디자이너와의 불필요하며 반복적인 커뮤니케이션은 지양한다. 신중한 자기 결정과 사용자는 자신 의 원하는 바를 정확히 알고 디자이너는 사용자의 원하는 바를 최대한 이끌내어 디자인한다. 4.우편을 통한 전달 방법 : 컴퓨터나 그래픽디자인 프로그램의 툴에 익숙하지 못한 사용자에게 보다 보편적이고 쉬운, 그들의 자필과 스케치로 사용자의 감성을 면밀히 느낄 수 있었다.
design output 사용자 스스로가 원하는 바를 검토하고 생각하며 가공하고 그것을 디자이너와 소통함으로써 적은시간과 적은 비용, 효율적인 소통방식을 통해 사용자와 디자이너 의 만족도를 높일 수 있었으며, 나는 또한, 디자이너의 언어와 클라이언트의 언어를 조율하고 통합해가는 과정을 통해 그동안의 일하는 과정에 있어서의 문제점을 파악 할 수 있었다. 모든 디자인은 소통, 인터렉션 디자인이다. 시력이 약해져 돋보기를 찾는 나의 부모님세대의 클라이언트, 자신의 이메일과 핸드폰 번호를 공개하고 싶지 않은 사람 들, 메신저 주소를 여러개 보유하며 그것을 통해 소통하고 싶어하는 사람들, 획일화되고 강요되어지는 코퍼레이트 아이덴티티 디자인이 아닌 유동성있고 그들의 니 즈를 최대한 이끌며 기업의 이미지를 이끌어내는 것이 인터렉션 디자이너의 역활이다. 기업의 소속된 직원들에게도 일방적인 통보의 기업이미지 쇄신이 아닌 자신의 얼굴을 대표하는 책임감과 흥미를 유발시켜 엄청난 비용과 시간을 소모시키는 일을 최소화 시킴으로써 오랫동안 사랑받고 대표하는 심볼, 그들의 얼굴, 상징이 되어야 하지 않을까.
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The mask project
The mask project This is an available, fashionable, and efficient masks
What is about? This project is a mask for people who are worried about the increasing infection and death rate caused by swine flu. More and more people are concerned about various viruses causing many diseases and their prevention. In my opinion, respiratory diseases (which are caused through people's respiratory organ) will prevail in the future and masks will become essential items like underwear. However, the masks which people are wearing in the streets now look like surgeons’ masks that are much focused on their function. In the future, masks will be made more wearable, natural, and stylish like caps and scarves in accordance with fashion style.
Concept We have observed the behavior pattern of people who wear masks. The result is that, the present masks are very uncomfortable and little children who have weak immune system hate wearing mask. Every mask is made with this concept 'easily breathable and stylish'. In public places such as subway stations and streets, people feel uncomfortable when they eat, drink, and smoke while wearing mask, because mask must be hung around ears. And people sometimes lose their masks and cannot remember where they put them. Therefore, we need an available, fashionable, and efficient mask, so I would like to express my project in three concepts such as 'available', 'fashionable', and 'efficient'. 1. The Breath Leaf mask
This is a leaf mask and we can breath with it. When we want to breath easily and drink something, we can use a zipper which is made on the mask. And this mask has two leaves, one is the front and the other is the back. If you want to open your mouth wider you can use a hole which is made on the back leaf. With two leaves, I would likely make a flexible design which allow people to breath fresh air easily. The zipper on the mask expresses a vein of a leaf and it can be opened and closed whenever people want to, so it can replace the present uncomfortable mask. 2. The Dock mask
This mask is made especially for children. It looks like a duck's mouth and its shape is funny and friendly to children unlike the existing uncomfortable and unfashionable masks. When the leaf is opened, it looks like a duck's mouth which makes sounds like 'quack, quack!' 3. The Rock Chic mask
This is for my boyfriend who likes Heavy-metal and Rock music. This mask can have some other zippers for the young people who like Rock chic style, so it can have a fashion item function.
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The mask project
1. The breath Leaf mask
This is a leaf mask and we can breath with it. When we want to breath easily and drink something, we can use a zipper which is made on the mask. And this mask has two leaves, one is the front and the other is the back. If you want to open your mouth wider you can use a hole which is made on the back leaf. With two leaves, I would likely make a flexible design which allow people to breath fresh air easily. The zipper on the mask expresses a vein of a leaf and it can be opened and closed whenever people want to, so it can replace the present uncomfortable mask 33
The mask project
2. The Duck mask
This mask is made especially for children. It looks like a duck's mouth and its shape is funny and friendly to children unlike the existing uncomfortable and unfashionable masks. When the leaf is opened, it looks like a duck's mouth which makes sounds like 'quack, quack!'
