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دانلود کتاب Developments in Design Research and Practice: Best Papers from 10th Senses and Sensibility 2019: Lost in (G)localization (Springer Series in Design and Innovation, 17)

دانلود کتاب تحولات در تحقیق و عمل طراحی: بهترین مقالات از 10th Senses and Sensibility 2019: Lost in (G)localization (سری اسپرینگر در طراحی و نوآوری، 17)

Developments in Design Research and Practice: Best Papers from 10th Senses and Sensibility 2019: Lost in (G)localization (Springer Series in Design and Innovation, 17)

مشخصات کتاب

Developments in Design Research and Practice: Best Papers from 10th Senses and Sensibility 2019: Lost in (G)localization (Springer Series in Design and Innovation, 17)

ویرایش: [1st ed. 2022] 
نویسندگان: , , ,   
سری:  
ISBN (شابک) : 3030865959, 9783030865955 
ناشر: Springer 
سال نشر: 2022 
تعداد صفحات: 539
[515] 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 14 Mb 

قیمت کتاب (تومان) : 37,000



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توضیحاتی در مورد کتاب تحولات در تحقیق و عمل طراحی: بهترین مقالات از 10th Senses and Sensibility 2019: Lost in (G)localization (سری اسپرینگر در طراحی و نوآوری، 17)

این کتاب در مورد تحقیقات و شیوه‌های نوآورانه در طراحی معاصر گزارش می‌دهد، نحوه ادغام مفاهیم مختلف و بحث در مورد نقش نوظهور طراحی در زمینه‌های مختلف، معنای آن برای انسان‌ها و شهروندان، در سطح محلی و جهانی را نشان می‌دهد. با گردآوری بهترین مقالات از Senses & Sensibility، که در سال 2019 در لیسبون، پرتغال برگزار شد، نقش طراحی در تقویت آموزش، رفاه فیزیکی و اجتماعی، نوآوری صنعتی و حفظ فرهنگی، و همچنین فراگیری، پایداری و ارتباطات در یک جهانی برجسته می‌شود. دنیای دیجیتال.


توضیحاتی درمورد کتاب به خارجی

This book reports on innovative research and practices in contemporary design, showing how to integrate different concepts and discussing the emerging role of design in different field, its meaning for humans and citizens, at both local and global level. Gathering the best papers from Senses & Sensibility, held in 2019 in Lisbon, Portugal, it highlights the role of design in fostering education, physical and social wellbeing, industrial innovation and cultural preservation, as well as inclusivity, sustainability and communication in a global, digital world.



