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ویرایش: 1
نویسندگان: Nuno Martins. Daniel Brandão
سری:
ISBN (شابک) : 9783030616700, 9783030616717
ناشر: Springer
سال نشر: 2020
تعداد صفحات: 624
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 76 مگابایت
در صورت تبدیل فایل کتاب Advances in Design and Digital Communication: Proceedings of the 4th International Conference on Design and Digital Communication, Digicom 2020, November 5–7, 2020, Barcelos, Portugal 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: مجموعه مقالات چهارمین کنفرانس بین المللی طراحی و ارتباطات دیجیتال، دیجی کام 2020، 5 تا 7 نوامبر 2020، بارسلوس، پرتغال 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 در مورد یافته های تحقیق و درس های عملی شامل پیشرفت ها در: طراحی دیجیتال و تعامل گزارش می دهد. طراحی گرافیک و برندسازی؛ استراتژی ها و روش های طراحی؛ آموزش طراحی؛ جامعه و ارتباطات در عمل طراحی؛ و سایر حوزه های مرتبط این کتاب با گردآوری مجموعه مقالات چهارمین کنفرانس بین المللی طراحی و ارتباطات دیجیتال، دیجی کام 2020، که به صورت مجازی در 5 تا 6 نوامبر 2020 برگزار شد، دیدگاه های پیشرفته و تجزیه و تحلیل و راه حل هایی برای چالش هایی که ارتباطات دیجیتال در حال حاضر به جامعه ارائه می شود را تشریح می کند. موسسات و برندها این یک راهنمای به موقع و منبع الهام برای طراحان از همه نوع، از جمله طراحان گرافیک، دیجیتال و وب، UI، UX و طراحان رسانه های اجتماعی، و به محققان، تبلیغ کنندگان، هنرمندان، و کارآفرینان، و همچنین برند یا ارتباطات شرکتی ارائه می دهد. مدیران
This book reports on research findings and practical lessons featuring advances in: digital and interaction design; graphic design and branding; design strategies and methodologies; design education; society and communication in design practice; and other related areas. Gathering the proceedings of the 4th International Conference on Digital Design and Communication, Digicom 2020, held virtually on November 5-6, 2020, the book describes cutting-edge perspectives on and analysis of and solutions to challenges digital communication is currently presenting to society, institutions and brands. It offers a timely guide and a source of inspiration for designers of all kinds, including graphic, digital and web designers, UI, UX and social media designers, and to researchers, advertisers, artists, and entrepreneurs, as well as brand or corporate communication managers.
Preface Organization General Chair Co-chair Scientific Committee Contents Digital and Interaction Design Thinking Out of the Book: Visual Language and Textual Form in the Design of ebooks Abstract 1 Introduction 2 The Form of ‘Book’ in the Digital Space 3 The Form of Text on Screen 3.1 The Format 3.2 The Page 3.3 Typography 4 Future Directions in the Design of ebooks References Mobile Application Oriented to Packaging Sustainability Abstract 1 Introduction 2 Theoretical Framework 2.1 The Impacts of Packaging over the Environment 2.2 Categorizing Packaging 2.3 Similar Applications 3 Design Research 3.1 Methodology 3.2 Questionnaire 3.3 Card Sorting 3.4 Personas 4 Discussion and Results 5 Conclusion References An Interaction Design Analysis of Mood Trackers Abstract 1 Introduction 2 What Are Mood Trackers? 3 Interaction Design Within Mood Trackers 3.1 Interaction Design Approach to the Analysis 4 A First Exploratory Analysis of Mood Tracker Applications 5 Limitations 6 Conclusions References A Multicase Study to Explore Ways to Integrate Locative Technologies in Electronic Stories for Children Abstract 1 Introduction 2 Establishing a Starting Point 3 Step by Step: Methodological Approach 4 Following the Trail: A Multiple Case Study 4.1 Case 1: Unlocking Porto 4.2 Case 2: Disney Fairies Trail 4.3 Case 3: Volkswagen’s Road Tales 4.4 Case 4: Magical Reality 5 A Snapshot of the Recommendations for Designing Children’s Location-Based Electronic Stories 6 Conclusion and Further Research: Opening up New Avenues to Research and Design Children’s Location-Based Electronic Stories References Learning Experience Design: Abstract 1 Introduction 2 Learning Experience Design 3 Usability and Learnability 4 Onboarding on Digital Products 5 Final Remarks References A Bilingual in-Game Tutorial: Designing Videogame Instructions Accessible to Deaf Students Abstract 1 Framework 2 A Bilingual Tutorial — the Process 2.1 VITAS with