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ویرایش: [1st ed. 2022]
نویسندگان: Nuno Martins (editor). Daniel Brandão (editor)
سری:
ISBN (شابک) : 3030897346, 9783030897345
ناشر: Springer
سال نشر: 2021
تعداد صفحات: 719
[716]
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 78 Mb
در صورت تبدیل فایل کتاب Advances in Design and Digital Communication II: Proceedings of the 5th International Conference on Design and Digital Communication, Digicom 2021, ... Series in Design and Innovation, 19) به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب پیشرفت در طراحی و ارتباطات دیجیتال II: مجموعه مقالات پنجمین کنفرانس بین المللی طراحی و ارتباطات دیجیتال، دیجی کام 2021، ... سری در طراحی و نوآوری، 19) نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
این کتاب از یافتههای پژوهشی و درسهای عملی شامل پیشرفتها در زمینههای طراحی دیجیتال و تعاملی، طراحی گرافیک و برندسازی، آموزش طراحی، جامعه و ارتباطات در عمل طراحی و موارد مرتبط گزارش میدهد. مجموعه مقالات پنجمین کنفرانس بینالمللی طراحی و ارتباطات دیجیتال، Digicom 2021، که در تاریخ 4 تا 6 نوامبر 2021 در بارسلوس، پرتغال برگزار شد، و در ادامه سنت کتاب قبلی، استراتژیها و راهحلهای طراحی جدید را برای تقویت دیجیتال شرح میدهد. ارتباط درون و بین جامعه، موسسات و برندها. با برجسته کردن ایدههای نوآورانه و گزارش پروژههای چند رشتهای، منبع الهام برای طراحان از همه نوع، از جمله طراحان گرافیک و وب، UI، UX و طراحان رسانههای اجتماعی، و محققان، تبلیغکنندگان، هنرمندان، و مدیران برند و ارتباطات شرکتی است. یکسان
This book reports on research findings and practical lessons featuring advances in the areas of digital and interaction design, graphic design and branding, design education, society and communication in design practice, and related ones. Gathering the proceedings of the 5th International Conference on Digital Design and Communication, Digicom 2021, held on November 4–6, 2021, in Barcelos, Portugal, and continuing the tradition of the previous book, it describes new design strategies and solutions to foster digital communication within and between the society, institutions and brands. By highlighting innovative ideas and reporting on multidisciplinary projects, it offers a source of inspiration for designers of all kinds, including graphic and web designers, UI, UX and social media designers, and to researchers, advertisers, artists, and brand and corporate communication managers alike.
Preface Organization General Chair Co-chair Team Scientific Committee Contents Digital and Interaction Design Narrative Infusion in Web Design 1 Introduction 2 The Boat 3 Focalisation 4 Methodology 5 The Interactive Graphic Novel Close Reading 5.1 Narrative Infusion 5.2 Narrativised Interface 6 Considerations 7 Conclusion References Building a Privacy Oriented UI and UX Design: An Introduction to Its Foundations and Potential Developments 1 Introduction: The Layered Relation of Privacy, UI Design, and UX Design 2 Layer One: A Privacy-Friendly UI 2.1 Unethical UI and Dark Patterns in Websites 2.2 Deceptive UI Practices in Mobile Apps 3 Conclusions: Designing an Ethical UX Design References Search Engine Interfaces for Sign Languages: Designing a Multilanguage Questionnaire to Collect Signers’ Perception of Handshapes Similarities 1 Introduction 2 Background 2.1 Sign Language Handshapes 2.2 Hanshapes in Search Engines 3 A Multilanguage Questionnaire to Assess Handshapes Similarity 3.1 Designing Handshapes Similarity Questions 3.2 Focus Group 3.3 Translations 3.4 Collecting Data About Handshapes Similarity 4 Methodological Issues in the Questionnaire’s Design 5 Conclusion References How Usability and User Experience Vary Among the Basic m-Commerce, AR and VR Based User Interfaces of Mobile Application for Online Shopping 1 Introduction 2 Literature Review 3 Design and Development 4 Evaluation of the System 4.1 Participants Profile 4.2 Study Procedure 4.3 Study Findings 5 Conclusion References The Design Process of Variable Fonts: A Prospective Survey-Based Investigation with Type Designers 1 Introduction 2 Digital Type Design Process 3 Methodological Procedures 4 Results and Discussions 4.1 Discussions 5 Final Considerations References Fluid Collaborations. Digital Platforms to Support Creative Communities 1 Introduction 2 Connectivity and Digital Transformation 3 Collaborative