فهرست مطالب

Preface I
Preface II
Contents
Design for Communication and Branding
The Relevance of Communication Design and the Undeniable Power of Brands
	1 Afterword
	References
Reactivation of Graphic Memory and Technical Knowledge of the Past as Factors of Industrial Competitiveness—The Case Study of the Development of Cento & Vinte at Confiança’s Letterpress Workshop
	1 Introduction
	2 Historical Context and Justification of the Practical Project
	3 Description of the Letterpress Workshop of Saboaria e Perfumaria Confiança
	4 Analysis of the Typographic Catalogue and the Letterpress Drawers
	5 Briefing Concept and Activity Report
	6 Conclusions
	References
The Influence of Feminism on the Development and Branding Strategies of Fashion Brands
	1 Introduction
	2 Context
		2.1 Branding
		2.2 Fashion
		2.3 Feminism
	3 Methodology
	4 Results and Discussion
	5 Conclusion
	References
Moving Pictograms
	1 Introduction
	2 Methodology
		2.1 Measurement Instruments
		2.2 Samples and Data Collection Procedures
		2.3 Suggestions for Motion Pictograms
	3 Results
	4 Discussion
		4.1 Limitations
	5 Disclosure Statement
	References
Materials and Manufacturing
Design for New Materials and New Manufacturing Technologies
	1 Opportunities and Challenges
	2 Between the Taxonomies
	3 Research Directions
	References
Biomimetic Application Potential of Agave sisalana Mechanical Properties, Lightness, Resistance Strategies, and Life Cycle for Digital Fabrication
	1 Introduction
	2 Methodological Approach
	3 Biomimicry
		3.1 Bio-inspired Structure–Function-Material Relationships and Digital Fabrication
		3.2 Bio-inspired Materials and 3D Printing
	4 Agave sisalana
		4.1 Plant Anatomy
		4.2 Potential for Applying Agave Properties
	5 Conclusions
	References
From Agricultural Waste to Microbial Growth and (G)Local Resilience
	1 Introduction
	2 Nature as Source for Resilient Insights
		2.1 Micro is Beautiful
		2.2 Biodesign for Local Resilience Case Studies
		2.3 South Tyrol and Sustainable Relevance
	3 Starting Point: From Peel to Peel
		3.1 SCOBY: A Hybrid Character
		3.2 Microbially-Produced Packaging
	4 InnoCell
		4.1 Methodology
		4.2 DIY (Do-It-Yourself) Growth-Unit Concept
	5 Project Pattern: Global and Local Relevance
	6 Final Assumptions
	References
Design for Interaction
Should Technology Be [just] Delightful?
	1 Introduction
	2 Design for Technology and Digital Interactions
	3 Design for Self-reflection, Imagination and Disruption
	4 Ethical Technology and the Question of Trust
	References
User Experience of Real and Virtual Products: a Comparison of Perceived Product Qualities
	1 Introduction
	2 Background
		2.1 User Experience, Hedonic and Pragmatic Quality
		2.2 Virtual Reality
		2.3 Prototyping
	3 Considerations for the Study Design
		3.1 Virtual Environment
		3.2 Products
		3.3 Questionnaire
	4 Method
	5 Results
		5.1 Lamp
		5.2 Convertible Table
		5.3 Miura Barstool
	6 Conclusion
	7 Limitations and Further Research
	References
MASAL: Bridging Between Two Cultures Through Storytelling with an Interactive E-textile Toy
	1 Introduction
	2 Designing Interactive Storytelling Tools for Children
		2.1 Gains and Pains of Digital Natives
		2.2 Merging Physical and Digital Storytelling
	3 E-textiles for Stuffed Toys
		3.1 DIY E-textiles—Opening and Softening the Black Box
		3.2 E-textile Toys for Children
	4 MASAL—An Interactive Soft Toy for Collaborative Storytelling
		4.1 Previous Work
		4.2 Inter-Cultural Storytelling
		4.3 Who Is Masal?
		4.4 Construction of Masal
	5 Storytelling Sessions with Children and Adults
	6 Results and Reflections
	7 Conclusions
	References
A Semiotic and Usability Analysis of Diegetic UI: Metro—Last Light
	1 Introduction
	2 Theoretical Framework
		2.1 Heads-Up Display (HUD)
		2.2 Diegesis and Videogames
		2.3 Discoursive Semiotics
		2.4 Heuristic Evaluation
		2.5 Metro: Last Light
	3 Method
		3.1 Object
		3.2 Materials
		3.3 Procedure
	4 Results and Discussion
	References
Age Ratings for Tabletop Games′ Usage in Brazil Analysis and Suggestion of New Criteria
	1 Introduction
	2 The Current Age Rating for Tabletop Games
	3 Children’s Expected Skills at Different Ages
		3.1 Literature Criteria for Skills and Game Requirements
		3.2 Correlating the BNCC and Game Requirements
	4 Detailing the Games’ Complexity
		4.1 A Subsection Sample
		4.2 The Complexity Factors in Games
		4.3 Dr. Eureka
		4.4 No Thanks!
		4.5 Quartz
	5 Conclusions, Takeaways and Next Steps
	References
Design Delight: An Experiential Quality Framework