LGP 2.2 VITAS Without LGP 2.3 Graphical User Interface (GUI) 3 Conclusions Acknowledgement References Office Personal Assistant. Towards a Design and AI Approach Abstract 1 Introduction 2 State of the Art 3 Main Objectives and Research Questions 4 Methods Overview 5 Discussion of the Proposed Concept 6 Conclusions Acknowledgments References Minard Revisited – Exploring Augmented Reality in Information Design Abstract 1 Introduction 2 Augmented Reality 3 Method 4 Results 4.1 Experience 1 – Tridimensional Terrain 4.2 Experience 2 – Additional Information 4.3 Experience 3 – Further Reading 5 Semantic Relations Between Real and Virtual 5.1 To Complete 5.2 To Embody 5.3 To Explain 5.4 To Duplicate 5.5 To Communicate a Visual Metaphor 5.6 To Counterpoint 6 Conclusions Acknowledgements References Assessing the Usability of Truck Hiring Mobile Applications in Bangladesh Using Heuristic and Semiotic Evaluation Abstract 1 Introduction 2 Theoretical Background and Related Work 2.1 Usability Evaluation Methods 2.2 Literature Survey 3 Evaluation Study 3.1 Selection of Applications 3.2 Heuristic Evaluation 3.3 Semiotic Evaluation 4 Conclusions References Design Guidance for Interactive Visualization of Movies and Videos in Time and Space Abstract 1 Introduction 2 Shaping Visualization by Design 2.1 Movies in Time 2.2 Movies in Time and Space 3 Design Principles and Guidelines 3.1 Content 3.2 Structure 3.3 Interaction 3.4 Time and Space Representation 4 Conclusions and Perspectives Acknowledgments References Reuma.pt Project: Comparative Analysis of Online Digital Solutions Aimed at Treatment of Rheumatoid Arthritis Abstract 1 Introduction 1.1 Project Background and Relevance 2 Methodology 3 Development of UX Benchmarking Analysis 3.1 Define and Understand the Objectives 3.2 Definition of Competitors 3.3 Competitive Analysis Matrix 3.4 Analysis of Competing Online Platforms 4 Results References Indian Typefaces in Digital Platforms: Issues and Challenges Abstract 1 Introduction 1.1 Digital Typefaces: The Form 2 Font Technology and Indian Typefaces 2.1 Hinting of Indian Typefaces 2.2 Conjuncts on Digital Screens 2.3 Vowel Signs or Diacritics 2.4 Letter Features: Terminals and Horizontals 3 Issues in Type Design 3.1 Letterform Complexity 3.2 Grid System of Letters 4 Conclusion References Design and Initial Evaluation of an Online Portal-Repository: The Case of Gamers4Nature Project Abstract 1 Introduction 2 The G4N Portal-Repository for Digital Games 2.1 Portal-Repository Main Features 2.2 Defining the Portal’s Structure 2.3 Defining the User Interface 3 First Stage of Evaluation: Expert Review 3.1 Expert Review 3.2 Participants 3.3 Settings 3.4 UX Evaluation Main Results 4 Conclusions and Future Work Acknowledgements Reference Asynchronous Interactions Between Players and Game World Abstract 1 Introduction 2 Methods 3 What Is Asynchronous Play? 3.1 Characteristic 1 3.2 Characteristic 2 3.3 Characteristic 3 3.4 Characteristic 4 4 Dynamics of Asynchronous Play 4.1 Communication 4.2 Competition 4.3 Representation 4.4 Collaboration 5 Conclusions and Future Work References Ludography Using the Probe Methodology to Investigate the User Experience in a CRM System Abstract 1 Introduction 2 Understanding the Problem 2.1 Introducing the Project 2.2 Our Approach to Tackle the Problem 3 Method 3.1 Participants 3.2 Application Scenario 3.3 Scope of Study 3.4 Development of the Material Kit 3.5 Procedure 3.6 Interviews 3.7 Probe Elements 4 Findings 5 Conclusion Acknowledgments References No-Places and Immersion in Open World Games: A Rock Star Case Study Abstract 1 Introduction 2 On Engagement and Immersion 2.1 The Rockstar’s Topography: Places and No-Places 2.2 The Red Dead Redemption as a Primary Driver 2.3 Other RockStar Games as Examples of Virtual California 3 Gamespaces and Landscapes 4 Discussion 5 Conclusion References Videography From a Linear Literary Narrative to an Interactive Digital Narrative: A Study on Potentialities Through Two Tales: “The Mystery of the Tree” and “Red Riding Hood” Abstract 1 Introduction 2 Methods 2.1 General View 2.2 Preparation 3 Findings 3.1 Participants 3.2 Results from the Interviews 4 Discussion 4.1 What is the Experience of Reading a Linear Narrative and an Interactive Digital Narrative? 