Skip to main content
Top

2025 | Book

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

insite
SEARCH

About this book

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.

Table of Contents

Frontmatter

Digital and Interaction Design

Frontmatter
Exploring Student Perceptions: Analyzing Votes on Video Game Final Presentations in a Video Game Course

This 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.

André Carita, João Alves de Sousa
Stretching UX Creativity: Crafting a Dystopian-to-Micro-utopian Ideation Tool in the Digital Experience Theatre

The 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.

António Gorgel Pinto, Paula Reaes Pinto
Augmented Reality in Information Design

The 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.

Luciane Maria Fadel, António Coelho
Digitalisation of Maintenance Work in Cleanrooms: User Research Insights for Interaction Design

There 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.

Isabella Silva, Inês Silva, Ana Correia Barros
Exploring How the Intersection of Machine Learning with Variable Fonts Empowers UI/UX Designers to Create Intelligent and Personalized User Interfaces

With 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.

Kushtrim Hamzaj
The “Productification” of Humanity: How AX (Algorithm Experience) Can Influence Advertising Performance on YouTube

YouTube 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.

Alexandra Bacelar Barata, Andreia Pinto de Sousa
Gestural Interactions and Generative Environments in Immersive Performances

This 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.

Diana Romero, Luís Leite
Deception in Video Games: Nine Game Design Patterns

This 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.

Rita Malaquias, Pedro Cardoso
A/B Testing Protocol for Digital Educational Resources

Digital 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.

Inês Reis, Eduardo Nunes, Rui Rodrigues
Design and Evaluation of a Training Interface for Workers Using Augmented Reality

The 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.

Rosana Alexandre, Mariana Silva, Filipe Moreira, Pedro Lima, Beatriz Miranda, Duarte Fernandes, Maura Barbosa, Joaquim Silva, Ana Colim
Engaging with Cultural Heritage
A Digital Communication Model for Mobile Apps with Augmented Reality-Enhanced Game, Narrative, and Creativity

Cultural 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.

Cátia Silva, Nelson Zagalo, Mário Vairinhos
Promoting Sustainable Behaviours in Organizations: The IDEA System

The 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.

Mónica Aresta, Pedro Beça, Diana Siso, Edgar Quintero
A Study on the Characteristics and Elements of Experience Design Based on Husserl’s Phenomenology of Internal Time Consciousness

This 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.

Yi Ding
Exploring Immersive Audiovisual Performance Through the Lens of Immersive Design

This 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.

Anastasiia Karasynska, Luís Leite
User Experience Strategies to Share and Enrich Collective Memories About Cultural Heritage in a Digital Platform

The 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.

Mariana Alves, Ana Velhinho, Pedro Almeida, Telmo Silva

Society, Communication and Design

Frontmatter
Creativity in Advertising: A Bibliometric Analysis of the Web of Science, Between 1986–2023

An analysis of the articles published in the Web of Science between 1986 and 2023 is presented, seeking to serve researchers and professionals. The research design included a bibliometric analysis based on bibliographic coupling, a process complemented by thematic analysis to rethink the challenges and future of advertising research in an era emphasised by the rise of the creative industry, from politics to business, industry, services, education and culture. The study of the 235 identified articles, divided into seven distinct clusters, allowed us to identify areas, researchers and institutions that have generated more research and the themes most pursued by researchers. The results of the seven clusters identified show that it may be pertinent to investigate creativity in advertising through a new extension to the 3Ps framework. A new study perspective is proposed: artificial intelligence, due to its current preponderance and how it can condition and simultaneously be part of the solution to current social challenges.

Paulo Silva, Luísa Augusto
Reflexivity in Vlogging the Creative Process: An Action Research Project

This action research project investigates the reflective benefits of vlogging for fine art students in a bachelor’s program in the Philippines. While the notion surfaced during the height of the COVID-19 pandemic, the realization of the study became more explicit in the latter part of the global condition. Online arts learning impeded the material aspect of artmaking, which made the instruction difficult for both the students and the teacher. Amid the challenges posed by the physicality of art, the study explores how vlogging aids in understanding the creative process. Conducted over three weeks, the project involved students documenting and reflecting on their experiences, with evidence gathered through records, interviews, and focus group discussions. Vlogging not only acquainted students with their art journey but also enhanced productivity and fostered knowledge-sharing, encouraging fellow students to improve their work. The study provides valuable insights for educators and students alike, helping them prepare for future similar circumstances.