	1 Introduction
	2 Delight as an Object of Study
	3 Theoretical Underpinnings
		3.1 Design as Meta-Communication
		3.2 Design as Argumentation
		3.3 Experiential Quality and Interaction Aesthetics
	4 Derivation of Design Delight from Interpretive Analysis
	5 Design Delight
		5.1 Fundamentals
		5.2 The Six Elements of Design Delight
	6 Discussion
	References
Social Smart Urban Environment: A Process that Needs to Be Disrupted to Improve the User Experience
	1 From Design to Disruptive Design
	2 Smart Understanding
	3 Smart Solutions for Urban Environment
	4 Scenario
		4.1 Lisbon
		4.2 Lisbon Peripheral Urban Areas
	5 Conclusions
	References
Design for Health and Wellbeing
The Future of Design for Health and Wellbeing
	1 Innovation in Health and Wellbeing
	2 The Role of Design in the Future of Health Care
	3 In This Special Issue
	References
Pain[off]. A Synaesthetic Design Probe is Used to Configure Sensory Conditions to Reduce Pain in Hospitals
	1 Introduction
		1.1 Hospitals’ Sensory Dimension is Still a Problem
		1.2 From a Reductionist to an Holistic Approach
		1.3 A Synaesthetic Design Approach for Healthcare Environments
		1.4 From a Reductionist Towards a Holistic Synaesthetic Approach
		1.5 Main Limits
		1.6 The Use of Space as a Design Probe
		1.7 Participants
		1.8 Criteria of Exclusion
		1.9 Procedure
	2 Results
		2.1 Light
		2.2 Sound
		2.3 Vibration
		2.4 Material Density
		2.5 Material Textures
		2.6 Temperature
		2.7 Cross-Sensory Interactions
	3 Discussion
	4 Conclusions
	References
Neurosurgery Training Tool. Design as Facilitator Between Disciplines for the Improvement of Medical Devices
	1 Design Led Innovation in Medical Context
	2 The Neurosurgery Training Tool Project
		2.1 Problem Identification and Opportunity Recognition
		2.2 Methodology
	3 Partial and Future Results
	4 Conclusion
	References
Co-designing Resources for Knowledge-Based Self-reflection for People Living with Parkinson’s Disease to Better Enable Independent Living
	1 Background
	2 Method
		2.1 Participants
		2.2 Guiding Principles of Co-Design
		2.3 Co-Design Activities
	3 Results
		3.1 Process
		3.2 Outcomes
	4 Discussion
	5 Conclusions
	References
Design for Education
Design Education: A Trend in the Right Direction…
	1 Introduction
	2 The Chapters
	3 Afterword
	References
Teaching and Learning Soft Skills in Design Education, Opportunities and Challenges: A Literature Review
	1 Introduction
	2 Method
		2.1 Systematic Literature Review
		2.2 Search Terms
		2.3 Eligibility Criteria
		2.4 Study Selection
	3 Results
	4 Discussion
		4.1 Main Findings
	5 Future Studies
	6 Final Considerations
	References
Can the Pedagogy of Sheila Levrant de Bretteville be Considered a Relevant Model for Adapting Design Education to Global and Local Contexts?
	1 Introduction
	2 Shifting Paradigms of Design Education and Corresponding Conflicts and Contradictions
	3 Design and Design Education as Emancipation
	4 Interdisciplinarity Collaboration and Subjective Perspectives
	5 Student-Centred Learning
	6 Conclusion
	References
Idea Generation Using the Fictionation Design Tool in an Interactive Prototyping Course for Industrial Designers
	1 Introduction
		1.1 Problem Statement
		1.2 Aim of the Paper
	2 The Study
		2.1 Phase 1: Needs Assessment
		2.2 Phase 2: Development of the Design Tool
		2.3 Phase 3: Testing of the Fictionation Design Tool
	3 Analysis and Findings
		3.1 Effects of the Fictionation Design Tool on Generated Ideas
		3.2 Usability and Applicability of the Fictionation Design Tool
	4 Conclusion
	References
The Value of Design Education for Other Fields: Using Design Tools to Teach Psychology
	1 Introduction
		1.1 Teaching Positive Psychology Using Positive Design Thinking
		1.2 Teaching with Design Mechanisms
		1.3 Materials
	2 Method
		2.1 Questionnaire
	3 Results
	4 Discussion
		4.1 Insights from the Results
		4.2 Implications for the Future of Education
		4.3 Limitations and Future Research
	References
Design for Culture
Design for Culture
	1 Introduction
	2 The Rehearsals: A Critical Presentation
	3 Final Considerations
	References
Port Wine Visual Communication: Traces of Posters from the Past in the Current Urban Environment
	1 Introduction
	2 From a Local Origin to a ‘Global’ Reputation
	3 Port Wine Visual Communication and Oporto Urban Environment
	4 Sandeman, Porto Cruz and Ramos Pinto: The Power of Visual References
	5 Final Remarks
	References
Representation Between Waves of Change: A Visual Analysis of the Advertisement of Female Surfers