4.2 Does It Make Sense to Construct Interactive Digital Narratives from Linear Narratives to Increase the Consumption of Literature? 4.3 Other Considerations 5 Conclusion References Kickstarting Type Design Education with SLOType Abstract 1 Introduction 2 Conceptual Background 2.1 Creativity Theories and Approaches 3 Methodology 3.1 Comparative Study Methodology 3.2 The SLOType Digital Application 3.2.1 The SLOType Workshop Method 3.3 Observations from the SLOType Procedures 4 Results 4.1 Comparative Analysis of the Results 5 Conclusion References Design Strategies and Methodologies Optimised Taxonomy for the Analysis and Design of Canvas-Based Tools Abstract 1 Background Information 1.1 Researching the Artefacts of/for Research 2 Methods 2.1 Selected Frameworks for Analysis 3 A Proposal for an Optimised Taxonomy 4 Implementing the Optimised Taxonomy 4.1 Layout 4.2 Meaning 4.3 Context & Conditions of Use 5 Final Remarks References Why Digital Design Needs a Privacy-Centered Ethical Framework Abstract 1 Introduction: Digital Design and (Lack of) Privacy 2 Why We Urgently Need a Privacy Ethical Framework for Digital Design 3 Towards a Privacy Ethical Framework 4 Conclusions: Ethics for Better Design References Quality Perception with Attrakdiff Method: A Study in Higher Education Abstract 1 Introduction 2 Perception of Quality 3 Attrakdiff 4 Methodology 5 Results 6 Conclusion Acknowledgment References Data Artification Abstract 1 Introduction 2 Data Distractions and Paradoxes 3 Phenomenology of Artification 4 Deconstructing the Data Oracle 5 Pataphoric Modelling of Weather Data 6 Conclusions References Can Diverse Futuring Strategies Inform an Ecology-Centred Speculative Design Practice? Abstract 1 Research Aims 2 Methodological Approach 2.1 Research Through Design 2.2 Speculative Research Practice 2.3 Methodological Structure 2.4 Research Settings 3 Research Background 3.1 Design in the Subjunctive Mood 3.2 Ecological Crisis 3.3 Finding Common Grounds 4 Critical Context 4.1 The Singular Ecosystem 4.2 Queer Ecology 4.3 Queer Futurity 5 Towards an Ecology-Centred Speculative Design References Culture Biofiction: Abstract 1 Introduction 2 Artwork as Transgression 2.1 But What Is Transgression? 3 Final Thoughts on Memory Art and Transgression Acknowledgements References Identifying-Capturing-Revealing: An Alternative to the Conventional Recruitment in the Creative Industry Abstract 1 Introduction 2 Making Sense of Concepts 2.1 Understanding Individual Essence 2.2 Understanding Sign Mediation 2.3 Understanding Idiosyncratic Representation 2.4 Understanding Industry Alignments 3 Method 3.1 Exploring Individual Essence 3.2 Exploring Sign Mediation 3.3 Exploring Idiosyncratic Representation 4 Findings 5 Future Avenues 5.1 Exploring Industry Alignments 6 Contribution References Design in the Anthropocene: Intentions for the Unintentional Abstract 1 Introduction 1.1 The Anthropocene 1.2 An Era of Ecological Crisis 2 A Role for Design: Balance Beyond Control 2.1 Process and Becoming 2.2 Intentions for the Unintentional 2.3 Interventions for the Unintentional 3 Design Clues from Landscape Architecture and Land-Art 3.1 Why Landscape? 3.2 Methodology 3.3 Projects 4 Discussion 5 Conclusion References The Sustainable Smartbottle: A Proposed Design Methodology to Minimize Plastic Pollution Abstract 1 Introduction 2 Sustainable and Participatory Design 3 Criteria for Concept Selection 4 Design Methodological Process 4.1 Immersion 4.2 Analysis 4.3 Ideate 4.4 Prototyping 5 Benefits of the Methodology 6 Final Considerations Acknowledgements References Thinking Through Design and Its Contribution to Data Collection Methodology in Interdisciplinary Research Practice: Questionnaire/Interview Construction and Analysis Abstract 1 Introduction 2 Method 2.1 Participants 2.2 Material 2.3 Thinking Through Design 3 Results 4 Discussion References Play as a Trigger for Designing Significant Experiences Abstract 1 Introduction 2 The Importance of a Dynamic and Lasting Experience 3 The Importance of the Playful Element in Design 4 Play as a Trigger for Designing Significant Experiences 5 Conclusion References Visual Literacy Framework for Animation Movies Abstract 1 Introduction 2 Literature Review 2.1 Visual Literacy 