Cantitate/Preț
Produs

Perspectives on Design and Digital Communication II: Research, Innovations and Best Practices: Springer Series in Design and Innovation, cartea 14

Editat de Nuno Martins, Daniel Brandão, Fernando Moreira da Silva
en Limba Engleză Paperback – 31 mai 2022
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.

Citește tot Restrânge

Toate formatele și edițiile

Toate formatele și edițiile Preț Express
Paperback (1) 75917 lei  6-8 săpt.
  Springer International Publishing – 31 mai 2022 75917 lei  6-8 săpt.
Hardback (1) 70753 lei  39-44 zile
  Springer International Publishing – 30 mai 2021 70753 lei  39-44 zile

Din seria Springer Series in Design and Innovation

Preț: 75917 lei

Preț vechi: 92582 lei
-18% Nou

Puncte Express: 1139

Preț estimativ în valută:
14530 15328$ 12108£

Carte tipărită la comandă

Livrare economică 02-16 ianuarie 25

Preluare comenzi: 021 569.72.76

Specificații

ISBN-13: 9783030758691
ISBN-10: 3030758699
Ilustrații: IX, 452 p. 131 illus., 90 illus. in color.
Dimensiuni: 155 x 235 mm
Greutate: 0.64 kg
Ediția:1st ed. 2021
Editura: Springer International Publishing
Colecția Springer
Seria Springer Series in Design and Innovation

Locul publicării:Cham, Switzerland

Cuprins

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.

Textul de pe ultima copertă

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.



Caracteristici

Discusses timely topics at the intersection between design and digital communication Describes some challenges that digital media causes to brands, institutions, education and society Proposes practical solutions to current questions in the area of communication design