reine Buchbestellungen ab 5 Euro senden wir Ihnen Portofrei zuDiesen Artikel senden wir Ihnen ohne weiteren Aufpreis als PAKET

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

Print on Demand - Dieser Artikel wird für Sie gedruckt!

111,45 €

inkl. MwSt. · Portofrei
Dieses Produkt wird für Sie gedruckt, Lieferzeit ca. 10 Werktage
Menge:

Perspectives on Design and Digital Communication II

Seiten
Erscheinungsdatum
Ausstattung
Erscheinungsjahr
Sprache
Serienfolge
Kategorie
Buchtyp
Warengruppenindex
Warengruppe
Detailwarengruppe
Laenge
Breite
Hoehe
Gewicht
Hersteller Artikelnummer
Relevanz
Referenznummer
Verantwortlich für dieses Produkt
  • Springer Basel AG
    Picassoplatz 4
    CH-4010 Basel
    +41 61 2050707
Moluna-Artikelnummer
  • 600116338

Produktbeschreibung

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.


Inhaltsverzeichnis



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.


Klappentext

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.nChapter ¿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.




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



Datenschutz-Einstellungen