Advances in Design and Digital Communication V
Proceedings of the 8th International Conference on Design and Digital Communication, Digicom 2024, November 7–9, 2024, Barcelos, Portugal
- 2025
- Buch
- Herausgegeben von
- Nuno Martins
- Daniel Brandão
- Buchreihe
- Springer Series in Design and Innovation
- Verlag
- Springer Nature Switzerland
Über dieses Buch
Über dieses Buch
This book reports on research findings and practical lessons featuring advances in the areas of digital and interaction design, graphic design and branding, design education, society and communication in design practice, and related ones. Gathering the proceedings of the 8th International Conference on Digital Design and Communication, Digicom 2024, held on November 7-9 2024, as a hybrid event, in/from Barcelos, Portugal, this book continues the tradition of the previous ones reporting on new design strategies to foster digital communication within and between the society, institutions and brands. By highlighting innovative ideas and reporting on multidisciplinary projects, it offers a source of inspiration for designers of all kinds, including graphic and web designers, UI, UX and social media designers, and to researchers, advertisers, artists, and brand and corporate communication managers alike.
Inhaltsverzeichnis
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Frontmatter
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Digital and Interaction Design
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Frontmatter
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Exploring Student Perceptions: Analyzing Votes on Video Game Final Presentations in a Video Game Course
André Carita, João Alves de SousaAbstractThis paper explores student perceptions of video game final presentations in a Video Game bachelor degree conducted from 2021/2022 to 2023/2024. Through an analysis of the public final presentation sessions Mostra VAM, the study evaluates student voting outcomes to assess presentation efficacy and identify areas for improvement. Our main research question is: How do voting outcomes during public presentations correlate with the perceived effectiveness and quality of video game projects in an academic context? Additionally, the study explores a secondary question: How do video game students critically assess their peers’ work during these sessions?This inquiry guides the examination of presentation strengths and weaknesses, offering insights essential for refining future project iterations. Methodologically, the study employs a structured approach encompassing data collection and analysis methods. Specific techniques, ensuring transparency and replicability of findings, are outlined. By shedding light on student engagement and peer criticism in game development courses, the findings contribute to a deeper understanding of the subject and suggest recommendations for enhancing presentation quality and project outcomes. -
Stretching UX Creativity: Crafting a Dystopian-to-Micro-utopian Ideation Tool in the Digital Experience Theatre
António Gorgel Pinto, Paula Reaes PintoAbstractThe Digital Experience Theatre (DXT) is a teaching method that embodies a pioneering approach to integrating sustainability into digital product design. Drawing from Augusto Boal's Theatre of the Oppressed and Paulo Freire's Pedagogy of the Oppressed, the DXT ideation tool employs a participatory design method to foster micro-utopian ideation and innovation in HCI and socio-technological design. By challenging students to delve deeper into design problems through dystopian narratives, speculative fiction, and AI image creation, the DXT encourages participants to envision more sustainable and humanity-centered digital solutions. DXT facilitates critical awareness of societal realities through its step-by-step process and fosters community-based design interventions. Experimentation with students and international collaboration underscore its potential to transform digital product creation. Readers are invited to get acquainted with this emerging ideation tool, whose website provides open resources for speculative scenarios, enabling designers to navigate from dystopian fictions to sustainable digital solutions. Ultimately, DXT represents a paradigm shift towards holistic and inclusive interaction design practices, contributing to a more effective use of technology for the common good. -
Augmented Reality in Information Design
Luciane Maria Fadel, António CoelhoAbstractThe potential of Augmented Reality (AR) has been harnessed to create immersive game settings, present layers of relevant information in museums, streamline procedures in healthcare and industry, and captivate consumers through innovative marketing strategies. Certain artifacts lend themselves well to representation in AR, especially those requiring a seamless fusion of the information layer with physical space. This integration underscores the suitability of information design artifacts for AR implementation. This study aims to delineate the distinctive attributes of AR in remediating information design, effectively catering to the user’s informational needs. To this end, we analyzed the Google Translate app, examining it through the analytical lens of body schema and haptic engagement. The findings reveal that AR manifests as a performative, personalized, crafted image that fosters involvement through agency. The performative nature of the image directs attention, while individual images collectively form a collection. It is recommended that AR design be centered around achieving harmony among body, media, and space. -