Francess Nicholeen P. Labrador, Nigel Power
Co-design Sessions at Revigrés: Workshop 3.0 Leveraging Prototyping Power for Design-Led Innovation

Workshop 3.0 held at Design Factory Aveiro, marked a focal milestone in the co-design journey towards sustainable design innovation for Revigrés. Participants engaged in dynamic prototyping activities, leveraging interdisciplinary collaboration to explore solutions for energy challenges. Through structured decision-making methodologies and hands-on prototyping, participants navigated the complexities of the design process, fostering creativity, collaboration, and problem-solving.The outcomes showcased a diverse range of solutions addressing challenges related to smart solutions and kinetic tiles, highlighting the importance of interdisciplinary collaboration and design principles.Prototyping emerged as a gateway to innovation, enabling participants to transform abstract ideas into tangible solutions and iterate rapidly to refine their concepts. The workshop underscored the significance of prototyping in testing assumptions, gathering feedback, and designing for the user, ultimately driving the development of impactful solutions tailored to end-user and company needs. The session also underscored the critical role of facilitators in guiding participants through the design process, fostering a culture of experimentation and collaboration. Integration of the results with previous studies allows to establish a parallelism between the facilitator role and the importance of design leadership, particularly through the role of the Chief Design Officer, in guiding organizational change and fostering a culture of innovation.By embracing prototyping, interdisciplinary collaboration, and design leadership, companies can unlock new opportunities for innovation and create meaningful impact in the marketplace, fostering organizational growth.

Gisela Pinheiro, Teresa Franqueira
Artificial Intelligence, Photography and Collaboration for Cultural Heritage Promotion and Preservation: State-of-the-Art Review

The expansion of photography has resulted in the production of an incalculable number of images of cultural goods. At the same time, the photographic production process itself has undergone numerous technical transformations since the 19th century. In the present era, photography is undergoing further expansion under the influence of digital culture and the Artificial Intelligence paradigm. This expansion is evidenced by studies that utilise photographic data obtained through collective collaboration or that aim to enhance accessibility for the promotion and preservation of cultural heritage. In order to identify the innovations and difficulties encountered in the field of Artificial Intelligence research related to cultural heritage and collaborative photography, this paper presents a literature review analysing articles published in the last four years in three scientific databases. The research primarily concerns studies that incorporate the involvement of the society in the interaction, production, and sharing of photographic images of cultural heritage. The analysis indicates that the informative potential of crowdsourced heritage images, sourced from social networks or integrated into collaborative environments, has been acknowledged. This potential has motivated the development of alternative methodological approaches that utilise artificial systems, such as those based on Convolutional Neural Networks. Conversely, the studies analysed indicate the necessity for adaptation of these Artificial Intelligence methods, as they still exhibit shortcomings. Some of these difficulties are related to the processing of the large volume, diversity and integrity of images from complex participatory sources in the information society.

Carmen Silva, Lídia Oliveira
General Hospital Wayfinding System Service Design Framework

Traditional general hospital wayfinding systems often fail to fully consider user experience, leading to unclear information transmission and increasing difficulties and anxiety for users’ wayfinding within hospital premises. This situation requires resolution through innovative service design methods. This study aims to propose a new theoretical framework—“the General Hospital Wayfinding System Service Design Framework”, designed to optimize the wayfinding systems of general hospitals and enhance the wayfinding efficiency and experience for the primary user groups (patients and visitors). Grounded in service design theory, this framework especially emphasizes the importance of user touchpoint interactions, ensuring that each touchpoint provides an intuitive and easily understandable navigation experience. Utilizing the Double Diamond model, this research extensively gathered user and environmental data during the discovery phase, and clearly defined design requirements and key touchpoint interactions during the definition phase. The development phase involved constructing the theoretical framework and validating its effectiveness through case studies. The solutions ultimately delivered significantly improved wayfinding efficiency and user satisfaction.