2.2 Context, Approach and Objectives 2.3 Activity Description 3 Findings 4 Discussion 5 Conclusion References Pedagogy, Society and Communication In Design Practice Co-designing a Care Plan Guide App to Support Early Conversations About End-of-Life Care in Dementia Abstract 1 Introduction 2 Context: End-of-Life Care in Dementia 3 A Co-design Approach to Developing a Care Plan Guide App 3.1 Phase 1: Determining the Content and Format 3.2 UX, UI and App Development 3.3 Phase 2: Iterative Refinement of the Prototype 3.4 Usability Testing; Accommodating Feedback from Different Stakeholders 4 Reflections and Recommendations for Co-designing Healthcare Digital Resources 4.1 Provide Time and Space to Explain Unfamiliar Technology 4.2 Provide Appropriate Tools for Engagement 4.3 Create a Positive Experience for Exploring Sensitive Topics 5 Conclusion Ethics Approval References Three Pillars for a Trajectory in Design Education Abstract 1 Introduction 2 Design as a Discipline 3 Design Education Contextualized 4 The Three Pillars 5 Conclusions, Implications and Future Work Acknowledgements References Design Innovation for Historical Townscape Preservation: A Civic Engagement Intervention Abstract 1 Introduction 1.1 Objectives of the Research 2 Methodology 2.1 Cognitive Map-Based Model 2.2 Mobile Platform 3 Prototype Testing 4 Discussion 5 Conclusion References MASK: A Visual Study on the Facial Expression Behind the Health Mask Abstract 1 Socially Responsible Design 2 Health Masks 3 A Visual Study on the Facial Expressions Behind the Mask 4 Conclusions Acknowledgments References Analysis of Social Design Projects Based on Krippendorff’s Four Pillars of HCD Abstract 1 Introduction 2 Background Research 3 Analyzed Projects 3.1 Passport to Employability 3.2 Late Adoption 3.3 Analysis and Discussion of Cases 4 Final Considerations References Digital Communication on Higher Education Institutions: Challenges and Tools for Research Abstract 1 Introduction 2 Marketing Higher Education 3 The Digital Challenges 3.1 International Students 3.2 Digital Natives 3.3 Families as Influencers 3.4 Digital Influencers 3.5 Social Media 3.6 Omnichannel 4 Methods and Results on a HEI 5 Conclusions and Further Development Acknowledgments References Health, Pleasure, Physical Appearance: Which Motivates Food Involvement Mostly? Abstract 1 Introduction 2 Food Involvement 3 Methodology 3.1 Measures 3.2 Analysis 4 Results 4.1 Food Involvement 4.2 Health as a Motivation for Food Involvement 4.3 Physical Appearance as a Motivation for Food Involvement 4.4 Pleasure as a Motivation for Food Involvement 4.5 Importance of the Motivations Underlying Food Involvement 4.6 Hypotheses Testing 5 Discussion 6 Conclusions References Internet and Social Networks: Reflecting on Contributions to Employability and Social Inclusion Abstract 1 Introduction 2 Networked Society 3 Online Social Networks 4 Unemployment and Social Networks 5 The Project “REviver na Rede” 6 Conclusion References The Protagonism of Afro-Brazilian and Indigenous Tales in Comics Abstract 1 Presentation 2 Literature Review 3 Methodology 4 Results 5 Final Considerations References How Do I Feel When… A Card-Based Communication Game to Stimulate Empathy Among Family Members with Anorexia Nervosa Abstract 1 Introduction 2 Affective Communication 3 Games for Affective Communication 4 How Do I Feel When… 5 Conclusions and Future Work Acknowledgements References The Impact of Visual Communication in COVID-19’s Prevention and Risk Mitigation Abstract 1 Introduction 2 Literature Review 2.1 The Importance of Health Literacy 2.2 The Role of Visual Communication in Health Care 3 Method 3.1 The Coding Scheme 4 Discussion and Results 5 Conclusions References Technological Change in London’s Commercial Printing Trades, 1980–1992 Abstract 1 Introduction 2 Closed Shop: East London’s Printing Businesses in 1980 3 Changing Training Agreements 3.1 Complications with Technological Use 4 Open Shop: The Release of Union Restrictions 5 Conclusions References Design as a Driver for Behavioural Change: Oceans and Plastics, Approaches for a Shift Towards Sustainability Abstract 1 Introduction 1.1 Design and Behavioural Change 1.2 Sustainability and Overconsumption 1.3 Oceans and Plastics 1.4 