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Advances in Design and Digital Communication II : Proceedings of the 5th International Conference on Design and Digital Communication, Digicom 2021, November 4-6, 2021, Barcelos, Portugal
Advances in Design and Digital Communication II : Proceedings of the 5th International Conference on Design and Digital Communication, Digicom 2021, November 4-6, 2021, Barcelos, Portugal
Autore Martins Nuno
Pubbl/distr/stampa Cham : , : Springer International Publishing AG, , 2021
Descrizione fisica 1 online resource (716 pages)
Altri autori (Persone) BrandãoDaniel
Collana Springer Series in Design and Innovation Ser.
Soggetto genere / forma Electronic books.
ISBN 3-030-89735-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- 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.
Altri titoli varianti Advances in Design and Digital Communication II
Record Nr. UNINA-9910506402503321
Martins Nuno  
Cham : , : Springer International Publishing AG, , 2021
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Advances in Design and Digital Communication III : Proceedings of the 6th International Conference on Design and Digital Communication, Digicom 2022, November 3–5, 2022, Barcelos, Portugal / / edited by Nuno Martins, Daniel Brandão
Advances in Design and Digital Communication III : Proceedings of the 6th International Conference on Design and Digital Communication, Digicom 2022, November 3–5, 2022, Barcelos, Portugal / / edited by Nuno Martins, Daniel Brandão
Autore Martins Nuno
Edizione [1st ed. 2023.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Descrizione fisica 1 online resource (839 pages)
Disciplina 745.2
Altri autori (Persone) BrandãoDaniel
Collana Springer Series in Design and Innovation
Soggetto topico Industrial design
User interfaces (Computer systems)
Human-computer interaction
Digital media
Industrial Design
User Interfaces and Human Computer Interaction
Digital and New Media
ISBN 3-031-20364-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910627238203321
Martins Nuno  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Advances in Design and Digital Communication IV : Proceedings of the 7th International Conference on Design and Digital Communication, Digicom 2023, November 9-11, 2023, Barcelos, Portugal
Advances in Design and Digital Communication IV : Proceedings of the 7th International Conference on Design and Digital Communication, Digicom 2023, November 9-11, 2023, Barcelos, Portugal
Autore Martins Nuno
Edizione [1st ed.]
Pubbl/distr/stampa Cham : , : Springer, , 2024
Descrizione fisica 1 online resource (992 pages)
Altri autori (Persone) BrandãoDaniel
Collana Springer Series in Design and Innovation Series
ISBN 3-031-47281-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Organization -- Contents -- Digital and Interaction Design -- Using Augmented Reality for Training Computer Workstation Ergonomic Issues: An Exploratory Project -- 1 Introduction -- 2 Theoretical Background -- 2.1 The Workstation Ergonomics AR Experience (WEARE) -- 3 Methodology -- 3.1 Data Collection and Participants -- 4 Results and Discussion -- 5 Conclusions -- References -- Design Methodology for a Shared Mobility App -- 1 Introduction -- 2 Interaction Design and User Experience (UX) -- 3 The Methodology Used for Developing the On.Move App -- 3.1 The Strategy Plane -- 3.2 The Scope Plane -- 3.3 The Structure Plane -- 3.4 The Skeleton Plane -- 3.5 The Surface Plane -- 4 Conclusions and Future Work -- References -- Brain Computer Interface: Behavioral Differences in the Calmness Level and Reading Time, Considering Screen or Paper, Serif or Sans Serif Typefaces -- 1 Introduction -- 2 Material and methods -- 2.1 Procedures and Participants -- 2.2 Signal Acquisition -- 3 Results -- 4 Discussion and Conclusion -- References -- Anticipation as a Tool for Designing the Future -- 1 Introduction -- 1.1 The Essence of Anticipation -- 2 Literature Review -- 2.1 Anticipation and the Philosophical Roots of Causality -- 2.2 Future Studies, Anticipation, and its Capabilities -- 3 Methodology: Analyzing the Role of Anticipatory Design -- 4 Unraveling Anticipatory Experiences: Insights from Grounded Theory Analysis -- 4.1 Importance of Anticipation in Shaping the Future -- 4.2 Anticipation in Application to Future Studies and Strategic Foresight -- 4.3 Three levels of Future Studies -- 5 Closing Insights and Prospects for Future Exploration -- References -- Designing Audio-Based Multimodal Interfaces for English Teaching: A Conceptual Model Based on an Integrative Literature Review -- 1 Introduction -- 2 Design and Method.