Jieqiong Fan, Euitay Jung
Accessible Design for Museums: A Systematic Review on Multisensory Experience Based on Digital Technology

In 2022, the International Council of Museums (ICOM) revised the definition of “museum,” emphasizing the significance of accessibility and inclusion in fostering museum diversity and sustainability. Sensory accessibility, however, still appears to be in its infancy compared to physical accessibility, and a growing body of research focuses on advancing the use of multisensory experiences to improve sensory accessibility in museums. This paper aims to summarize a systematic review of digital technology-based multisensory experiences in museum accessibility for the visually impaired or blind, comparing the impact of different combinations of digital technology and multisensory on the accessibility of cultural information. This paper analyzes 39 papers on the intersection of museum accessibility design, multisensory interactions, and digital technologies through a systematic literature review. The results of the review describe the types of technologies that can be introduced to improve museum accessibility and the impact of different sensory combinations on the cultural experience of the visually impaired. Through comparative analysis, we found that multisensory experiences can effectively improve the understanding of cultural artifacts for people with visual impairments, especially the importance of translating information between the visual, auditory, and tactile senses. Finally, the research gaps identified in this literature review suggest the need for future research on assessment systems for museum accessibility, as well as the development of a framework for sensory translation and a systematic approach to designing accessible artifacts.

Weihuan Hou, Dina Riccò
A Design for Social Change Framework: Improving the Educational Climate of Students with Depressive Symptomatology

The mental health of university students is increasingly in the spotlight, particularly after the Covid-19 pandemic. This phase of their lives coincides with the presence of specific psychiatric challenges, and depressive symptoms are particularly relevant in these students. This study aims to develop a design framework for social change that seeks to intervene in the educational climate of students with depressive symptoms. Integrating the social change model with design methodologies aims to lead to positive changes in the school environment for young people, involving the participation of the school community.

Marco Monteiro, Roberta Frontini, Tiago Mindrico, Cláudia Pernencar
The Techno-Aesthetics Used in Cinema for the Representation of Psychopathologies: Depression, Anxiety, Bipolar Disorder, and Schizophrenia

Cinema represents the human being in various life dynamics, employing a set of techniques that contribute to the final aesthetic of the narrative, hence the use of the term ‘techno-aesthetics.’ Traditionally, the portrayal of mental illnesses in cinema is considered stigmatizing, as it often depicts characters with mental disorders as ‘crazy.’ Therefore, there is a need to examine whether there has been any evolution in how cinema represents psychopathologies. The manner in which techno-aesthetics is used in representing mental illnesses is seen as the primary objective. To achieve this, a sample of films was selected according to a set of criteria and analyzed using a framework that gathers the techno-aesthetic aspects employed and how mental illness is portrayed. Thus, besides determining how depression, anxiety, bipolar disorder, and schizophrenia are represented in technical terms, it also becomes possible to ascertain whether this representation constitutes an advancement in scientific terms.

Lara Pereira, Lídia Oliveira
Understanding Museum Experience from the Perspectives of Embodied Cognition and Multisensory Design

This study aims to delve into the exploration of users’ direct experiences in museums from the perspectives of embodied cognition theory and multisensory design within the context of the experience economy. Embodied cognition challenges traditional cognitive theories by emphasizing the direct involvement of the body in cognition, while also highlighting the coupling effects among cognition, behavior, and the environment. Multisensory design predominantly focuses on head-based senses, overlooking the significance of bodily and trunk sensations. Employing bodily maps as research tools, the study conducted qualitative analysis and investigations on twelve visitors to the National Museum of Korea using autoethnography and sensory ethnography methods. By organizing focus groups and one-on-one interviews, participants’ bodily experiences were captured, and sensory perceptions were visually documented. The novelty of this study lies in utilizing bodily maps as a methodological tool derived from ethnographic design to capture users’ most direct bodily and perceptual experiences. The analysis revealed cross-modal sensory phenomena among visitors and underscored the crucial role of touch in information processing and cognition. It is hoped that through this research, museum professionals will pay greater attention to multisensory design, mutual support and coordination among different senses, and environmental information design in future exhibition planning and design processes.