Packaging and Circular Economy 2 Case Studies 2.1 Sonae, SGPS, SA 2.2 Jerónimo Martins, SGPS, SA 2.3 Auschan Holding, SA 3 Main Findings and Discussion 4 Conclusions References Graphic Design and Branding Concrete Poetry and Advertising Symbiotic Relationship in Post II World War Abstract 1 The Typographic Style in Concrete Poetry 2 Concrete Poetry and Graphic Design: A Symbiotic Relation 3 Concluding Notes Acknowledgments References Everyday Social Practices as a Source of Design-Led Branding Abstract 1 Background and Purpose 2 Methodology 3 Findings and Discussion 4 Implications 5 Originality and Contribution References Video Production for Social Network Dissemination: The Shoyce Brand Case Abstract 1 Introduction 2 Methodology and Implementation 3 Analysis and Data Collection 4 Conclusions References The Foreseeable Future of Digital Fashion Communication After Coronavirus: Designing for Emotions Abstract 1 Introduction 2 Communicating During the Pandemic 3 Consumer Shifts: A Path for Innovation 4 The Foreseeable Future: What Is Next for Digital Fashion Communication? 5 Conclusions Acknowledgment References Storytelling in Advertising: From Narrative to Brand Distinctiveness Abstract 1 Introduction 2 Literature Review 2.1 Storytelling: Structure, Transportation and Joy 2.2 Attitude Towards Advertising 2.3 Marketing and Brand Distinctiveness 3 Methods 3.1 Data Collection 3.2 Survey Instrument 3.3 Sample 4 Results 5 Discussion 6 Limitations and Future Research Directions References The Importance of a Digital Strategy: The International Conference on Corporate Social Responsibility as a Case Study Abstract 1 Introduction 2 DesignLab4u 3 International Conference on Corporate Social Responsibility 3.1 Briefing 3.2 Project Development 3.3 Digital Strategy 4 Conclusion References Branding for Social Innovation: The Importance to Communicate Consistently Abstract 1 Introduction 2 Identity Reinforcement and Credibility Acknowledgment 3 Project Development Network 4 Design Principles and Formal Coherence 5 Cases Presentation: “Strategy for Change”, “SEASIN” and “SIKE” 6 Final Considerations References Modec, a Fashion Regional Branding for the Enhancement of the Campania’s Style Abstract 1 Introduction 1.1 Made in Italy: Positioning and Data for the Definition of New Values in the Italian Fashion System 2 Brand Strategies for the Enhancement of the Campania’s Fashion Landscape 2.1 The Identity Project: Strategy and Creating Meaning 2.2 Made in. from a Label of Origin to an Open Brand 3 Communicate the Campania’s Fashion Landscape 3.1 Modec, a Territorial Brand Between Serendipity and Open Logic 3.2 A Graphic Project with Mobile Kerning Master in Food Design, the Creation of a New Brand Identity Abstract 1 MsC in Food Design 2 The Challenge of a New Visual Identity 3 Create a Visual Identity 3.1 Graphic-Semantic Expression Map 3.2 Brand Identity Design: The Development 3.3 A Dynamic Brand 3.4 Applications 4 Conclusions References The Future is Now: What’s Next for Film Posters? Abstract 1 Introduction 2 In the 20th Century 2.1 Lobby Cards 2.2 Hand-Painted/Printed Canvas for Theaters Storefronts 2.3 Standees 2.4 Printed Newspaper/Magazine Ads 2.5 Street Art 2.6 3D Billboards/Outdoors 2.7 Collective Transportation Vehicles 2.8 Subway Stations 2.9 VHS, DVD, Blu-Ray and OST 2.10 Websites (Official and Viral) 3 21st Century: the Future is here 3.1 Social Media 3.2 Streaming Services 3.3 Digital Displays 3.4 Interactive Posters and Augmented Reality 4 Conclusion Acknowledgements References Revisiting Branding and Rebranding: Implications in Marketing and Design Abstract 1 Introduction 2 Literature Review 2.1 Branding 2.2 Re-branding 3 Conclusions and Further Research References The Byproducts of a Graphic Design Education: An Ethnographic Case Study Abstract 1 Background: Trading Design Education 1.1 Methodology 1.2 What Should a Design Education Provide? 2 Context: So, You Use Photoshop? 2.1 The Price of a Private Education 2.2 Studio Practice and Soft Skills 3 Conclusion: Liberal Education and Agency References Visual Representation of Design Process: Research Projects in Communication Design Abstract 1 Introduction 2 Methodology 3 Theorical References 4 Development 5 Findings References Author Index