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The mask project
3. The Rock Chic mask What is about? 이 프로젝트는 최근 전세계적으로 신종플루에 대한 높은 감염율과 사망으로, 두려움에 떨고 있는 사용자들을 위해 고안해낸 마스크이다. 각종 바이러스에 대한 두려움과 그에따른 위생 및 예방에 대한 관심은 높아지고 있다. In my opnion, 앞으로 사람과 사람과의 호흡기를 통한 전염병의 종류는 더 다양해질 것이고 미래에는 마스크가 속옷같이 필수적으로 착용해야할 아이템이 될 것이다. 하지만, 지금 길거리에 사람들이 쓰고 다니는 마스크는 너무 기능성에 치 우친 탓에 다소 딱딱하고 수술실같은 모습을 연출하고 있다. 미래의 마스크는 좀더 wearable한, 그날의 자신 패션 스타일에 맞춰서 목도리나 모자를 선택 하듯, 자연스럽고 일상적인 아이템이 되어야 할 것이다.
Concept 여러 연령층의 마스크를 쓰고 다니는 사람들의 행동패턴을 관찰한 결과, 그들은 현재 마스크가 너무 답답하며 특히, 면역력이 약한 어린이들은 마스크를 쓰고 다니는 걸 싫어 하였다. 모든 마스크는 '숨쉴 수 있고 재미있게' 라는 컨셉으로 제작되었다. 공공장소에서, 지하철이나 길거리등 사람들이 많이 다니는 곳은 마스크를 착용하나 간단히 음료수를 마시거나 식사를 할때, 담배를 필때등 마스크의 기본특성인 귀에 걸어야한다는 불편함이 있었다. 그렇기 때문에 잠시 벗어 놓은 뒤 잃어버리거나 둘곳이 적당하지 않아 헤매는 모습을 발견하여 좀더 사용하기 쉬우며 보기에도 좋은, 기능 적이며 패셔너블한 마스크가 필요하여 세가지 테마로 프로젝트를 진행 하였다.
1. The Leaf mask 숨쉬는 나뭇잎 마스크이다. 자크를 달아, 간단히 숨을 쉬고 싶거나 음료수를 먹을때 유용하며 하나의 나뭇잎뒤 에 또다른 나뭇잎에 적절한 구멍을 뚫어 잎을 더 크게 벌리고 싶을때 사용 할 수 있게하였다. 나뭇잎 두장을 겹쳐 표현한 것으로 신선한 자연의 공기를 내쉬며 융통성있는 디자인을 하고 싶었다. 중간의 자크는 잎사귀의 잎맥을 표현하여 언제든 여닫을 수 있어, 기존의 답답한 마스크의 단점을 보완하였다.
2. The Duck mask 어린이들을 타겟으로 한 마스크로, 답답하고 재미없는 마스크를 아이들이 좀더 친근하고 쉽게 다가갈 수 있도 록 오리의 입모양을 응용, 디자인 제작하였다. 잎을 벌릴때, 마치 오리가 "quack quack!!" 하듯 귀엽고 종알거 리는 아이들의 입모양에서 착안하였다.
3. The Rock Chic mask 해비메탈과 락을 좋아하는 내 남자친구를 위해 만든 것으로, 악세사리하나 자기의 스타일에 맞춰 착용하는 요즘 젊은이들을 위해 Rock Chic스타일로 자크를 여러개 달아 하나의 패션아이템의 기능도 하는 마스크이다.
This is for my boyfriend who likes Heavy-metal and Rock music. This mask can have some other zippers for the young people who like Rock chic style, so it can have a fashion item function.
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The picture playing of Hanguel
The picture playing Interaction design project
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The picture playing of Hanguel
이 프로젝트는 언어를 쉽고 재미있는 그림놀이 로, 한글을 컴퓨터 게임처럼 흥미있는 놀이 + 교육임을 보여준 프로젝트이다. 한글의 형태는 어떤언어의 형태보다도 자유롭고 원하는 바를 맘껏 표현할 수있으며 5세 이상의 어린이가 사 용하기 편하도록 직관적이고 직접적인 방법을 개발, 프로그램을 연구 . 완성하였다. 다양한 전시회에서 발표되었고 2010년 교육용 프로그램으로 상용화될 예정이다.