Xie Zeyuan, Jung Euitay
Design Innovation in the Circular Economy: Moving from Single-Use to Reusable Food Packaging Systems

Single-use plastic packaging has become a highly relevant topic worldwide, posing a challenge to the world's largest Fast-Moving Consumer Goods companies, given the negative perception of consumers about plastics and their environmental and health impacts. Also, the recent focus of EU-wide legislation and strategies towards more sustainable and circular solutions has increased the pressure on these companies. One of the strategies outlined is that, by 2030, all Single-use packaging placed on the European market is reusable or recyclable, driving design for re-use and recyclability of packaging. The reuse strategy is gaining a significant boost in the packaging world, evidenced by the commitments, research, creation of startups and pilot tests launched over recent years. This interest stems from the growing recognition that Reusable Packaging has the potential to generate environmental benefits, being considered one of the most environmentally friendly options. This paper aims to identify design opportunities to develop an innovative and efficient reusable food packaging system that incorporates the principles of the Circular Economy, analysing the macroeconomic environment, identifying and analysing existing reuse solutions, and understanding consumers’ needs and desires. Key requirements include convenient, safe, and durable packaging, effective reduction in ecological footprint, efficient cleaning systems, consumer-friendly infrastructure, and population density to sustain the business. It is also crucial that the packaging aligns with the food's characteristics, as both are interdependent. The study provides insights for designers and the industry eager to create new business opportunities related to innovative and effective reusable food packaging systems.

Sílvia Soares, Francisco Duarte
Expanded Puppets: New Forms of Manipulation with Digital Media and 3d Printing

Puppets are considered one of humanity's most traditional forms of expression, but at the same time, they are innovative forms that are renewed or reinvented. This project aims to give traditional puppets some autonomy and explore new forms of manipulation using digital media and 3D printing, addressing the question of how the implementation of interactive technologies can contribute to the puppets’ illusion of life without compromising its essence. Although the introduction of technologies such as light, sound and video projection have been widely adopted in puppetry, the performing objects themselves - marionettes - remain largely faithful to traditional materials and methods such as wood and mechanical mechanisms. The exploration of physical computing, sensors, digital media, and digital control devices in puppets has been limited, which is a promising area for investigation. Through an in-depth study of puppet manipulation techniques and analysis of relevant projects and authors, the aspects to be innovated in puppets and the requirements for a practical project to be developed were identified. This practical project focuses on developing interactive systems for a company puppet show, using a specific case study methodology and technologies such as 3D printing and interactive digital media. The objective is to expand traditional puppetry, creating new dimensions in puppetry through the incorporation of interactive digital technologies, promoting theoretical reflection and the dissemination of techniques and results achieved.

Luísa Rodrigues, Luís Leite, Marcelo Lafontana
Designing a Communication App for Privacy: A Scenario-Based and Participatory Approach

Users who share their personal information through peer-to-peer digital interactions are exposed to privacy threats driven by an opaque surveillance culture fueled by the commodification of people’s data. Building upon ethical foundations of privacy for service design, which we outlined in previous steps of our research, we designed a prototype for a privacy-enhancing instant messaging app, LEGOS. In this paper, we discuss the outcome of a workshop where we tested the privacy features of the app with a group of real users through scenario-based and participatory design research methods. The results presented in the paper are based on our observation of the workshop participants, their preferred privacy settings in simulated, scenario-based interactions, and their direct feedback. Based on our previous research and experience with scenario-based and participatory workshops, we discuss the strengths and limitations of approaches that combine both methods to understand how users interact and how they choose their adequate level of informational privacy protection in peer-to-peer interactions. The empirical exercise reveals that LEGOS’ standard chat privacy settings may be effective in protecting people’s information and that users, however, are prone to change those settings when they trust the information recipient or when they judge the data shared by the sender valuable to them.