	1 Introduction
	2 Methodology
	3 Relevant Surf Brands
	4 Video Analysis
	5 Visual Communication
	6 Discussion
	References
Letters to Eternity: Typefaces of the Prazeres Cemetery
	1 Introduction
		1.1 Stone Death
	2 The Epigraphy of Death
		2.1 Public Cemeteries and the Contemporary World
	3 Method
	4 Letters in the Prazeres Cemetery
		4.1 Iconography
		4.2 A Small but Curious Detail
	5 In Memoriam/Conclusion
	References
Anti-Amnesia: Developing a Collaborative e-learning and Digital Archive Platform Towards Contributing to the Preservation and Revitalization of Handicrafts Industries
	1 Introduction
	2 Project Anti-Amnesia
	3 Cultural Heritage in Artisanal Industries
	4 Analysis of Reference Digital Platforms
		4.1 Europeana
		4.2 UNESDOC
		4.3 NEMECH, New Media for Cultural Heritage
		4.4 Lynda
		4.5 Khan Academy
		4.6 Made In
	5 Platform Development
	References
Design for Society
Design for Society
	Appendix: Chapters
		Addressing Glocalization Challenges Through Design-Driven Innovation Approaches
		Inclusive Design as Promoter of Social Transformations: Understanding Androgyny in Contemporary Society
		Dynamic Ride Sharing As An Alternative Transportation Mode For Commuting Among Metu Campus And Eryaman
		Castelo Branco Embroidery—Tradition and Innovation
		Playponics In India—Local Hydroponics Playground Gardens Utilising Kinaesthetic Learning To Promote Global Sustainable Practices.
		Preventing Single Use of Plastic Packaging. Design Strategies for Circular Business Models: Refill, Reuse and Recycle
		Changing The Game: Social Engagement and Cultural Adaptation of Young Refugees Through Playful Design
		Using Focus Groups to Design for Sustainable Behaviour: User-Oriented Challenges of Smart Mobility
		Conclusions
	References
Castelo Branco Embroidery—Tradition and Innovation
	1 Introduction
	2 The Castelo Branco Embroidery and Innovation
		2.1 Raw Material
		2.2 Stiches
		2.3 Colors/Chrome Palette
		2.4 MOTIFS
		2.5 Symbology
	3 Castelo Branco Embroidery Applied to Clothing
	4 Different Approaches—Results Analysis
	5 Embroidering Promotion and Value
	6 Conclusions
	References
Playponics in India—Local Hydroponics Playground Gardens Utilising Kinaesthetic Learning to Promote Global Sustainable Practices
	1 Introduction
	2 Sustainability
	3 STEM Education
	4 The Concept
	5 Next Steps
	6 Discussion
	7 Conclusions
	References
User-Oriented Challenges of Smart Mobility: An Analysis of Focus Group to Identify User Behaviour
	1 Introduction
	2 Methodology
		2.1 Focus Groups
	3 Results and Discussion
		3.1 Demands and Problems of Users
		3.2 Preference and Satisfaction Levels About the Modes of Mobility
		3.3 The Impact of Smart Solutions on Expectations About the Mobility System
	4 Conclusion
	References
Preventing Single-Use of Plastic Packaging. Design Strategies for Circular Business Models: Refill, Reuse and Recycle
	1 Introduction
		1.1 Motivation and Relevance
	2 Brief Literature Review
		2.1 The Theoretical Foundation
		2.2 Anti-Plastic Sentiment
	3 The Evidences of Plastic Paradigm
		3.1 Gap in the Literature
		3.2 Selected Model for the Analysis
	4 Research Structure and Methodology
		4.1 Results of the Interviews and Value Chain Analyse
	References
Social Engagement and Cultural Adaptation of Young Refugees Through Gaming and Playful Design
	1 Introduction
	2 Conclusion
	References
Dynamic Ride Sharing as an Alternative Transportation Mode for Commuting Among METU Campus and Eryaman
	1 Introduction
		1.1 Dynamic Ride Sharing
		1.2 Problem Statement
		1.3 Aim of the Study
	2 The Study
		2.1 Phase 1: Preparation
		2.2 Phase 2: Initial Interviews and Experience Timeline
		2.3 Phase 3: Diary, Device Logs and Post Interview
	3 Analysis and Findings
		3.1 Affinity Diagram
		3.2 Themes
	4 Conclusions
	References
Inclusive Design as Promoter of Social Transformations: Understanding Androgyny in Contemporary Society
	1 Introduction
	2 Androgyny
		2.1 Androgyny in History and in Different Areas of Knowledge
		2.2 Androgyny Today
	3 Identity and Consumption
		3.1 Genderless Products
	4 Questionnaire Survey—Materials and Methods
		4.1 Presentation and Discussion of Results
	5 Conclusions
	References
Addressing Glocalization Challenges Through Design-Driven Innovation Approaches
	1 Introduction
	2 Literature Review
		2.1 International Strategies
		2.2 Key Factors
	3 Methodology
	4 Findings
		4.1 Cases
		4.2 Remarks
	5 Discussion
	6 Conclusion
	References




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