The picture playing of Hanguel(korea alphabet) 한글 그림놀이 인터렉션 디자인
This project, which language is easier and exciting materials for 'Hangeul' study as a computer games, is not complicated, boring and difficult. The shape of 'Hangeul' can express what you want. It was also completed to be use more easily and more intuitive for those children who are over the age of 5 by inventing the programs. It was exhibited by a variety exhibitions and the program plans to commercialize for education program in 2010.
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The picture playing of Hanguel
What is about? This project is an edu-entertainment program for children who have just learned a language. I learned Hangeul by writing notes when I was young. Many children are now taught a language with computers. It is a fun and easy use of games for children who play computer games, even kids who are bored with playing toys. I want to expose children to Hangeul which is not a difficult language. More and more intuitive and direct, more easier and exciting, the program has focused that naturally conducts a desire to learn a language to children. I suppose this program is expected t to have various effects on learning through a freely managed puzzle game. 이 프로젝트는 이제 막 언어를 깨우치기 시작한 어린이들을 대상으로한 놀이 + 교육용 프로그램이다. 내가 어렸을때 노트에 적어가며 한글을 깨우쳤다면 , 요즘 어린이들은 컴퓨터를 통해 언어를 학습한다. 장난감조차도 금새 싫증이 나 컴퓨터 게임을 하며 노는 아이들에게 어렵고 딱딱한 언어가 아닌 컴퓨터 게임같은 재미있고 쉬운 놀이이다.보다 직접적이고 직관적인, 쉽고 흥미로운 프로그램을 만들어 아이들에게 학습 욕구를 자연스럽게 유도하는 것에 초점을 둔 프로젝트이다. 한글의 자음과 모음이 도형처럼 자유로운 조작으로 자기만의 그림을 그리는 과정을 통해 창의력과 조작능력,그리기 능력, 공간능력,언어 능력등 다양한 학습효과를 기대할 수 있다.
Concept Things that you drew with a module of Hangeul on a sketchbook in the past can now be done with computer games. It can be learning Hangeul and drawing pictures like a game! I can also print the picture I have drawn and save it, and send an e-mail to someone. By the combinations of method of analogue sensibility and technology, it offers users an edu-entertainment studying more easily and creatively. 한글의 모듈을 가지고 스케치북에 그리던 행위를 컴퓨터에서 할 수 있다!! 게임같이 그림도 그리고 한글도 배울 수 있는 재미있고 쉬운 한글 그림놀이!! 내가 그린 그림을 출력할 수 있고 컴퓨터에 저장도 할 수 있다. 출력한 그림은 누군가에게 엽서로 보낼 수 있으며 저장된 나의 그림을 이메일로 전송할 수도 있는 아날로그적인 감수성과 테크놀로지의 결합으로 보다 편하고 자유로운 창의적인 에듀엔터테인먼트를 제공한다.
How it to work? Programmed with the flash action script, the game provides Hangeul's typeface of sanserif and serif, typeface of created separately. Users can transform its size, choosing a color, and erasing specific areas. Moreover, you can print out by using a photo printer and can save what you draw. 플래쉬 액션스크립트로 구성된 이 놀이는 한글의 셰리프체와 산셰리프체, 그리고 별도로 만들어진 그림체를 만들었다. 이 세가지 서체를 가지고 사용자는 크기를 변형할 수있고, 색깔을 선택할 수 있으며, 지우개로 지울 수 있다. 게다가 자기가 그린그림은 포토프린터로 출력 하거나 컴퓨터에 저장 할 수 있다.
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The picture playing of Hanguel
Experience Prototypying
This is Hangeul picture game!
I can choose my favorite colors.
It is very easy!
I can save what you draw
I can draw a various shapes.
I can print out by using a photo printer
I can control a size of picture.
I can send an e-mail and save it.
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The picture playing of Hanguel
design output
" I can drawing and enjoying with it! "
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The picture playing of Hanguel
eXHIBITION 1
eXHIBITION 2
It was exhibited when I was in college, and that was October 2007 and partici한글의 움직임을 통해 한글이 재미있고 친근한 pated in an exhibition as a school representative with various student typog그림언어임을 나타낸준 에듀엔터테인먼트로, raphy design groups. It was consisted 자기가 그린 그림을 출력하여 가져갈 수 있었 of interaction design through movement 다. expressed by Hangul as fun and friendly picture alphabet rather than study material. Moreover,his or her drawing was printed on photo printer and was able to take it.They was so satisfied their photodrawings, and they used of a postcard. 2007년 10월 한국 디자인 대학생 한글타이포
2007년 12월 서울디자인페스티벌에 전시되었
그래피 동아리모임 한울전에서 전시되었다.