Dialogues Through Physical and Digital Tools 4 Conclusions References Color Sensitivity in Digital Interfaces Designed for Elderly People 1 Introduction 2 Literature Review 3 Characterization of the Tests’ Recruited Senior Sample 4 Tests: Methodologies Employed and Data Collected 4.1 First Assessment of the Individual Color Identification Ability 4.2 Second Assessment of the Individual Color Identification Ability 5 Conclusions References Enhancing Human-Centered Design Methods Through Jobs To Be Done: An Exploratory Study to Enhance UX 1 Introduction 2 The Emergence of JTBD 3 Theoretical Context 4 Going Beyond Design Theory 5 Discussion 5.1 Current State 5.2 The Study of the Ecosystem Instead of the Tool 5.3 The Possibilities with JTBD and HCD 6 Implications 7 Conclusion References A Case Study of Emotional Interaction Response with Cutlery: EEG and Semantic Tools 1 Introduction 2 Methodologies 2.1 Participants 2.2 Object Study – Stimuli 2.3 Experiment Design – EEG 2.4 Equipment – EEG 2.5 Subjective Evaluation 3 Data Collection 3.1 Data Processing 3.2 Data Analysis and Results 4 Data Collection 5 Future Research References Mobile Application of Communitarian Participation Oriented to the Prevention of Forest Fires in Portugal 1 Introduction 2 Methodology 3 Results 3.1 Systematic Review of the Literature 3.2 Existing Forest Fires Mobile Applications 3.3 Portuguese Prevention Campaigns Analysis 3.4 Functional Requirements and Prototyping 3.5 Implementation 4 Conclusions References Systematic Mapping of Methods Used to Evaluate the Usability and UX of Learning Management Systems 1 Introduction 2 Related Work 3 Research Method 4 Preliminaries Results 5 Conclusion References A Checklist Proposal to Evaluate the Quality of University Websites 1 Study Framework 2 Descriptive Case Study Based on Literature Review 3 Proposed Criteria for a Checklist for Evaluating University Websites 4 Conclusions References Non-linear Storytelling Applied to Data-Driven Web Design 1 Introduction 2 Related Work 2.1 Accessibility in Corporate Web Design 2.2 Data-Driven Storytelling 3 Concept 4 Storytelling and GUI 4.1 Storytelling Breakdown 4.2 Non-linear Construction 4.3 Navigation 5 Reactive Illustrations 5.1 Grid System 5.2 Color Scheme 5.3 Semantic Enrichment 5.4 Data Mapping 6 Validation and Analysis 7 Conclusion References The Relevance of UI/UX Design in Human-Computer Interaction of Educational Games and Therapeutic Practices 1 Introduction 2 User Interface (UI) Development 3 HCI, UI and UX Paradigms at Console and Gamification Level 4 The Importance of VR Systems as Educational and Therapeutic Aids 5 Conclusion References The Design Thinking Process in the Development of an Intelligent Microscopic Equipment 1 Introduction 2 Materials and Methods 3 Results 4 Discussion 5 Conclusion References Character Design: The Case of Characters in a Hybrid Serious Game Called FlavourGame 1 Introduction 2 Character Design Theoretical Framework 3 Creative Development Process of FlavourGame’s Characters 4 First Stage: The Initial Characters’ Characterization 5 First Stage of the Character’s Drawings 6 First Stage of Testing and Results 7 Second Stage of the Character’s Drawings 8 Second Stage of Testing and Results 8.1 First Test and Data Collection Method 8.2 Second Test and Data Collection Method 9 Conclusions References Creating Cultural Experiences in a Cemetery: A Storyboard for a VR User Interaction 1 Introduction 2 Theoretical Background 2.1 The Cemetery Tourism Concept 2.2 Case Studies 2.3 The Case of Prazeres Cemetery, Lisbon 2.4 Mausoleum of the Palmela’s Dukes 3 The Creation of a Cemetery Tourism Experience in VR 3.1 Storytelling, Storyboard, and User Interaction Proposal 4 Results 5 Conclusions References Supporting the Construction of Mobile Games Interfaces: The Gamers4Nature Mobile Game Guidelines Cards Set 1 Introduction 2 User Interface (UI) Design for Mobile Games 3 The G4N Mobile Game Design Guidelines Cards 3.1 Background 3.2 Defining Topics and Contents 4 Evaluation Approach: Expert Evaluation 4.1 First Validation Cycle: Mobile Game Design Guidelines’ Content Validation 4.2 Second Validation Cycle: Mobile Game Design Guidelines’ Visual Layer Validation 5 Final Considerations and Future Work References Emotional Design in Multimedia Learning: Systematic Review 1 Introduction 2 Theoretical Framework 3 Methodology 3.1 The Purpose and Research Question 3.2 Research Strategy and Procedures 3.3 Inclusion and Exclusion Criteria 3.4 The corpusof Analysis 3.5 Data Extraction and Analysis 4 Results 4.1 What Media and Types of Materials Were Used to Present the Multimedia Learning Content? 