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 Silvaen Limba Engleză Paperback – 31 mai 2022
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.
Toate formatele și edițiile | Preț | Express |
---|---|---|
Paperback (1) | 759.17 lei 6-8 săpt. | |
Springer International Publishing – 31 mai 2022 | 759.17 lei 6-8 săpt. | |
Hardback (1) | 707.53 lei 39-44 zile | |
Springer International Publishing – 30 mai 2021 | 707.53 lei 39-44 zile |
Din seria Springer Series in Design and Innovation
- 18% Preț: 1352.85 lei
- 18% Preț: 973.72 lei
- 18% Preț: 914.20 lei
- Preț: 401.98 lei
- Preț: 433.40 lei
- 18% Preț: 1343.11 lei
- 18% Preț: 914.93 lei
- 24% Preț: 707.53 lei
- Preț: 253.26 lei
- 18% Preț: 914.33 lei
- 18% Preț: 1181.71 lei
- 15% Preț: 664.64 lei
- 18% Preț: 1346.93 lei
- 20% Preț: 379.41 lei
- 18% Preț: 906.91 lei
- 18% Preț: 1491.45 lei
- 15% Preț: 622.17 lei
- 18% Preț: 1355.73 lei
- 18% Preț: 853.93 lei
- 18% Preț: 1172.91 lei
- 18% Preț: 864.54 lei
- 15% Preț: 613.18 lei
- 20% Preț: 1232.88 lei
- 18% Preț: 1183.99 lei
- 18% Preț: 761.74 lei
- 18% Preț: 761.74 lei
- 18% Preț: 1627.94 lei
- Preț: 441.78 lei
Preț: 759.17 lei
Preț vechi: 925.82 lei
-18% Nou
Puncte Express: 1139
Preț estimativ în valută:
145.30€ • 153.28$ • 121.08£
145.30€ • 153.28$ • 121.08£
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
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.
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