을땐, 보다 직관적이고 쉽게 터치스크린 형태로 제작되었다.
December 2007, It it was exhibited at Seoul design festival 2007. At that time, it used the touch-screen system which is easier and intuitive.
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Hanguel and an anagram board game project 42
Hanguel can enjoy through game for all of us.. This project is a board game played with a Hangeul word for children. The rules of this game is very similar a Rumicube game (game played with numbers). It played by compounding Hangeul words based on principle of anagrams. I intended to inform that Hangeul is a fun and interesting game. By introducing Hangeul typography groups, the game arouses the interest and attention of the people. I also designed a manual introducing the contents more easily. In my works, there is a lot of works made with the material of Hangeul. That is because language is the primarily methods of all kinds of communications and it is an important medium in understanding humans and objects. Our language, 'Hangeul', has a scientific origin and meaning. Language has been transformed and changed. In the past, language was the medium of communication, is still at present and will be in the future. We have to continuously do an experimental research and think about language and characters. 이 프로젝트는 한글을 소재로 낱말놀이를 하는 보드게임으로, 게임의 방식은 루미큐브(숫자를 가지고 하는 보드게임) 과 매우 흡사하다. 에너그램처럼 한글 또한 그 원리를 바탕으로 여러 재미있는 한글의 조합을 통해 게임을 할 수 있으며, 이 게임을 통해 한글이라는 언어가 재미있고 Fun한 쉬운 놀이라는 것을 나타내려 하였다. 실제로 한글타이포동아리의 전시에서 소개됨으로써 여러 플레이어들의 흥미와 관심을 불러일으켰고 후에, 메뉴얼 제 작및 구성을 보완• 강화 하였다. 나의 작업중 한글을 소재로 한 작업이 많다. 언어라는 것은 모든 소통의 가장 원초적인 수단이며 각나라의 다양한 언어가 그들만의 가지는 특성과 역사, 민 족성을 나타내주어 모든 사물과 사람을 이해하는 중요한 매개체이기 때문이다. 우리나라의 언어인 한글은 그 기원과 의미가 과학적이며,(교육과학기술부 프로젝트 페이지 참고) 모양또한 조형적이고 또한 한글은 영문타이포그래피 못지 않게 완벽 하며 멋진 문자이다.언어는 변해왔고 계속 변하고 있다. 과거엔 전달로써의 매개체 였다면 요즘은 언어는 한 시대의 트렌드와 그 시대의 사회상을 알 수 있으며 단순한 대화의 매개체가 아닌 놀이로써 한글의 재미와 이해 력을 도울 수 있을 것이라고 생각했다.그렇기 때문에 디자이너는 언어,문자에 대한 지속적인 연구와 끊임없이 창의적인 실험을 해야한다.
Hanguel and an anagram board game project 한글 낱말놀이 프로젝트.
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how to play
Making the new words.
Attaching the words already have been completed.
Compounding complex words
Seperating the words already have been completed.
We could make new words with your tiles and also arrange new words by bringing other's tiles.
We could make complex words with compounding tiles and also arrange new words by bringing other's tiles. Reversing the words could generate new words.
New words are also made by putting two words together to from compounds.
New words are also made by seperating two words together to from compounds.
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The game is.. The game consists of words which are written on each tile with Hangeul’s consonants and vowels. It could arrange new words by bringing other's tiles. It also makes new words on the board which your opponent has already completed words.
자음과 모음이 적혀져 있는 각각의 타일을 가지고 단어를 구성하고, 상대방의 타일을 뺏거나 뺏김으로써 자신의 타일을 가지고 최대한 많은 단어를 만든 다. 상대방이 등록한 보드위의 단어에 나의 타일로 새로운 단어를 만들 수 있다. 2007년 디자인 대학생 동아리 연합전시인 "한울전"에 전시되었다.
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[ Guideline & Poster] 090
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Ministry of Education, Science and Technology Corporate Identity Project 093
Sketch Process
Ministry of Education, Science and Technology Corporate Identity System 교육과학기술부 CI 프로젝트
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Hangeul is the most educational and scientific writing system.
