Ergonomics in Product Design — Making Things Fit the Human Body

Good products are recognized by the hand before the eye. A beautifully rendered object that twists the wrist or slips from the fingers is only half designed. Ergonomics is the discipline of fitting products to people, and it rests on two quiet foundations: anthropometry, the statistical study of body dimensions, and percentile design, the art … 더 읽기

인체공학 디자인의 기본 — 손과 몸에 맞는 제품의 조건

좋은 제품은 눈보다 먼저 손이 알아봅니다. 아무리 아름다운 형태라도 쥐는 순간 손목이 꺾이고 손가락이 미끄러진다면, 그 디자인은 절반만 완성된 것입니다. 인체공학은 제품을 사람의 몸에 맞추는 학문이며, 그 출발점에는 인체측정학과 퍼센타일 설계라는 오래된 원리가 있습니다. 오늘은 손과 몸에 맞는 제품의 조건을 원리, 사례, 실무 순서로 살펴봅니다. 1. 몸에 맞춘다는 것의 원리 인체공학 디자인의 기초는 인체측정학, 즉 … 더 읽기

Blender for Product Rendering: The Free Tool That Holds Its Own

Title card: Blender for Product Rendering: The Free Tool That Holds Its Own

Blender rendering is the realistic option for freelancers and small studios who can’t justify a paid renderer’s price tag. It’s completely free and open source, and by most accounts the output quality doesn’t trail far behind commercial tools. The catch is that “free” doesn’t mean “easy” — Blender has a genuine learning curve, and treating … 더 읽기

Rhino vs. Fusion 360: How to Actually Choose

Title card: Rhino vs. Fusion 360: How to Actually Choose

Every product designer picking up 3D modeling for the first time eventually lands on the same fork in the road: Rhino or Fusion 360. Both are workhorses in professional studios, but they come from fundamentally different design philosophies — one built for sculpting free-form surfaces, the other for tracking dimensions through a mechanical assembly. Which … 더 읽기