scholarly journals Design Process of Visual Concept Assimiliation of Traditional Clothing with Science Fiction from the Adaptation of the Bumi Novel by Tere Liye

2021 ◽  
Vol 2 (1) ◽  
pp. 40-45
Author(s):  
Adrian Pratama ◽  
Alfiansyah Zulkarnain

This paper contains the process of designing a visual concept of assimilation of traditional clothing designs with science fiction from the adaptation of Tere Liye's novel Bumi using the sequence of Armand Serrano's processes in making concept art. This visual concept design process aims to create a visual concept that is in accordance with the content and context of the story and can be used as a reference in creating a visual appearance that is coherent with the source of the adaptation. The study stage began by analyzing the content of the literature that had been collected using McCloud's Backstory method continued with context analysis using Charles Sanders Peirce's literature and semiotics studies and finally searching and developing keywords using the Words Association Network method.

Author(s):  
Nuogang Sun ◽  
Youyun Zhang ◽  
Xuesong Mei

Faithfully obtaining design specifications from customer requirements is essential for successful designs. The natural lingual, inexact, incomplete and vague attributes of customer requirements make it very difficult to map customer requirements to design specifications. In general design process, the design specifications are determined by designers based on their experience and intuition, and often a certain target value is set for a specification. However, it is on one hand very difficult, on the other hand unreasonable, so a suitable limit range rather than a certain value is preferred at the beginning of design, especially at the concept design process. In this paper, a simplified systematic approach of transforming customer requirements to design specifications is proposed. First, a two-stepped clustering approach for grouping customer requirements and design specifications based on HOQ matrix is presented, by which the mapping is limited to within each group. To further simplify the inference mapping rules of customer requirements and design specifications, the minimal condition inference mapping rules for each design specification are extracted based on rough set theory. In the end, a suitable value range is determined for a specification by applying the fuzzy rule matrix.


Author(s):  
Mohammed A. Azam ◽  
William P. Holmes

Abstract Research has been carried out at Coventry University Centre for Integrated Design on the concept design process and it is funded by the Coventry University Research Fund. An experiment, simulating product design in industry, was conducted by concept designers which were, in turn, acted by student industrial designers and student engineering designers. In general the product design process is a sequential process. The first part of the process is the conceptual phase. This is followed by the engineering design phases which include all the manufacturing information. In this case the downstream engineering design focuses on designs for manufacture and process selection. Information on the requirements of conceptual designers in these areas was collected from these experiments. The information is ultimately to be incorporated into rules in a knowledge base which can be readily accessed by the industrial designer during concept development via a CAD system.


2019 ◽  
Vol 11 (16) ◽  
pp. 4416 ◽  
Author(s):  
Do Young Kim

In this study, a design methodology based on prototyping is proposed. This design methodology is intended to enhance the functionality of the test, differentiating it from the prototyping that is being conducted in conventional architectural design projects. The objective of this study is to explore reference cases that enable designers to maximize the utilization of both digital models and physical models that have been currently used in architectural designs. Also, it is to explore the complementary roles and effects of digital models and physical models. Smart Building Envelopes (SBEs) are one of challenging topics in architectural design and requires innovative design process included tests and risk management. A conceptual prototyping-based model considering the topic is applied to the design studio (education environment in university). Designing SBEs is not difficult to conceive ideas, but it is impossible to “implement” using the conventional design method. Implementing SBEs requires to strengthen validities and improve responsibilities of ideas in the stages of architectural designs, with cutting-edge technologies and smart materials. The design methodology enables designers (represented by students) to apply materials and manufacturing methods using digital models (parametric design, simulation, BIM) and physical models, rather than representing vanity images that are considered simple science fiction.


2015 ◽  
Vol 137 (9) ◽  
Author(s):  
José E. Lugo ◽  
James P. Schmiedeler ◽  
Stephen M. Batill ◽  
Laura Carlson

Gestalt principles have previously served as qualitative guidelines for good visual design in art, architecture, and product design. This paper introduces a formal method to quantify classical Gestalt principles (proximity, continuity, closure, symmetry, parallelism, and similarity) for two-dimensional product representations. With the approach, designers use their judgment to divide a 2D representation of a new concept or existing design into its key atomistic elements, identify the most appropriate Gestalt principles that apply to the grouping of those elements, and then can objectively quantify the design’s adherence to those principles using mathematical functions of the design parameters. This quantification provides a tool to augment a design team’s own subjective interpretations in evaluating and communicating a product’s visual appearance at any stage of or throughout the design process.


2014 ◽  
Vol 532 ◽  
pp. 623-628
Author(s):  
Cheng Ye Zhang ◽  
Run Hua Tan ◽  
Guo Zhong Cao

To build sustainable competitive advantage, being real customer-oriented, the integrated study of customer value guiding product design process research is proposed. By analyzing the connotation of customer value theory, the distinction between customer value-oriented product design and the traditional design is discussed. The basic principles of customer value-oriented product design are also put forward. Finally, the process model of customer value oriented product design, which consists of two parts, value design and concept design. According to this model, customer value space can be identified and path to creating and realizing customer value is given, enabling the practitioners to find new directions to create value for customers.


2012 ◽  
Vol 538-541 ◽  
pp. 701-704
Author(s):  
Ju Jiang Cao ◽  
Yu Qi Wang ◽  
Ji Wei Sun

This paper put forward a kind of crank-group driving mechanism on the basis of parallelogram mechanism , introduced its concept, design process, and analyzed the feasibility of its movement. It can drive multiple parallel-axis synchronously, and it is a new way of transmission.


2011 ◽  
Vol 308-310 ◽  
pp. 943-946
Author(s):  
Jian Guo Zhang ◽  
He Rong Liu

A novel aid with self-care and rehabilitation function has been designed based on ergonomics, according to the functional demand of ADL (Activities of Daily Living) and the requirements of rehabilitation training for disabled people or elderly. The overall design process and the main functions of the aid were introduced in this paper. Its concept design and motion simulation is finished by using Pro/E software. The aid can meet the ADL demand of the disabled people and elderly such as getting up, going to the toilet etc.


2020 ◽  
Vol 18 (3) ◽  
Author(s):  
Patricia Bianca Lyk ◽  
Gunver Majgaard ◽  
Lotte Vallentin-Holbech ◽  
Julie Dalgaard Guldager ◽  
Timo Dietrich ◽  
...  

This paper presents the design process of a Danish educational virtual reality (VR) application for alcohol prevention. Denmark is one on the countries in Europe with the highest alcohol consumption among adolescents. Alcohol abuse is a risk factor for a variety of diseases and contributes as a significant factor to motor vehicle accidents. The application offers first‑hand experiences with alcohol in a safe environment. This is done by simulating a party situation using 125 different 360‑degree movie sequences and displaying it in a virtual reality headset. The users create their own experience through a choose your own adventure game experience. The experience is designed to acquire skills for recognizing and handling peer pressure, which has been found to be one of the main reasons for drinking initiation. These skills are acquired though experimental learning. The application is a product of a co‑design process involving 10 students (aged 18‑28) studying film making and game design at Askov Folk High School (a special kind of Danish boarding school without exams for young adults), Denmark, their teachers, alcohol experts from social services and researchers with expertise within health promotion, social marketing, VR, interaction design and game development. Additionally, 35 students from Askov Boarding School (aged 15‑17) participated as actors and extras. This article contributes to research within development of 360‑degree video applications for experimental learning with a practical example. The iterative design process of the application, containing exploration of key concepts, concept design, prototype design, pre‑usability testing, innovation design and usability test is described, as well as our reflections on virtual experimental learning in the application.


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