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Perspectives on Design and Digital Communication II -

Perspectives on Design and Digital Communication II

Research, Innovations and Best Practices
Buch | Softcover
IX, 452 Seiten
2022 | 1st ed. 2021
Springer International Publishing (Verlag)
978-3-030-75869-1 (ISBN)
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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 Tango-Research and Education Cross Pollination at Design Higher Education.

Erscheinungsdatum
Reihe/Serie Springer Series in Design and Innovation
Zusatzinfo IX, 452 p. 131 illus., 90 illus. in color.
Verlagsort Cham
Sprache englisch
Maße 155 x 235 mm
Gewicht 706 g
Themenwelt Kunst / Musik / Theater Design / Innenarchitektur / Mode
Mathematik / Informatik Informatik Grafik / Design
Schlagworte Best Papers from Digicom 2020 • Brand Development in the Digital Environment • Co-Design practices • Design for Seniors • Design-led branding • Functional Graphic Design • Human-Centred Interaction • Improving Graphic Interfaces • indie game design • Interaction Design • interactive digital narrative • Interdisciplinary Design Education • Peripheral Interaction • Privacy and Digital Design • Rebranding processes • Rethinking PhD Education in Design • User-centred Design • User Interaction with Smartphones • Visual Interface Design
ISBN-10 3-030-75869-9 / 3030758699
ISBN-13 978-3-030-75869-1 / 9783030758691
Zustand Neuware
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