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
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Cham : , : Springer International Publishing AG, , 2021 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Cham : , : Springer, , 2024 | ||
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Lo trovi qui: Univ. Federico II | ||
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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 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 | ||
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Lo trovi qui: Univ. Federico II | ||
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