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.
"synopsis" may belong to another edition of this title.
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.
"About this title" may belong to another edition of this title.
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Taschenbuch. Condition: Neu. Perspectives on Design and Digital Communication II | Research, Innovations and Best Practices | Nuno Martins (u. a.) | Taschenbuch | ix | Englisch | 2022 | Springer | EAN 9783030758691 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu. Seller Inventory # 121600657
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Taschenbuch. Condition: Neu. This item is printed on demand - Print on Demand Titel. Neuware -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.Springer-Verlag KG, Sachsenplatz 4-6, 1201 Wien 464 pp. Englisch. Seller Inventory # 9783030758691
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