Ministry of Education, Science and Technology is an organization which is combined Ministry of Education, Science and Technology and which develops human resources for Korea. This logo whose motivation is ‘ㄱ’ (Giyeok) contributed to promote the creativeness of Hangeul and this shape of logo founded free and inventive vision of Ministry of Education, Science and Technology with various patterns. Even it was used in the mass media and promoted the new and creative images of the business of science and education in Kaorea.
the first prize in 2008 Korea Design Award (Identity)
While I was preparing this project, it was quite difficult for me to find the common point in the process of combining Ministry of Education with Ministry of Science and Technology. After trying to look for a common denominator between ‘Education’ and ‘Science and Technology’ in many ways, I wound up thinking that Hangeul would be the most educational and scientific topic. Because Hangeul was to civilize educationally public and Hangeul imitated the speech organ and reflected the feature of Korean scientifically. Hangeul is characteristic letters of Korea which was invented as a name of Hunminjeongeum in 1443 by King Sejong who was the 4th king of Joseong Dynasty. It was proclaimed in 1446 with a new name, ‘Hangeul’ which originated from Korean letter ‘한’[han] which symbolize ‘one’, ‘huge’, ‘honesty’. ‘Hangeul’ means that the letters which is the best one. They chose ‘Hangeul’ as the new name because King Seojong hoped that ‘Hangeul’ would be the best among huge amount of letters and be the one which most public use and lastly, bev the correct one among many letters. King Seojon felt pity on the people who are not educated properly and made Hangeul for them. Hangeul’s principal is also very scientific and it has 28 consonants and vowels which are based on few fundamental ones and others are come from them. 17 consonants of Hangeul imitated of the speech organs and are based on 'ㄱ,ㄴ,ㅁ, ㅅ,ㅇ' and rest 12 consonants are came from them, which you can see how Hangeul was made by accurate analyses. 11 vowels have 2 foundation, 'ㅡ, ㅣ', which imitated of Chinese characters 天(Sky), 地(Earth), 人(Human) and the rest of vowels are compound of those two basics. ‘교육(Education)’, ‘과학(Science)’, ‘기술(Technology)’ have a common point that they start with Korean letter ‘ㄱ’. Three’ㄱ’ which gradually become bigger have significant implication like ‘ Education for future, Science and Technology toward future’. In general, black is not favor for Korean clients but yellow, red and blue on the letter ‘ ㄱ’ would dilute the negative image of black and add some activeness on them. Those remind us of patchwork or Blocks related to creativeness. As you can see during playing Cube puzzle, three colors are mingled together and become finally new application. They are not used for just one use and can be made to various graphic patterns. Therefore it is acceptable because it is correspondent with Creativeness of Education, Science and Technology of Ministry. Judges of Korean Design Award also commented, “Identity development should be considered with Application development together. However, unfortunately, if logo type is perfect then, Application tends to have less flexibility. But if logo has much flexibility to be changed to Application, the degree of completion tends to decrease. In those points MI of Education, Science and Technology of Ministry has got balance between Identity development and Application development” It was a successful project which could meet needs of other public who looks at them and which is based on thorough analyses about clients, unique characters of their own country and government, many interviews and researches. Besides it used diversity of Application and created a new image of national government organizations into not strict and cold but familiar and close images. 49
한글 (the Korean alphabet HANGEUL) 가장 교육적이고 과학적인 것은 한글이다 10 vowels 이 프로젝트에서 가장 어려웠던 점은 교육부와 과학기술부가 합쳐지면서 둘 사이의 공통분모를 찾아내는 일이었다. ‘교육’과 ‘과학 기술’ 사이의 중간 지점 을 찾기 위해 고민하다가 ‘한글이야말로 가장 교육적이면서 가장 과학적인 소재가 아닐까’ 하는 생각을 떠올렸다.