Davide Maria Parrilli, Abiodun Afolayan Ogunyemi, Merja Lina M. Bauters, Rodrigo Hernández-Ramírez
Curating Connections - Visual Mapping in Project Development

This article explores the Persona Method through Visual Clues and Socio-Economic Scenarios Interference (PMVC+), a novel approach used in a higher education learning setting, on a Design of Interfaces I course. Though a descriptive case study methodology, the study demonstrates how PMVC+ enhances student learning in the early stages of design projects. PMVC+ builds upon existing persona development methods by incorporating visual clues and socio-economic scenarios. Students develop a deeper understanding of consumers by combining real-world situations (like socio-economic trends) with details about fictional characters (like their jobs and hobbies). This information can help them see how people might be affected by contexts. To guide the design process, PMVC+ promotes a “discovery map.” This map can be used as a roadmap, helping students gather information cohesively and organized. The PMVC+ offers several benefits for student designers through implicit reasoning; students learn to consider how external variables (like economic trends) can impact the lives of their personas. The PMVC+ allows consumer focus and encourages a strong focus on the needs and behaviors of real-world consumers. This article concludes that scenario fluidity emphasizes understanding how consumer behavior adapts to changing scenarios. The PMVC+ created a more engaging way to develop personas through immersive mapping, leading to well-reasoned product opportunities. While PMVC+ allowed for some creativity in the persona's setting, it encourages students to consider the complexities of real-world scenarios. This approach fostered more realistic and impactful design thinking from the beginning stages of a project.

José Gago, Ema Silva
Unpacking Consumer Adoption: Understanding Design Drivers and Barriers of Adopting Reusable Packaging Systems in the Food Retail Sector

Growing sustainability concerns regarding single-use packaging and packaging waste are driving significant packaging innovations. Among these innovations is the emergence of reusable packaging systems (RPS) as a potential sustainable alternative. This research provides a comprehensive analysis of RPS and the reasons behind their limited widespread adoption among consumers, considering factors influencing their acceptance and rejection. This study scoured the Scopus and Google Scholar databases for articles published between 2017 and 2023, utilizing specific keywords related to RPS, barriers, and drivers. Articles primarily focusing on RPS were meticulously selected for analysis, with additional inclusion of relevant manuscripts referenced within these selected articles. Findings reveal a complex landscape where environmental consciousness, perceptions of product quality, and sustainability concerns emerge as primary drivers, while convenience issues, initial investment costs, and food safety perceptions pose significant barriers. The study underscores the importance of addressing these factors to promote widespread RPS adoption, facilitating a transition to more sustainable packaging practices in food retail.

Cristina Oliveira, Sílvia Soares, Sérgio Tavares
Designing for Social Impact: Preventing Childhood Obesity with Higher Education Students

The present study aims to share a pedagogical practice implemented at Lusófona University – Centro Universitário do Porto, in 2021. This practice is multidisciplinary and involves undergraduate students from Physical Education and Sports, Communication Design and Video Games. The main outcome is a comic magazine, named Yes. The magazine promotes healthy habits regarding dietary and physical activity as strategies to prevent childhood obesity. The research team surveyed children in Porto schools to determine their preferences for visual language and so, children’s choices are being used to guide the research team and design students in future editions using the Design Thinking methodology. The article is divided into four main parts: Introduction, conceptual framework, methodology, and final results. This pedagogical practice has proven to be relevant for many reasons: (i) It brings together students from different educational backgrounds fostering collaboration and diverse perspectives; (ii) It promotes healthy lifestyles through creative methods; (iii) It encompasses children's preferences to ensure a final product in line with the target audience; (iv) It promote the integration of students in research activities; (iv) It prepares students for professional life after graduation; (v) It is an opportunity for students to work on a real-life project and see their work recognized, published, and used by the community as a valuable resource for children, educators, and physicians. Thus, this pedagogical practice demonstrates the relevance of multidisciplinary collaboration, user-centered design, and innovative pedagogical approach in addressing complex societal challenges.