Digitalisation of Maintenance Work in Cleanrooms: User Research Insights for Interaction Design
Isabella Silva, Inês Silva, Ana Correia BarrosAbstractThere is a gap of insights for interaction design when it comes to maintenance work, particularly in extreme environments, as is the case of cleanrooms . In this study, we employed a human-centred approach to investigate different aspects of workflow and technology within this context in order to gather insights about core functionalities to guide the development of a digital tool to support these workers in their everyday tasks. We combined a literature review, a comparative analysis of off-the-shelf tools, and semi-structured interviews to eight maintenance workers, including a manager. Our findings led to a suggestion of features for interaction design, but also to the identification of tensions which interaction designers should consider when designing for these contexts. -
Exploring How the Intersection of Machine Learning with Variable Fonts Empowers UI/UX Designers to Create Intelligent and Personalized User Interfaces
Kushtrim HamzajAbstractWith the rapid development of machine learning applications and the re-introduction of variable fonts technology in 2016, UI/UX designers are faced with the challenge of creating responsive user interfaces more often than ever. Contrary to the pre-machine learning era, when variable fonts were mostly found unresponsive in interfaces and lacked widespread adoption, the advent of machine learning has ushered in a new era of typographic refinement, where variable fonts can dynamically learn and adapt to user preferences and behavioral patterns in real-time on the device, leading to a more personalized and engaging user experience. This new synergy requires innovative methodological approaches that go beyond traditional frameworks of classical responsive design. It involves a thorough exploration of personalized font data-driven insights for user behaviors, contextual awareness, adaptive layouts, conversational interactions, and personalized human-computer interaction. Thus, the aim of the research is to investigate how the Intersection of machine learning can be used with variable fonts to influence the overall evolution of user interfaces from a non-intelligent design to a smart, context-aware entity. The developed methodology is based on empirical research which is used continuously throughout the research. The outcomes are evaluated through interviews and peer reviews, then applied, tested and validated in practice to the design of a visual high-fidelity interactive prototype. -
The “Productification” of Humanity: How AX (Algorithm Experience) Can Influence Advertising Performance on YouTube
Alexandra Bacelar Barata, Andreia Pinto de SousaAbstractYouTube is Portugal’s most widely used social network, and the advertising sustains its free service. Users perceive this advertising negatively and dislike interruptions and irrelevant ads. There is also concern among individuals about their data, coupled with a feeling of powerlessness when managing or controlling the information collected by the platforms. The impact of ads on digital platforms has multiple dimensions and will depend on and affect user perception. More knowledge of consumer behaviours and relationships with YouTube is needed to deliver a tailored experience. This study proposes the definition of YouTube consumer profiles and investigates their perception of algorithm experience on ad recommendations. Preliminary results have shown that transparency of algorithms may increase trust between people and the algorithms themselves, allowing for the adoption of more efficient recommendation services. Therefore, this study proposes adopting the algorithm experience as the essential solution for promoting the best user experience and greater advertising efficiency for advertisers. -
Gestural Interactions and Generative Environments in Immersive Performances
Diana Romero, Luís LeiteAbstractThis research focuses on the integration of gesturality and generative environments in immersive performances, employing an interdisciplinary approach. It postulates that interactive media in performance can be a medium for strengthening community engagement and fostering individual reflection on tolerance through ritual functions. A comprehensive literature review, which covers performance, immersion, interactivity, audiovisual (AV) aspects, generative systems, and semiotics, forms the backbone of this research. This review is also supported by case studies which demonstrate the successful integration of contemplative practices. The methodology adopted includes practice-based research encompassing literature reviews, recording, critical analysis, exploratory exercises, mental mapping, live performances, and qualitative inquiry. Furthermore, the research incorporates real-time generative visuals and soundscape manipulation, utilizing tools such as the Theremin, MIDI controllers, Blender, OSC protocol, and TouchDesigner (TD). These methods address challenges pertaining to synchronization, real-time processing, and gestural interaction. The objective is to highlight the interconnection between ritual and multimedia art, and to explore novel avenues for artistic expression through interactive and media elements that facilitate an immersive environment conducive to a contemplative practice. -
Deception in Video Games: Nine Game Design Patterns