14 consonants
한글은 백성을 가르치고 교화하기 위한 창제 목적이 있다는 점에서 교육적이며, 발음 기관과 한국어의 특성을 반영한다는 창제 원리가 있다는 점에서 과학 적이라고 할 수 있기 때문이다. 한글은 한국어의 고유 문자로서, 1443년 조선 제4대 임금 세종이 훈민정음(訓民正音)이라는 이름으로 창제하여 1446년에 반포, 후에 '한글'이란 이름으로 명명하였고 ‘크다’, ‘바르다’, ‘하나’를 뜻하는 고유어 ‘한’에서 비롯되었다. 그 뜻은 큰 글 가운데 오직 하나뿐인 좋은 글, 온 겨레가 한결같이 써온 글, 글 가운데 바른이란 여러 뜻을 한데 모은 것이며 당시 가난하고 교육의 혜택을 받지 못한 백성을 가엾이 여겨 교육적인 의도에서 제작된 것이다. 또한 한글은 제자원리가 매우 과학적이고 체계적인 문자로 한글 자모 28자는 제각각 만들어진 것이 아니라 몇 개의 기본자를 먼저 만든 다음, 나머지는 이것들로부터 파생시켜나가는 이원적인 체계로 만들어졌다. 자음 17자는 발음 기관의 모양을 본떠서 'ㄱ, ㄴ,ㅁ,ㅅ,ㅇ'의 기본자 다섯 자를 만들고, 이 기본자에 획을 더해 나머지 자음을 만들었는 데, 이는 한글이 치밀한 관찰과 분석을 바탕으로 이루어져 있음을 보여 준다. 모음 11자 역시 천(天), 지(地), 인(人) 을 본떠서 '·,ㅡ,ㅣ'의 기본자 세 자를 만든 다음, 나머지는 그것들을 조합해서 만들었다. (Education)
(Science)
(Technology)
이처럼 교육적이고 과학적인 지적재산인 한글의 기원을 컨셉으로하여 디자인 하였다. 이를 바탕으로 ‘교육’ ‘과학’ ‘기술’은 ㄱ으로 시작되는 공통점이 있기 때문에 한글자의 첫 글자인 ㄱ을 공통 모티브 로 삼아 디자인 하였다. 점층적으로 상승하는 3개의 ㄱ은 ‘미래를 위한 교육, 미래를 향한 과학 기술’과 국가 성장의 발전하는 메시지를 나타낸다. 색의 활용에 있어서 일반적으로 검은색은 한국의 클라이언트가 그다지 좋아하지 않는 색으로 알려져 있지만, 이러한 부정적인 이미지를 중화시키고 생동감을 불어넣는 것은 각각의 ㄱ을 장식하고 있는 빨간색, 노란색, 파란색이다. 이는 창의력과 연관되는 조각보 혹은 블록을 연상시킨다. 마치 퍼즐을 돌리다 보면 여 러 색이 뒤섞이는 것처럼 3가지 색의 네모는 이리저리 뒤섞이고 재조합되며 다양한 애플리케이션으로 재탄생한다. 이렇듯 하나의 고정된 형태로만 쓰이는 것이 아니라 유연성이 있는 그래픽 패턴으로 만들어질 수 있는 것이 클라이 언트인 교육과학기술부가 지향하는 창의성과 맞물린다는 점에서 수용될 수 있었다. 코리아 디자인 어워드의 심사위원들 또한 “아이덴티티 개발은 애플리케 이션 개발까지도 염두에 두고 만들어져야 한다. 그런데 로고타입이 완성도 있으면 애플리케이션 적용의 유연성이 떨어지는 경우가 많다. 반대로 애플리케 이션으로 유연하게 변형될 수 있는 로고는 로고 자체만 놓고 보았을 때 완성도 있게 정돈되지 못하는 느낌을 주는 경우가 많아 아쉽다. 그런 점에서 교육과 학기술부의 MI는 둘 사이에서 적절한 균형을 이루었다”라고 평가했다. 사용자(클라이언트)에대한 면밀한 조사와 인터뷰, 리서치를 통한 분석과 연구, 그 나라만의 가지는 고유 정부나 국가체계 조직에대한 속성파악과 그것을 바라보는 또 다른 사용자(국민)의 니즈를 충분히 만족시킬 수 있었으며 다양한 어플리케이션의 활용을 통해 딱딱한 정부조직이 아닌 재미있고 친근한 국 민들의 기관으로 거듭난 성공적인 프로젝트였다.
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Those remind us of korea traditional patchwork or Blocks related to creativeness. As you can see during playing Cube puzzle, three colors are mingled together and become finally new application. They are not used for just one use and can be made to various graphic patterns. Therefore it is acceptable because it is correspondent with Creativeness of Education, Science and Technology of Ministry.
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The Motion pictures For it's promotion moving picture, a thinking process is depicted in a graphical movie. Its applications are also presented to draw a various creative idea. 교육과학기술부 홍보동영상 이미지 각각의 모티브는 레고 퍼즐의 조합으로 ㄱ ㄱ ㄱ 의 모여 새싹이 피어나 나무가 되고 세계로 우주로 퍼 져나가 어른과 아이 하나로 힘을 모아 미래를 이끌어나간다는 내용으로 어플리케이션의 다양한 조합 과 창조적 생각을 이끌어낸다.