3 Work Field and Data Analysis -- 4 Results -- 4.1 Multimodal Interfaces and Auditive Mode -- 4.2 Principles for Multimedia Learning -- 4.3 English Teaching Skills -- 4.4 Studies Summary -- 5 Conclusion -- References -- From the Algorithm to the New Art Collector. Design, Development and Launch of an Innovative NFT Collection -- 1 Introduction -- 2 State of the Art in Generative Art -- 2.1 Generative Art and the New Role of the Collector -- 2.2 Primary Collectors and Secondary Collectors -- 3 Design, Development and Launch of an Innovative NFT Collection -- 3.1 Concept for a Practical Project -- 3.2 Continuity and Evolution -- 3.3 Launch of the Collection and Conclusions -- References -- From Print to Pixels: Prototyping a Virtual Exhibition for the Faro Museum Poster Collection -- 1 Introduction -- 2 Museums in the Twenty-First Century -- 3 Creating a Virtual Exhibition -- 3.1 Setting a Structure for a Prototype -- 3.2 Searching for the Ideal Workspace -- 3.3 Prototyping the virtual room. -- 4 Future Work -- References -- Identifying Design Guidelines of Interactive Whiteboard Interfaces Through Usability Evaluation -- 1 Introduction -- 2 Literature Review -- 3 Methodology -- 3.1 Heuristic Evaluation -- 3.2 User Study -- 4 Research Findings -- 5 Proposed Design Guidelines -- 6 Discussions and Conclusions -- References -- Peer-Produced Archives, Peer-Designed Solutions -- 1 Introduction -- 2 Methodology -- 2.1 Sampling -- 2.2 Thematic Analysis -- 3 Findings -- 3.1 Users as Hosts, Users vs Hosts -- 3.2 Editing, Curating and Reviewing -- 3.3 Enhancing Quality and Validity through Collaboration -- 3.4 Enhancing Communication -- 3.5 Reconsidering Browsing, Archiving, Preserving and Distributing -- 4 Conclusion -- References -- Usability Analysis of Augmented Reality-Based Learning Applications for Kids: Insights from SUS and Heuristic Evaluation.
1 Introduction -- 2 Literature Review -- 3 Methodology -- 4 Usability Evaluation -- 4.1 Heuristics Evaluation -- 4.2 User Study -- 5 Comparative Analysis and Findings -- 6 Conclusion -- References -- Investigating Usability Indicators for the Adoption of AI Models in Heuristic Evaluation -- 1 Introduction -- 2 Background and Related Work -- 3 Methodology -- 4 Discussion -- 5 Conclusion -- References -- Critical Digital: A Taxonomy to Classify Digital Integration in the Museum Domain -- 1 Introduction -- 2 Methodology -- 3 Visualization Modes and Virtualization -- 4 Observation Distance and Technological Embodiment -- 4.1 Technological Embodiment -- 5 Interactivity -- 6 Taxonomy Application -- 7 Conclusion and Future Work -- References -- Exploring Hazard Perception and Compliance: A Pilot Study on the Influence of Safety Signs in a Non-conspicuous Hazard Situation -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 System Set-Up -- 2.3 Virtual Environment (VE) -- 2.4 Strategy to Assess Behavioural Compliance -- 2.5 Measures -- 2.6 Procedure -- 3 Results -- 3.1 Behavioural Data -- 3.2 Subjective Data -- 4 Conclusion -- References -- The Impact of Tangibility in the Input of the Secondary Car Controls: Touchscreens vs. Physical Buttons -- 1 Introduction -- 2 Methodology -- 2.1 Experimental Conditions -- 2.2 Participants -- 2.3 Tools -- 2.4 Procedures -- 2.5 Data Processing -- 3 Results -- 4 Conclusions -- References -- Dep-Project: Comparative Analysis of Online Solutions Aimed at Personalization and Purchasing Prostheses -- 1 Introduction -- 2 State of the Art -- 2.1 Universal Design & -- Inclusive Design -- 2.2 Usability Heuristics -- 3 Methodologies -- 4 Development of UX Benchmarking Analysis -- 4.1 Define and Understand the Goals -- 4.2 Definition of Competitors -- 4.3 Competitive Analysis Matrix.
4.4 Analysis of Competing Online Platforms -- 5 Heuristic Evaluation -- 6 Conclusions -- References -- Digitization Project of Museum Collections as a Way of Preserving Memory and Cultural Heritage -- 1 Introduction -- 2 Textile Conservation and Its Difficulties -- 3 Digitization of Historical Collections and Costumes -- 4 Technologies for 3D Garment Representation -- 4.1 3D Capture and Modeling -- 4.2 Devices and Types of Presentation -- 5 Museum and Virtualization -- 6 Project -- 7 Conclusions -- References -- A Social IoT Hybrid Scenario to Promote the Physical, Psychological, and Social Well-Being of Elderly -- 1 Introduction -- 2 Research Method -- 2.1 Target Population -- 2.2 Sample -- 2.3 Study Instruments -- 2.4 Survey Procedure -- 3 The Social Hybrid Scenario Model -- 4 Results -- 4.1 Part 1. Social Interaction with Family and Friends -- 4.2 Part 2. Medical Follow-Up -- 4.3 Part 3. Your Opinion About the System's Advantages and Disadvantages -- 4.4 Part 4. Your Predisposition to use or not use a System of this Nature -- 5 Discussion and Conclusion -- 6 Conclusion -- References -- The Expanded Book - Various Perspectives in Augmented Reality -- 1 Introduction -- 2 Methodology -- 3 State of the Art -- 3.1 Expanded Books in Augmented Reality -- 3.2 Case Studies -- 4 Project: The book "My Monster Friends" -- 4.1 Narrative -- 4.2 Visual Component -- 5 Tests and Results -- 6 Final Considerations -- References -- Society, Communication and Design -- Design and Development of a Pill Dispenser: Prototype Assembly, Electronic and Mechanical Hardware -- 1 Introduction -- 2 CAD Modelling -- 3 3D Printing and Prototype Assembly -- 3.1 Frame 3D Printing -- 3.2 Prototype Assembly -- 3.3 Preliminary Tests of the Pill Dispensing Mechanism -- 4 Conclusion -- References -- Design and Craft Come Together - A New Perspective to Synergistic Interactions.