Rita Malaquias, Pedro CardosoAbstractThis paper explores deception in video game design, extending beyond conventional gameplay, and interrelating gameplay mechanics, narrative, and player experience with the concepts of aesthetic friction and flow theory. Deceptive strategies and tactics in games engages players by challenging their expectations, altering game structures, and impacting their engagement. Due to their interactive and ludic nature, video games are greatly able to integrate an ample spectrum of deception in their designs. From early video games to the more recent, the design of deception evolved to continuously challenge the expectations of players. This paper identifies nine game design patterns for deception in video games (Mimic, Faux Finale, Crash & Burn, Single Twist, Double Twist, False Friend, Oblivious Finding, Blatant Lie, and Misleading Standards), providing insights into their application in game design, and not only for the less conventional practices. -
A/B Testing Protocol for Digital Educational Resources
Inês Reis, Eduardo Nunes, Rui RodriguesAbstractDigital Educational Resources can make full of the current capabilities of digital media to create engaging and highly interactive resources suitable for both classroom instruction and independent learning. Incorporating gamification and narratives can further enhance contextualization by providing direction, scenarios, stories, characters, and other playful elements that motivate students to engage positively with the learning process. A public central service has undertaken the challenge of developing such resources to enhance the quality of education across all basic education levels. However, currently, there are no best practices nor previous attempts at similar or approximate Digital Educational Resources and therefore the need for the creation of a simple and effective method of testing individual and comparative versions (A/B Testing) of user interface and user experience-related elements. Testing was conducted in nine classrooms over three school years within a single school, yielding positive results both in the elements assessed and in the viability of the testing procedure itself. The success of this approach suggests its potential for replication in other elements to be developed in the Digital Educational Resource. -
Design and Evaluation of a Training Interface for Workers Using Augmented Reality
Rosana Alexandre, Mariana Silva, Filipe Moreira, Pedro Lima, Beatriz Miranda, Duarte Fernandes, Maura Barbosa, Joaquim Silva, Ana ColimAbstractThe factory floor is experiencing growing automation, which requires thorough training for workers to adapt to these advancements. This paper presents a part of a research project focused on developing a training interface (TI) utilizing Augmented Reality (AR) for workers in the furniture manufacturing industry. The research adopts a human-centered approach, incorporating co-creation sessions with stakeholders and usability testing. The objective is to design an AR interface that aligns with user needs and preferences, thereby enhancing efficiency, user experience, and satisfaction. Preliminary usability tests involved twelve participants using a low-fidelity prototype and six participants using a mid-fidelity prototype. The findings suggest that a well-designed AR training interface, developed in collaboration with users, can enhance the training experience on the factory floor, making it more satisfactory and leading to better acceptance. Future work will focus on further refining the interface based on continuous user feedback and expanding the application to other industrial tasks. -
Engaging with Cultural Heritage
A Digital Communication Model for Mobile Apps with Augmented Reality-Enhanced Game, Narrative, and Creativity Cátia Silva, Nelson Zagalo, Mário VairinhosAbstractCultural heritage is a vital resource whose loss impoverishes global heritage. Cultural tourism, driven by the desire to learn and experience the culture of destinations, has become a powerful tool for preserving and transmitting cultural heritage. The integration of information and communication technologies within cultural tourism, particularly through mobile applications and augmented reality, offers innovative ways to engage tourists and enhance their experiences. Despite the potential of these technologies, research on how to maximize engagement in cultural tourism remains limited. This article proposes the Cultural Engagement Digital Model, aimed at supporting the design and development of engaging mobile applications for cultural tourism. The model comprises three engagement flows – game, narrative, and creativity – that can be enriched with augmented reality to foster a deep social and emotional engagement among tourists, strengthening their connection to the cultural sites. We theorise that when tourists actively participate in creating their own experiences, it not only makes each visit more unique but also deepens the bond between the tourist and the location. -
Promoting Sustainable Behaviours in Organizations: The IDEA System