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Icon
(Advance)
(Togetherness)
(GO forward)
(Equality of opportunity)
(Union)
(Collaboration)
(Interact)
(Exit)
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English
Koean
The Giyeok Giyeok Giyeok(ㄱ ㄱ ㄱ)Typography I applied the variations of ' ㄱ' movement to typo design.
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PUZZLE Typography
English
I applied the variations of 'Puzzle' movement to typo design.
Koean
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The harmony through ‘ Taegeuk ’
HANNOVER MESSE 2009 ( Partner country KOREA ) Corporate Identity Project 57
The harmony through ‘Taegeuk’
design Process
[Vein]
The East
The West
[Intertwine]
The Positive Pole
The Negative Pole
[Rotating Field]
Yang(暘) Logo expressed well that Korean flag originates from a principal of the cosmic dual forces and shows it as a center of high-technology and a connecter between machines and high tech industries, human beings and technologies, eastern and western countries by strong energy.
Yin(陰)
[Taegeuk]
HANNOVER MESSE 2009 Project ( Partner country KOREA ) 독일 하노버 메쎄 코리아 2009 프로젝트
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The harmony through ‘Taegeuk’
The harmony through ‘Taegeuk’ The biggest industrial exhibition ‘HANNOVER MESSE 2009’ which has 62 years of history was held in Korea as our partner country followed by Japan in 2008, Turkey in 2007, India 2006, Russia 2005. Every year, the host of the exhibition assigns one country as partner country and the assigned country was invited by Germany government. They held “Business Summit” for both countries and introduced their industrial markets and promoted their culture. Korea showed “MAKE IT WORK” as its slogan presenting 13 categories including renewable energy, Robots, Micro technology and displayed machines for Wind energy, Intelligent Robots and Nanochip for biosensors. I think the one which shows the cultural and social characters of one country is a good design and if it can reflect the future events, the design will be the best and unforgettable one. This project was a result from long endeavors and this logo originated from the principles of Yin and Yang which we can see on Korean flag. The principles of Yin and Yang is the harmony of (-), (+) and Western countries, Eastern countries. This logo simplified the moment of the harmony through ‘Taegeuk’. In other words, it is the starting point which all nature in the universe begins. It illustrated permanent truth of Mother Nature which says that all things in the world were born and grew and developed. Red means upside, nobility, left and Green means downside, hope, right. Also the principle of ‘Taegeuk’ is that all nature follows the rules and never disturbs each other. These show Korean people’s characters which love nature and the balance of Yin and Yang shows Korean people’s basic conception of equality. In the shape of ‘Taegeuk’, the curved line which is the combination of red and blue means permanence that can be translated as the endless growth of Korea. As Harmony of Yin and Yang, the West and the East, Sun and Sea (Sky) are connected through strong Energy, Machinery Industry and Human, Nature and Human, Human and Human also maintain harmony through high technology of ‘HANNOVER MESSE 2009’. The image and meaning of ‘Taegeuk’ represent our pride and development as a center of international Machinery Industries and the strong connection of Korea with all over the world. Energetic lines working in coordination which are complicated between Yin and Yang were designed to show that we should come true the development in science and machinery industries all together. And on online or on the moving image, this logo rotates through 360 degrees to symbolize that all worlds coexist and machines and Industries harmonize each other. Moving logo implied the unlimited machinery industries’ future and the creative and flexible image of ‘HANNOVER MESSE 2009’.
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The harmony through ‘Taegeuk’
태극, 음과 양의 조화와 교류 62년의 전통을 간직한 세계최대 기계·산업박람회인 ‘2009 하노버메쎄산업박람회에 한국이 동반국가(파트너컨트리)로 해 열렸다. 지난 2005년 러시 아, 2006년 인도, 2007년 터키, 지난해 일본에 이어 동반국가로 선정되었다. 독일 하노버 산업박람회의 주최측은 매년 특정 국가를 동반국가(Partner Country)로 지정하고 있는데, 지정된 동반국가는 독일정부의 초청을 받아 ‘양국간 정상급 회담(Business Summit)’을 진행하며, 자국의 산업현황을 소 개하고 문화를 홍보하였다. 우리나라는 “MAKE IT WORK”라는 슬로건을 내걸고 신재생에너지와 로봇, 마이크로기술 등 13개 분야에 풍력발전기, 지능 형 서비스로보, 바이오센서용 나노칩 등의 기계제품을 선보였다.
