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Perspectives on Design and Digital Communication II Research, Innovations and Best Practices

Title
Perspectives on Design and Digital Communication II [electronic resource] : Research, Innovations and Best Practices / edited by Nuno Martins, Daniel Brandão, Fernando Moreira da Silva.
ISBN
9783030758677
Edition
1st ed. 2021.
Publication
Cham : Springer International Publishing : Imprint: Springer, 2021.
Physical Description
1 online resource (IX, 452 p.) 131 illus., 90 illus. in color.
Local Notes
Access is available to the Yale community.
Access and use
Access restricted by licensing agreement.
Summary
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.
Variant and related titles
Springer ENIN.
Other formats
Printed edition:
Printed edition:
Printed edition:
Format
Books / Online
Language
English
Added to Catalog
July 26, 2023
Series
Springer Series in Design and Innovation, 14
Springer Series in Design and Innovation, 14
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.
Citation

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