4.2 What are the Characteristics of Emotional Design in the Development of Multimedia Learning Media? 4.3 What are the Effects of Emotional Design on the Learning Process? 5 Discussion 6 Conclusion References Designing Legal Interfaces: Transforming the Digital Services of a Legal Aid Clinic 1 Introduction 2 Methodology 2.1 Primary and Secondary Research 2.2 Ideation and Co-creation Workshop 3 CJ Digital II: The Proposal 3.1 Concept Core 3.2 Main Features 3.3 Supporting Features 4 Discussion 4.1 Integrating System Thinking and Design Thinking to Improve UX for Legal Services 4.2 UX and Interaction Design for Complex Systems 4.3 Participatory Design in UX and Interaction Design Concepts 5 Conclusions References From Digital to Living Waste Denial: A Condition of the Liquid Society 1 The Waste We Refuse 2 New Emergencies 3 The Magazine Project 3.1 Vision of the Project 3.2 The Editorial Plan 3.3 The Content Structure 3.4 The Pictogram System 3.5 The Covers and the Graphic Style 3.6 The Typography 3.7 First Issue 4 Conclusions References A User Experience Design Process in Mobile Applications Prototypes: A Case Study 1 Introduction 2 Usability and User Experience Design 3 Workshop Methodology 4 Workshop Development 4.1 UX Design of the “Onde Vamos” App 5 Conclusions References An Industry-Academia, Multidisciplinary and Expertise-Heterogeneous Design Approach: A Case Study on Designing for Mobility 1 Introduction 2 Related Work 2.1 Academia and Industry 2.2 Leveraging Knowledge Diversity 2.3 From Novices to Experts 3 Work Approach 3.1 The Team 3.2 The Collaboration Approach 3.3 The Design Process 4 Reflections 5 Conclusions References Design Attributes for the Development of Digital Solutions: An Exploratory Study from the Perspective of Professionals Connected to Digital Transformation 1 Introduction 2 Methodology 3 Results and Discussion 3.1 Positive Aspects of Digital Products and Services 3.2 Negative Aspects of Digital Products and Services 4 Conclusion References Lemon’s Pitch: An Attempt to Induce Audio-Visual Synesthesia in Live Music Performances 1 Introduction 1.1 Methodology 2 Literature Review 2.1 The Phenomenon of Synesthesia 2.2 Psychoacoustics 2.3 A Chronology of Light, Sound and Color Objects 3 Interviews with Musicians 3.1 Procedure 4 The Project: Lemon’s Pitch 5 Conclusion References The Phenomenological Turn: From Data Visualization to Perceptualization 1 Introduction 2 The Spatial Turn and Invisible Imagination 3 From Data Points to Data Gestalts 4 Saying and Showing 5 3D Modelling as Research: Anthropological Poetics of “Mistake” 6 Towards VR Ethnography of Spatial Imagination References Are We Ready for Smart Contact Lenses? 1 Introduction 1.1 The UTAUT Model 2 Methodology 2.1 Questionnaire 2.2 Participants 2.3 Experimental Setup 2.4 Procedure 3 Results 3.1 The Comparison Between Portugal and Colombia 3.2 Analysis 4 Discussion and Conclusions References Society, Communication and Design Descriptive Analysis of Posts Delivered by WeChat Official Accounts Targeting Portugal News During the COVID-19 Outbreak 1 Introduction 2 Methods 3 Result 4 Discussion 5 Conclusion Appendix References The Concept of Edge as Design’s Power to Create Building’s Surface 1 Introduction 2 The Edge as Interaction Between the Skin and the Epidermis of Buildings 2.1 The Edge as a Expression of the Twenty-First Century 2.2 Concepts of Skin and Epiderm 2.3 The Relationship Between the Appearance and the Body 3 The Edge as Interaction Between the Skin and the Epidermis of Buildings 3.1 Project S.Temp 3.2 Project S.Temp 3.3 Project Re-U-Night 4 Conclusions References The Role of Visual Curation as a Contribution to the Development of Interfaces Between Academia and Business 1 Introduction 2 Methodology 3 Development 4 Conclusion References Product Design for Senior Population: A Wearable System for Physical