Mónica Aresta, Pedro Beça, Diana Siso, Edgar QuinteroAbstractThe active role and direct involvement of citizens is essential for environmental sustainability and reducing the environmental footprint of communities and organisations. This paper introduces the IDEA (Integrated Display for Environmental Awareness) system is a digital tool designed to help users and organizations understand and reduce their environmental footprint while supporting community-wide sustainability. It features a mobile app for tracking consumption data and providing real-time feedback, which is aggregated with data from organizational sources and sensors and displayed on large screens. A pilot study involving 12 participants demonstrated that IDEA effectively increased environmental awareness and promoted sustainable behaviors. Feedback highlighted that while the system successfully engaged users and fostered competition through gamification, improvements were needed in user navigation, tracking transparency, and system feedback. Participants suggested incorporating more intuitive features, clearer tracking mechanisms, notifications, and additional visually engaging elements to enhance user experience. Recommendations for future enhancements include using imagery and accessible language to make the information more relatable, as well as providing clear progress summaries and dynamic content to maintain user engagement. These improvements aim to refine the IDEA system’s usability and effectiveness, further supporting sustainability efforts at both individual and organizational levels. -
A Study on the Characteristics and Elements of Experience Design Based on Husserl’s Phenomenology of Internal Time Consciousness
Yi DingAbstractThis paper explores universal principles of experience design from Husserl’s phenomenology. By examining literature on experience design and Husserl’s views on pure experience and internal time consciousness, it outlines the evolution of experience design. The research shows that focusing on experience in design means it is a subjective cognition formed through the intentionality of consciousness in the lifeworld. Despite its subjective nature, experience presents universal essence and characteristics according to internal time consciousness. This paper identifies the principles of experience design in this context—intentionality, variability, continuity, predictability, superposition, and wholeness—and its characteristics such as theme, narrativity, contextuality, and meaningfulness. It analyzes design elements, including three primary elements: first impressions, memories, expectations, and six sub-elements: sensory experiences, meaning, emotions, motivations, goals, and expected value. Ultimately, experience design under internal time consciousness is defined as a creative process that arranges events, environments, and interactions to guide and shape an individual’s continuous, complete, and meaningful experience through their internal sense of time. This research enriches the theoretical foundation of experience design at the level of phenomenological philosophy and offers valuable insights for designers, contributing to more effectively eliciting user experiences. -
Exploring Immersive Audiovisual Performance Through the Lens of Immersive Design
Anastasiia Karasynska, Luís LeiteAbstractThis master’s project explores the integration of live audiovisual performance and audiovisual design within immersive environments, drawing inspiration from the concept of transcendence. The study investigates the creative and technical capabilities of immersive spaces like CAVEs, VR, and IDEs. Practical tasks include creating an immersive experience based on research into immersive design and the specifics of the immersive environment, synchronizing audio and visual effects, exploring the technical aspects of its implementation in the immersive CAVE (cave automatic virtual environment), using TouchDesigner software as a main tool. Methodologically grounded in practice-based research, the project addresses challenges such as spatial composition to enhance participant immersion. Through a comprehensive review of contemporary practices, a detailed case study, and theoretical research and practical implementation insights, this paper contributes to advancing the discourse on immersive arts, illustrating the transformative potential of immersive design in contemporary artistic expression. -
User Experience Strategies to Share and Enrich Collective Memories About Cultural Heritage in a Digital Platform
Mariana Alves, Ana Velhinho, Pedro Almeida, Telmo SilvaAbstractThe R&D project Polariscope emerged from a collaboration between academia and a local historical archive. This initiative aims to create a digital platform that allows users to engage with cultural archives and events from various perspectives through collaborative storytelling assisted by Artificial Intelligence (AI) tools. The platform is designed as a digital community to gather contributions from both citizens and institutions to foster engaging digital experiences about meaningful cultural events and heritage archives that evoke collective memory. The paper presents the methodology and details of the User eXperience (UX) and User Interface (UI) design process iterated after the insights from focus groups with experts in archives, museology, cultural mediation, and community projects. The medium-fidelity prototype resulting from the gathered recommendations is under evaluation by users in a laboratory context. Afterwards, a new iteration and evaluation stage with field trials will occur during cultural events.
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- Titel
- Advances in Design and Digital Communication V
- Herausgegeben von
-
Nuno Martins
Daniel Brandão
- Copyright-Jahr
- 2025
- Verlag
- Springer Nature Switzerland
- Electronic ISBN
- 978-3-031-77566-6
- Print ISBN
- 978-3-031-77565-9
- DOI
- https://doi.org/10.1007/978-3-031-77566-6
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