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Perspectives on Design and Digital Communication II: Research, Innovations and Best Practices 2021 ed. [Minkštas viršelis]

  • Formatas: Paperback / softback, 452 pages, aukštis x plotis: 235x155 mm, weight: 706 g, 90 Illustrations, color; 41 Illustrations, black and white; IX, 452 p. 131 illus., 90 illus. in color., 1 Paperback / softback
  • Serija: Springer Series in Design and Innovation 14
  • Išleidimo metai: 31-May-2022
  • Leidėjas: Springer Nature Switzerland AG
  • ISBN-10: 3030758699
  • ISBN-13: 9783030758691
Kitos knygos pagal šią temą:
  • Formatas: Paperback / softback, 452 pages, aukštis x plotis: 235x155 mm, weight: 706 g, 90 Illustrations, color; 41 Illustrations, black and white; IX, 452 p. 131 illus., 90 illus. in color., 1 Paperback / softback
  • Serija: Springer Series in Design and Innovation 14
  • Išleidimo metai: 31-May-2022
  • Leidėjas: Springer Nature Switzerland AG
  • ISBN-10: 3030758699
  • ISBN-13: 9783030758691
Kitos knygos pagal šią temą:

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.

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 TangoResearch and Education Cross Pollination at
Design Higher Education.