Protection and Fall Detection 1 Introduction 2 Materials and Methods 3 Results and Discussion 3.1 Wearable Platform and Osteoarticular Protection Pads 3.2 Sensor for Fall Detection and Geographic Location 3.3 Smartphone Application 3.4 Website 3.5 Vest 4 Conclusions References Inter ‘Face-To-Face’: Remote Co-creation for an Artifact 1 Introduction 2 Methods 3 Literature Review 3.1 Where to Do 3.2 How to Do 3.3 What to Do 4 Experimentation 5 Conclusions References Id.Med - An Inclusive System to Identify Medical Drugs 1 Introduction 2 Literature Review 3 Methodology 4 Project 4.1 The Code 4.2 Pictograms 4.3 Colors 4.4 Acronyms 4.5 Id.Med 5 Critical Reflection 6 Conclusions References Case Study on the Experience and Perception of Rehabilitators and Caregivers of People with Parkinson's Disease in the Interaction with Clothing Assistive Devices: Narratives About Everyday Problems, in Portugal 1 Introduction 2 Methods 2.1 Participants 2.2 Procedures 2.3 Data Analyses 3 Results and Discussion 4 Conclusion References Traces of Chief Design Officers in Design History: The Cases of Olivetti, Braun, and Apple 1 Introduction 1.1 The Affirmation of Design in Organisations as a Strategic Resource 1.2 The Evolving Role of the Chief Design Officer 2 Research Methodology 2.1 The Olivetti Case: Ettore Sottsass 2.2 The Braun Case: Dieter Rams 2.3 The Apple Case: Jonathan Ive 2.4 The Evolution of Design Management and Case Studies 3 Preliminary Results 3.1 Building Bridges 4 Discussion and Conclusions 4.1 Triggers to Future Dialogues 4.2 Strategic Dialogues in Collaborative Models References An Initial Research Work on the Evaluation of Professor’s Digital Competencies: Metared Overview 1 Introduction 2 Study Overview: Methodology 3 Main Findings Analysis and Data Interpretation of the Research Work 3.1 Professors Professional Involvement Main Findings 3.2 Technologies and Digital Resources Main Findings 3.3 Teaching and Learning Main Findings 3.4 Evaluation Dimension Main Findings 3.5 Students Training Dimension Main Findings 4 Conclusion References Storytelling for Preschool Children in Sri Lanka: Social and Emotional Development Between Linear and Non-linear Storytelling Approaches 1 Introduction 2 Method 2.1 The Setting 2.2 Sample Stories 2.3 Data Collection 3 Results and Findings 3.1 Linear Storytelling 3.2 Non-linear Storytelling 4 Discussion 5 Conclusion 6 Appendices 6.1 Appendix A: Linear Storyline 6.2 Appendix B: Non-linear Storyline References Information Visualization and Design Activism: An Emerging Relationship 1 Visible World and Visualized Reality 2 Information Visualization as a Design Process 3 Visualization as a Multiple Function Tool 4 Information Visualization as Design Activism? 5 Results and Future Research References “Happiness Under Construction”: A Project in Opposition to the Problem of Obligatory Happiness 1 Introduction 2 Theoretical Background 2.1 Happiness and Its Current Trend 2.2 The Active Role of Positive Psychology 2.3 The Intervention of Positive Design 3 Method 3.1 Definition of the Target Audience 3.2 Project Definition 4 The Project “Happiness Under Construction” 4.1 Creative Reasoning 4.2 Final Validation 5 Contributes 6 Conclusion References Interaction Design to Female Technological Collective Activism: Geek Girls Portugal Case Study 1 Introduction 2 Related Work 3 Method 4 Organizational and Digital Platforms Ecosystem of Geek Girls Portugal in the Context of the Culture of Participation 4.1 The Interaction and Use of Technologies in Geek Girls Portugal 5 Tech Female Communities’ Interaction 6 Concluding Remarks References Infusing Data Literacy in Design Education: Maturing a Distributed Design Observation Approach in Portugal 1 Introduction 2 Background 2.1 Data Literacy in Design 3 Methodology 3.1 Approach 3.2 Data 3.3 Sample 3.4 Data Collection and Analysis 4 Results 4.1 Awareness and Preparation - Muddling Through 4.2 Exploration and Tinkering - Taking the Leap 4.3 Materials and Representation - Using Design as Mediator 5 Discussion 6 Conclusions References Design is in the House: Basic Concepts to Understand the Role of Design in the Creation of the Club Experience 1 Introduction 2 Allatonceness (All-At-Once-Ness) 2.1 The Dom, NYC 2.2 Space Electronic, Florence 