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Perspectives on Design and Digital Communication II [electronic resource] : Research, Innovations and Best Practices / edited by Nuno Martins, Daniel Brandão, Fernando Moreira da Silva.

Contributor(s): Martins, Nuno [editor.] | Brandão, Daniel [editor.] | Moreira da Silva, Fernando [editor.] | SpringerLink (Online service).
Material type: materialTypeLabelBookSeries: Springer Series in Design and Innovation: 14Publisher: Cham : Springer International Publishing : Imprint: Springer, 2021Edition: 1st ed. 2021.Description: IX, 452 p. 131 illus., 90 illus. in color. online resource.Content type: text Media type: computer Carrier type: online resourceISBN: 9783030758677.Subject(s): Industrial design | Digital humanities | Interactive multimedia | Multimedia systems | Graphic arts | Industrial Design | Digital Humanities | Media Design | Graphic DesignAdditional physical formats: Printed edition:: No title; Printed edition:: No title; Printed edition:: No titleDDC classification: 745.2 Online resources: Click here to access online
Contents:
Empowering Digital Users through Design for Privacy -- Design processes for interactive Human-Machine Systems -- Peripheral Interaction: shifting between periphery and center of attention when interacting with technology -- Understanding the barriers and challenges between older users and smartphones: a Systematic Literature Review -- Ageing related Human factors to be addressed in the design of visual interfaces of digital applications developed for seniors: a literature review -- The Potential of Interactive Digital Narratives towards Literary Linear Texts -- Real possibility of an entirely open-source pipeline for indie games design and production. Altamira Game as a case study -- Definition of a Digital Tool to Create Physical Artifacts: The Case of the Gamers4Nature Project -- Needs, expectations and preferences of potential young readers of the digital edition of Diario de Sevilla -- It Takes Two To Tango–Research and Education Cross Pollination at Design Higher Education.
In: Springer Nature eBookSummary: This book gathers new empirical findings fostering advances in the areas of digital and communication design, web, multimedia and motion design, graphic design, branding, and related ones. It includes original contributions by authoritative authors based on the best papers presented at the 4th International Conference on Digital Design and Communication, Digicom 2020, together with some invited chapters written by leading international researchers. They report on innovative design strategies supporting communication in a global, digital world, and addressing, at the same time, key individual and societal needs. This book is intended to offer a timely snapshot of technologies, trends and challenges in the area of design, communication and branding, and a bridge connecting researchers and professionals of different disciplines, such as graphic design, digital communication, corporate, UI Design and UX design. Chapter “Definition of a Digital Tool to Create Physical Artifacts: The Case of the Gamers4Nature Project” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
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Empowering Digital Users through Design for Privacy -- Design processes for interactive Human-Machine Systems -- Peripheral Interaction: shifting between periphery and center of attention when interacting with technology -- Understanding the barriers and challenges between older users and smartphones: a Systematic Literature Review -- Ageing related Human factors to be addressed in the design of visual interfaces of digital applications developed for seniors: a literature review -- The Potential of Interactive Digital Narratives towards Literary Linear Texts -- Real possibility of an entirely open-source pipeline for indie games design and production. Altamira Game as a case study -- Definition of a Digital Tool to Create Physical Artifacts: The Case of the Gamers4Nature Project -- Needs, expectations and preferences of potential young readers of the digital edition of Diario de Sevilla -- It Takes Two To Tango–Research and Education Cross Pollination at Design Higher Education.

This book gathers new empirical findings fostering advances in the areas of digital and communication design, web, multimedia and motion design, graphic design, branding, and related ones. It includes original contributions by authoritative authors based on the best papers presented at the 4th International Conference on Digital Design and Communication, Digicom 2020, together with some invited chapters written by leading international researchers. They report on innovative design strategies supporting communication in a global, digital world, and addressing, at the same time, key individual and societal needs. This book is intended to offer a timely snapshot of technologies, trends and challenges in the area of design, communication and branding, and a bridge connecting researchers and professionals of different disciplines, such as graphic design, digital communication, corporate, UI Design and UX design. Chapter “Definition of a Digital Tool to Create Physical Artifacts: The Case of the Gamers4Nature Project” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

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