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020 _a9783030758677
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024 7 _a10.1007/978-3-030-75867-7
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072 7 _aAK
_2bicssc
072 7 _aARC004000
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072 7 _aAK
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082 0 4 _a745.2
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245 1 0 _aPerspectives on Design and Digital Communication II
_h[electronic resource] :
_bResearch, Innovations and Best Practices /
_cedited by Nuno Martins, Daniel Brandão, Fernando Moreira da Silva.
250 _a1st ed. 2021.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2021.
300 _aIX, 452 p. 131 illus., 90 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
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490 1 _aSpringer Series in Design and Innovation ,
_x2661-8192 ;
_v14
505 0 _aEmpowering 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.
520 _aThis 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.
650 0 _aIndustrial design.
_924389
650 0 _aDigital humanities.
_950239
650 0 _aInteractive multimedia.
_96610
650 0 _aMultimedia systems.
_911575
650 0 _aGraphic arts.
_937945
650 1 4 _aIndustrial Design.
_924389
650 2 4 _aDigital Humanities.
_950240
650 2 4 _aMedia Design.
_931959
650 2 4 _aGraphic Design.
_937946
700 1 _aMartins, Nuno.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_950241
700 1 _aBrandão, Daniel.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_950242
700 1 _aMoreira da Silva, Fernando.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_950243
710 2 _aSpringerLink (Online service)
_950244
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783030758660
776 0 8 _iPrinted edition:
_z9783030758684
776 0 8 _iPrinted edition:
_z9783030758691
830 0 _aSpringer Series in Design and Innovation ,
_x2661-8192 ;
_v14
_950245
856 4 0 _uhttps://doi.org/10.1007/978-3-030-75867-7
912 _aZDB-2-ENG
912 _aZDB-2-SXE
942 _cEBK
999 _c78551
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