3 Discotecture 4 Total Space 5 Birthday Iconography 6 The Unfinished, the Possible 7 Design as a Site-Specific Performance 8 Final Thoughts References An Interactive Product to Enhance Elderly People’s Self-esteem: Results from the User Research Phase 1 Introduction 2 Method 2.1 Sample 2.2 Material 2.3 Procedure 2.4 Results 3 Conclusion References A Methodological Design Approach for Health Education: Indoor Radon Exposure Case Study 1 Introduction 2 Background 3 Health Education: Board Games and children's Communication 4 Methodological Design Approach 5 Conclusion References Development of the Business Model and User Experience for a Pill Dispenser: A Designer Perspective 1 Introduction 2 State of the Art 2.1 Physical and Cognitive Characteristics of the Elderly 2.2 Ambient Assisted Living 3 Methods 4 User Experience 4.1 Domestic User Experience 4.2 Hospital User Experience 4.3 Nursing Home/Adult Day Care Centers/Continuing Care Units User Experience 5 Business Model 6 Conclusion References Playful Spaces 1 Jewellery as an Extension of Ourselves 2 Concept and Creative Process 3 Conclusive summary References Comparative Analysis of CGM Digital Solutions for Children and Young People with Diabetes Type 1 1 Introduction 1.1 Technological Development and Study Proposal 2 Methodology 3 Digital Health 3.1 Children and Young People with Diabetes Type 1 3.2 Dashboards 4 Quantitative Research 5 UX Benchmarking Analysis References Multisensory Museum Models for Knowledge Transfer 1 Cultural Space between Physical and Digital 2 Knowledge Accessible to All 3 Narration as a Strategy for Inclusion 4 Adaptive Fruition and Interaction within Museum Itineraries 5 The Multisensory Dimension of Museums 6 Inclusive Models for Designing Adaptive Museum Itineraries 7 Conclusions References Approaches About Emotions and Feelings in Research with Wheelchair Users: A Review 1 Introduction 2 Methodology 3 Results 4 Discussion 4.1 Main Emotions and Feelings Cited by Studies 4.2 Perception of User's 4.3 Social and Family Influences 4.4 Influences of Rehabilitation, Sports and Leisure Programs 4.5 Methods and Protocols Applied to Study These Emotions 4.6 Emotions and Feelings Related to Wheelchair 5 Final Considerations References Graphic Design and Branding Analyzing Local Identity Through Outdoor Advertising in the Cities of Kyoto, Osaka and Tokyo 1 Introduction 2 Literature Review 2.1 The Japanese Society 3 Methodology 3.1 Characterization of Research 3.2 Qualitative Assessments 4 Results Discussion 5 Conclusion References The Contribution of Green Marketing to Brand Strengthening and Consumer Loyalty: The LUSH Case 1 Introduction 2 Green Marketing as a Brand Value Creation Strategy 3 Case of Study: LUSH Fresh Handmade Cosmetics 4 Final Considerations References The City Is Not a Brand: A Critical Analysis of the Narrative and Appropriations of “Porto.” 1 Introduction 2 Place Identity 3 “Porto.” 3.1 The Rhetoric Behind the Brand 3.2 Appropriations of “Porto.” 4 Conclusions References Mapping of Graphic-Semantic Representations in Design Teaching 1 Introduction 2 Active Methodologies and Graphic Design Teaching 3 Methods and Techniques Applied to the Project 4 The Importance of Visual Thinking Tools in the Design Process 5 Mood Board: An Imagery Tool 6 Visual Identity Signs: Color, Typography and Symbol 7 The Importance of Semantics and Mood Boards in Brand Mark Creation 8 Conclusions References The Heritage and Identity of the Pmate Project: Critical Factors for the Redesign 1 Introduction 2 State of the Art 3 Methodology 4 Project Development 5 Final Considerations References Research Project in Communication Design: Development of a Management Model 1 Introduction 2 Methodology 3 Theoretical References 4 Active Research 4.1 Development of the Management Model 4.2 Management Model Flowchart 5 Discussion References How Creativity and Celebrity Trust Promotes Intention to Visit a Destination 1 Introduction 2 Theoretical Background 2.1 Video Ad Creativity and Credibility 2.2 Celebrity Trust 2.3 Intention to Visit 3 Methods 3.1 Survey Instrument 3.2 Data Collection 3.3 Sample 4 Results 4.1 Measurement Model 4.2 Hypothesis Testing 5 Discussion 6 Limitations and Future Research Directions References Author Index