Carla Cadete, Andreia Pinto de Sousa, Inês Aleixo, João Alves de Sousa, Lucimere Bohn
Exploring Packaging-Free Consumption Patterns in the Portuguese Population: A Questionnaire-Based Study. Insights for Design and Innovation

This research explores Portuguese consumer behavior in the consumption of non-prepacked foods, in a context of growing environmental concerns and the negative impacts of plastic pollution and greenhouse gas emissions associated with single-use plastic packaging. As the global food system faces scrutiny for its contribution to environmental degradation, packaging-free retail emerges as a promising solution to mitigate packaging waste and promote sustainable consumption practices. However, despite its potential benefits, barriers such as unfamiliarity, inconvenient shopping experiences and logistical challenges prevent widespread adoption. To this extent, this study aimed to evaluate the state of change in relation to the purchase of non-prepacked foods in the Portuguese population, as well as the underlying preferences that drive their consumption. 514 individuals (393 females and 121 males, and 1 participant who preferred not to disclose their gender) aged between 18–65 years old participated in this study. The subjects completed a translated and adapted version of the “States of Change” questionnaire.Analysis of the results revealed that a significant proportion of individuals already consume non-prepacked food, as a lifestyle choice, presenting a clear opportunity for the development of innovative solutions tailored to this market segment. However, barriers persist, highlighting the need for targeted interventions to encourage sustainable consumption behaviors, particularly among younger people and individuals resistant to change. This study seeks to contribute to the alignment of design and innovation strategies with the needs of consumers in this market segment.

Gabriela Garcia, Sílvia Soares, Sérgio Tavares
Front-of-Pack Labelling: A Review of Existing Design Approaches

Currently, front-of-pack nutrition labels are being increasingly explored due to their pivotal role in addressing the challenges posed by the prevalence of processed and genetically modified foods and consumer misunderstanding of conventional food labels. A literature review was conducted to examine the impact of Front-of-Pack Labels on promoting healthier food choices and enhancing consumer understanding. Additionally, each front-of-pack labelling model was distinguished and analysed, discerning the most relevant design characteristics for guiding consumers. The review included peer-reviewed journal articles and conference papers, published in English, extracted from Scopus and Google Scholar databases. Reports from Governmental entity websites such as the European Commission, were also included. The following keywords were used: “Front-of-Pack Nutrition Labelling” “FOPL,” “Farm to Fork,” “Consumer Perception” and “Food Label”. The search was conducted from April 1, 2024, to May 2, 2024 and preference was given to the most relevant and recent articles, or those that had been cited more frequently. The results suggest that front-of-pack nutrition labels implementation has the potential to influence food choices positively. Labels utilizing color-coded systems and summary indicators are preferred by consumers and are associated with better comprehension of nutritional information. Conversely, labels focusing on specific nutritional details tend to be less effective. Models like the Nutri-Score and Health Star Rating demonstrate the potential to guide consumers toward healthier choices. Design plays a crucial role in the efficacy of front-of-pack nutrition labels and is an essential area for labelling improvement.

Adriana Saraiva, Sílvia Soares, Sérgio Tavares
Focus Group Insights into Student Experiences and Real-Time Data Visualization Expectations to Enhance Campus Life

This study investigates the potential benefits of a smartphone application designed to enhance student experiences at IADE, Universidade Europeia (Portugal) by providing real-time information on campus space occupancy, availability, and indoor environmental quality. Focus group sessions with 33 s-year BSc Design students highlighted issues like overcrowded areas, insufficient dedicated study spaces, and unclear classroom usage policies. Students primarily use campus facilities for studying and collaborating, and they appreciated the proposed app’s features, including real-time data on occupancy and indoor environmental quality, which would improve their search for suitable study environments. Suggested additional features included desk and equipment reservation systems, integration of lab and studio waiting lists, and event notifications. While the app is expected to positively impact students who already use campus facilities, it may not attract those who prefer studying off-campus. Although the study provided useful insights, it is important to consider that it is limited by the lack of sample diversity: all participants were enrolled in the same course and year, and the nature of the course may also induce a bias. Pre-existing dynamics between participants also may have affected the length and depth of discourse during the sessions. Further research should include a broader sample of both students and faculty.