1 Introduction -- 2 Design and Craft Come Together - A New Perspective to Synergistic Interactions -- 2.1 Comparative Analysis of the Essential Characteristics of Crafts and Design -- 2.2 Comparative Analysis of the Areas of Overlapping and Differentiation Between Crafts and Design -- 2.3 What Happens in Practice? -- 3 Conclusion -- References -- Guidelines for Sustainable Online Behaviors. Green Computing Practices to Reduce the Digital Carbon Footprint -- 1 Introduction -- 2 Metrics on Digital Consumption -- 3 Expansion of Digital Infrastructure -- 3.1 Impact of Digital Technologies on Ecological Footprint -- 4 Constraints and Motivations for Adopting Sustainable Online Behaviors -- 4.1 Pro-Environmental Practices -- 4.2 The Intangibility of Pro-Environmental Online Behavior -- 5 Green Technology and Green Computing -- 6 Green Computing Guidelines for Reducing the Digital Carbon Footprint -- 7 Challenges and Future Work -- 8 Conclusion -- References -- Emotional Design to Create Furniture for Children's Well-Being -- 1 Introduction -- 2 Methodology -- 3 Emotional Design for Children's Well-Being -- 3.1 The "Ti 3a" Chair by Marcel Breuer (1920s) -- 3.2 The "Elephant Stool" by Charles & -- Ray Eames (1940s) -- 3.3 "the Place of Games" by Enzo Mary (1960s) -- 3.4 "Sena" Chair by António Sena Da Silva (1970s) -- 3.5 "Porcupine Desk" by Hella Jongerius (2007) -- 4 Conclusions -- References -- Analysis of Cyberaggression in Social Networks Involving Students and University Environments -- 1 Introduction -- 2 Methodologies -- 2.1 Interview Methodology -- 2.2 Group Analysis Methodology -- 2.3 Content and Thematic Analysis of the Aggressive Content -- 3 Results -- 3.1 Interviews -- 3.2 Open Social Media Group Analyses -- 4 Discussion -- 5 Final Remarks -- References.
Child Safety on Bicycle Seats. A Study Evaluating the Need for Additional Markers to Increase the Visibility of Children When Transported by Bicycle.
Record Nr. UNINA-9910767520803321
Martins Nuno  
Cham : , : Springer, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Perspectives on Design and Digital Communication : Research, Innovations and Best Practices / / edited by Nuno Martins, Daniel Brandão, Daniel Raposo
Perspectives on Design and Digital Communication : Research, Innovations and Best Practices / / edited by Nuno Martins, Daniel Brandão, Daniel Raposo
Edizione [1st ed. 2021.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2021
Descrizione fisica 1 online resource (VIII, 238 p. 87 illus., 79 illus. in color.)
Disciplina 620.00420285
620.0042
Collana Springer Series in Design and Innovation
Soggetto topico Industrial design
Interactive multimedia
Multimedia systems
Graphic arts
Industrial Design
Media Design
Graphic Design
ISBN 3-030-49647-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto From Painting to Graphic Arts: the unique legacy of Armando Alves -- Designing for Cinema Trindade: graphic communication in contemporary Portuguese cinemas -- When knowledge meets digital: a systematic literature review about digital platforms and knowledge flow -- The graphic interface Design of the ALU13 Online Store -- Sensor Variable Font: A model to improve the process of signification of graphic interfaces through variable fonts and data collected by sensors -- Dynamic Visual Identities: Exploring Variation Mechanisms to Achieve Flexibility.
Record Nr. UNINA-9910483378703321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2021
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Perspectives on Design and Digital Communication IV : Research, Innovations and Best Practices / / edited by Nuno Martins, Daniel Brandão, Adérito Fernandes-Marcos
Perspectives on Design and Digital Communication IV : Research, Innovations and Best Practices / / edited by Nuno Martins, Daniel Brandão, Adérito Fernandes-Marcos
Autore Martins Nuno
Edizione [1st ed. 2024.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
Descrizione fisica 1 online resource (376 pages)
Disciplina 004.019
Altri autori (Persone) BrandãoDaniel
Fernandes-MarcosAdérito
Collana Springer Series in Design and Innovation
Soggetto topico Human-machine systems
Wireless communication systems
Mobile communication systems
Interaction Design
Human-Machine Interfaces
Wireless and Mobile Communication
ISBN 3-031-41770-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto User Experience and Interface Design -- Pedagogy, Society and Design Practice -- Branding Design -- Game Design and Virtual Environments -- Design Strategies and Challenges.
Record Nr. UNINA-9910760272203321
Martins Nuno  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui