Perspectives on Design and Digital Communication III: Research, Innovations and Best Practices

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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 5th International Conference on Digital Design and Communication, Digicom 2021, 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.

Author(s): Nuno Martins, Daniel Brandão, Francisco Paiva
Series: Springer Series in Design and Innovation, 24
Publisher: Springer
Year: 2022

Language: English
Pages: 397
City: Cham

Scientific Committee
Preface
Contents
User-Centered Digital Design
Interfaces, Data and Plural Languages to Develop CoDE: A Collaborative Platform for Multidisciplinary Teams
1 Introduction
2 The Evolution of Interfaces as Virtual Spaces of Interaction
3 Plural Languages for the Infographic Project
4 New Needs and Narrative Artifacts in the Digital Era
5 Development of the Collaborative Digital Platform: Parameters, Functionalities and Languages
5.1 Team-Building
5.2 Glossary
5.3 Timeline
5.4 Meta-Project
6 Conclusions and Future Steps
References
Scratch-Based Game Development Resource Set for a Toolkit to Game Design
1 Introduction
2 Theoretical Background
2.1 Games: How Can We Define Them?
2.2 Creating Games: Is There a Process?
2.3 Toolkits to Support the Game Creation Process
3 Supporting the Game Creation Process: The Gamers4Nature Toolkit to Game Design
4 The Development Cards Set for Scratch
5 Conclusions
5.1 Future Work
References
Preventing Wildfires from Our Phones: A Communitarian Participation Mobile App to the Portuguese Context
1 Introduction
2 Methodology
3 Theoretical Framework
4 Wildfires in Portugal
4.1 Communication Campaigns to Prevent Wildfires in Portugal
4.2 Mobile Apps About Wildfires
5 Conceptualization and Development of a Mobile App to Prevent Wildfires in the Portuguese Context
5.1 Functional Requirements
5.2 Prototype
5.3 Implementation
6 Conclusions
References
Design and Development of an Online Sales Platform for the Brand: Engenharia Do Brigadeiro
1 Introduction
2 Research and Project Goals
3 State of the Art
3.1 The Transition of Shopping Behaviours from the Physical Store to the Online and Mobile Context and the Factors Driving It
4 Methodologies
4.1 First Research Stage
4.2 Second Research Stage
4.3 Third Research Stage
5 Usability Testing
5.1 Usability Assessment and Testing Sessions
5.2 Data Collection Instruments
5.3 Recruited Participants Sample
6 General Results and Discussion
6.1 First Major Conclusion
6.2 Second Major Conclusion
6.3 Third Major Conclusion
7 Final Conclusions
References
Protecting Users’ Information and Dignity Through Privacy-Enhancing Design
1 Introduction
1.1 Methodology
2 Designing Interactions for and with Privacy
2.1 Interactions and Privacy
3 Preventing Abuse Through Personal Information Mishandling on WhatsApp and Telegram
3.1 WhatsApp’s Privacy Features
3.2 Telegram: Privacy Design Features
4 Conclusions
References
Research Methods and Strategies
Design Radicalized as Experience: Disentangling and Reassembling the Dance Floor Experience to Understand the Relationship Between Design and Clubbing
1 Intro: Stories from the Dance Floor
2 Clearing the Mess: Disentangling the Dance Floor Experience
3 Building a Philosophical Framework: Reassembling the Dance Floor Experience
4 Outro: Design Radicalized as Experience
References
A Case Study of Remote User Research with Older Adults During Lockdown: Analysis of Barriers, Strategies and of Communication Issues
1 Introduction
2 Related Work
3 Dataset
3.1 Context of the Study and Setup
3.2 Dataset Description
4 Procedures
5 Findings
5.1 General Barriers and Strategies
5.2 Communication Aspects
6 Discussion
6.1 Minimizing the Impact
6.2 Assessing the Impact
7 Conclusion
References
Digital Security Narratives in the Time of COVID-19: A Case for Kindness
1 Introduction
2 Framing: A Case Study
3 Security Narratives and the Digital Divide
4 Limits of Common HCI and Service Design Approaches
5 A Case for Kindness: Understanding Needs in Context
6 Conclusion: A Case for Kinder Narratives of Digital Security
References
The Professional Practice of Type Designers in the Design of Variable Fonts
1 Introduction
2 The Digital Type Design
3 Methodological Procedures
4 Results and Discussions
5 Final Considerations
References
Pedagogy, Society and Design Practice
Inclusive Design is Much More Than the Opposite of Exclusive Design
1 Introduction
2 Inclusion and Participatory Design
3 Technology and Exclusion
4 Empathy and Ethics Are Inclusive Design Needs
5 Inclusive Design Challenges
6 Conclusions
References
Sci-Stories in Design: Guidelines for Curricular Inscription and Dissemination Through Visual Narratives
1 Introduction
1.1 Aims
2 Methodologies
2.1 Outcomes Dissemination Under a Curricular Context
3 Integrated Modules Guidelines
3.1 Proposal for a Build-In Module on Design Research
4 Discussion and Future Research
References
Designing for People with Dementia in Academic Contexts
1 Introduction
2 Alzheimer Portugal
3 Methodological Approach
4 Projects for Memória de Mim Day Care Centre
5 Discussion
6 Conclusion
References
How Design and Technology Can Contribute to Learning: The Mobeybou in Brazil Educational Game Case Study
1 Introduction
1.1 Project Background
1.2 Theoretical Framework
2 Methodology
3 Design and Development of the Game Interface
3.1 Phase 1—Empathizing with the Product
3.2 Phase 2—Defining the Problem
3.3 Phase 3—Ideation
3.4 Phase 4—Development of the Prototype
3.5 Phase 5—Testing the Game Interface
4 Conclusion
References
Hermeneutic Methodology to Design the Skin of the City
1 Introduction
2 Methodology
3 Case Studies
3.1 Case Study: Ancient Egypt
3.2 Case Study: Ancient Greece
3.3 Case Study: Ancient Rome
3.4 Case Study: Muslim Culture
3.5 Case Study: Middle Ages
3.6 Case Study: Renaissance
3.7 Case Study: Baroque
3.8 Case Study: Art Nouveau
4 Conclusions
References
Visactivism: A Conceptual Model to Identify Information Visualization as an Expression of Design Activism
1 Information Visualization as Information Design
1.1 The Different Purposes of Information Visualizations
2 Activism and Design Activism
2.1 What Is Design Activism
3 Information Visualization as Design Activism?
3.1 Argument and Methodology
3.2 Case Studies Analysis
3.3 Research Results
4 Conclusions
References
Digital Design Branding
Capitalist Visuality: Branding, Architecture, and Its Visual Reproduction. A Case Study in the City of Porto
1 Context
2 The “Porto.” Brand: Local Tradition and “Cosmopolitan Modernity”
3 Architecture and Capitalist Visuality
References
A Sense of Kyoto Through Advertising: A Case Study on How Outdoor Advertising Can Support Local Identity
1 Brief Overview of Kyoto City
1.1 From Edo Period Onwards
1.2 A Government-Designated City
2 Problem Definition
3 Contextual Framework
3.1 The Japanese Society
4 Methodology
4.1 Characterization of Research
5 Discussion
6 Conclusions
References
Brand Management: From Storytelling to Strategic Narratives
1 Introduction
1.1 Branding
1.2 Brand Equity
1.3 From Brand Image to Brand Identity
1.4 Marketing Communication
1.5 Storytelling
2 Narrative Construction
2.1 The Effect of Narrative on consumer’s Memory
3 Conclusions
References
Dynamic Visual Identities: Reflection on Interaction and Playfulness in Visual Identity Design by Porto Design Studios
1 Introduction
2 Visual Identities from a Solid to a Liquid Scene
2.1 A Relevance of Play, Emotion and Relational Design
3 Porto Studio’s DVIs: Exploratory Research
4 Analisys
4.1 Movement or Animation
4.2 DVIs: Interval of Solutions
4.3 DVI: Generative
5 Conclusion
References
Developing an Integrated Communication Plan in the Digital Age
1 Integrated Marketing Communication
1.1 Integrated Marketing Communication’s Strategy
1.2 Tools for Integrated Marketing Communication
2 Integrated Marketing Comunication B2B and B2C
3 Child-Oriented Marketing and the New Media Channels
4 Conclusion
References
From Design History to Its Transdisciplinarity
Multisensory Fruition Between Cultural Heritage and Digital Transformation
1 Introduction
2 Towards Inclusive Approaches: Principles, Directives and Standards
3 Advanced Tools and Technologies to Amplify the User Experience
4 Communicating Knowledge in Cultural Environments
5 Multilevel Narratives to Transfer Visible and Invisible Information
6 Accessibility and Knowledge Sharing Between Physical and Digital Space
7 Tracking Behavioural and Emotional User Experiences to Design Adaptive Itineraries
8 “Multisensory hAll”
9 Conclusion
References
Mapping Ecosystems Through Design—Reflections of the DesignOBS Project
1 Context
2 Approach
3 Results
4 Reflections
5 Conclusions
References
Growing Knowledge Across Boundaries: Lessons from a Multi-Actor Design Project
1 Introduction: Complexity, Collaboration, and Crossing Boundaries
2 Case Study: Designing for Smart and Connected Cycling
2.1 Actors and Context
2.2 Design Brief
2.3 Design Process and Outputs
2.4 Design Concepts
3 Post-project Review
3.1 Rationale
3.2 Method and Procedure
3.3 Ethical Considerations
4 Lessons Learned
4.1 As an Industry-Academia Collaboration
4.2 As an Interdisciplinary Team
4.3 As a Heterogeneously Skilled Team
5 Discussion
References
Design in a Post-pandemic Era
1 Crisis
2 Digitalization
3 Future
4 Energy
5 Transition
References
Mediated Authorships: The Designer as the Instructor of Machines
1 Automatism and Mediated Authorship
2 The Emergence of the Systematic: Computation, Cybernetics, the Architect as a Systematizer
3 Domesticity in Italy in the 1960s as a Setting Where Antagonistic Logics Unfolded: Two Cases of Programming
4 Machine Learning: The Authorial Expansion Towards a Digital Muse
References