이 로고는 한국의 국기의 '태극'의 음양의 원리에서 출발하였다. 양극은 음(-)과 양(+)으로 음과 양의 조화, 즉, 동양과 서양의 조화를 나타내며 태극에서 음양이 태동되는 시점을 단순화한 것이다. 즉, 우 주의 만물이 태동하기 시작하는 출발점이라고 볼 수 있다. 우주 만물이 생성하고 발전하는 대자연의 영 원한 진리를 형상화한 것으로 창조와 발전을 의미하며 적색은 위,존귀,왼쪽을 뜻하며 청색은 아래,희 망,오른쪽을 뜻한다. 또한, 태극의 이론은 만물이 자연의 원칙을 벗어나지 않으면서 서로 방해하지 않는다는 데 있다.
[Taegeuk]
이는 자유를 사랑하는 우리의 국민성을 나타낸 것이며 전체적으로 음과 양이 균등할뿐만 아니라,서로 마주 보는 관계에 있는 것은 우리의 평등 사상을 말해 주는 것이다. 게다가,태극 도형의 청, 홍의 음양 곡선은 끝없는 계속을 뜻하는 것으로, 우리 민족의 역사가 무궁하 게 발전한다는 것을 뜻한다.
음과 양의 조화, 동양과 서양, 태양과 바다(하늘)이 우주의 강력한 에너지원을 통해 서로 연결되고 이 어짐으로써 기계산업과 인간, 자연과 인간, 인간과 인간이 서로 화합하고 통용되는 하노버 메세의 세 계적 기술을 통한 인류의 삶의 조화와 교류를 나타낸다. 태극의 이미지와 의미로 한국을 세계적 기계 산업의 요충지로써의 자부심과 발전을 보여주고 더불어 세계와의 활발한 교류는 혈맥과 같이 빠르고
[Rotating field]
단단하게 이어짐을 보여준다. 실타래 처럼 얽히고 연결되어있는 모든 산업과 세계화를 통해 동 서양 모두가 풍요롭고 발전된 과학,기계 산업의 미래가 우 리 모두 함께 이뤄나가야 할 끈끈한 유대관계라는 것을 보여주기 위하여 디자인 하였다.
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The harmony through ‘Taegeuk’
As Korea was a partner country for Hanover Messe 2009 which was held in Germany and is the biggest industries expo, we could let people know Korea’s developed technologies. Logo expressed well that Korean flag originates from a principal of the cosmic dual forces and shows it as a center of high-technology and a connecter between machines and high tech industries, human beings and technologies, eastern and western countries by strong energy.
2009년 4월 세계최대규모의 기계 산업박람회의 독일 하노버 메쎄 박람회에 한국이 동반국가로 참여함으로써 한국의 선진 기술과 기계산업을 세계 널 리알렸다. 로고는 한국 국기의 태극을 음과 양의 원리에서 출발하여 기계와 첨단산업, 인간과 기술, 동양과 서양을 강한 에너지의 힘으로 이어주는 교 류의 장이며 첨단과학 기술의 요충지임을 표현하였다.
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I'm Metro
I'm Metro
This project for Incheon metro Corporate Design Project.
"I am your metro" In a metro, we are meeting people, talking with someone, and looking at something, dreaming, thinking etc. That is, metro and I are the same. This project is corporate identity system for Incheon Metro . I intend to be one iconic symbol that I'M metro system is representative for our life and appeal to cities cultural code. 나는 당신의 메트로입니다. 이 프로젝트는 인천 지하철을 위한 것으로 I'm Metro, 나는 당신의 메트로, 공간과 공간을, 사람과 사람을 이어줍니다.희망과 사랑과 꿈을 실 어 나릅니다. 매일매일 지친 사람들에게 행복을 주는 친구라는 슬로건을 내세웠다. 나의 자동차나 mp3 player처럼 편하고 나에게 맞추어진 지하 철이다. 하나의 브랜드로 아이코닉한 심볼이 되어 지하철 문화의 하나가 되기를 의도하였다.
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I'm Metro
MAIN SYMBOL
Pictogram
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I'm Metro
Brochure
Promotion
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BILLBOARD SIGN
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I'm Metro
Poster
Outdoor advertising
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This project is design for animal. 67
Can you see the animal? (poster & postcard) This is poster and post cards for animals safety
Can you see the animal? (poster & postcard ) 68
U - CITY graphic sign project. 2009 69
U - CITY project. 2009 ( poster, graphic sign, leaflet ) I was committed to make a poster of the U-CITY project for its urban planning in Korea in 2009. I planned to express easy communication adopting intuitive graphic. The connected line and the various motif of city were incorporated into the graphic motif.
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thank you