Mafalda Morgado, Hande Ayanoglu, Edirlei Soares de Lima
Fruit and Vegetables Storage to Reduce Food Waste:Design Prospects for New Solutions

The pressing issues of climate change, food security, global health, and economic development have elevated the topic of food waste to a prominent position on political agendas worldwide. This research aims to address the gap in existing literature by addressing fruit and vegetable storage systems for domestic use, focusing on solutions that can effectively reduce food waste. The study seek to identify the main characteristics and efficacy of these systems while also exploring opportunities for design innovation. The methodology involves a literature review, patent research, and market trends to identify the innovations in this field. The research categorized the findings into two main sections: traditional solutions and technological solutions. Traditional solutions include methods such as evaporative cooling, ethylene absorbers, storage by type of foods, and food visibility systems, while technological solutions encompass sensorized and smart systems. Each solution was analysed based on predefined criteria, revealing insights into their effectiveness and potential for further development. By providing a detailed analysis of available options, this research aims to inform designers and companies interested in developing innovative and effective storage systems.

Fabiana Silva, Sílvia Soares, Sérgio Tavares
Creative Crossroads: A Bibliometric Analysis of Subcultures, Arts, and Countercultures in Shaping Emerging Sociocultural Trends

This study delves into the intricate interplay among the notions of “subculture,” “arts,” and “counterculture” via a comprehensive bibliometric analysis. The focus is to elucidate the dynamics of the artistic realm and its influence on the emergence of sociocultural trends. Through the analysis, the research uncovers the nuanced connections and complexities inherent in these concepts. The findings underscore the dynamic nature of the research domain, unveiling a set of influences and interdependencies that underscore the pivotal role of art in shaping identities and catalysing social movements, within the broader context of mainstream society. The influential publications and bibliographic coupling networks elucidate established research domains and document the ongoing dynamics interconnecting the themes. Moreover, the co-word analysis delineates prospective avenues for research within the sphere of arts and subcultures that encompass the examination of symbiotic relationships between art and politics. Central to the investigation is the assertion that “subculture,” “arts,” and “counterculture” are deeply intertwined, comprising an intricate socio-cultural fabric. Art expresses and shapes the identities of subcultures, challenging dominant norms through counterculture and promoting social changes. The synthesis of these concepts highlights the transformative power of creativity in propelling cultural change and innovation, epitomizing an emerging and influential mindset warranting thorough examination within the purview of trend studies.

William Afonso Cantú, Sandrina Milhano
Creative Process Journey and the Use of Artificial Intelligence Tools – How Are Design Students Evaluating This Practice Through Peer Review?

Technological advances, particularly in the field of Artificial Intelligence, have raised thoughts about the possibility of applications in the field of education and research, while also highlighting concerns about the consequences of its misuse. Integrated into the pedagogical project “Future Skills” from Polytechnic of Leiria, two professors and a master’s degree student decided to explore the use of Artificial Intelligence during a “Discovery” phase in the creative process of a Design project development. As such, micro and macro goals were stablished into this pedagogical project. The analyzed sample included second-year students from the bachelor’s program in Graphic Design and Multimedia from the Graphics, Motion and Interfaces discipline, taught in a co-teaching format. This article presents a summary of all process and some results about the last project stage, where the Design Thinking methodology and the Project Based Learning model were applied in project development followed by two strategies, expert review, and peer review.

Cláudia Pernencar, Rúben D. Santos, Gonçalo Barros, Elga Ferreira
Somatic Indicators on the Visceral, Behavioral and Reflective Dimensions of Emotional Design

Building on the work carried out in the context of both the master’s thesis and the EUGLOH Tromsø Idea Camp 2024, this paper proposes to explore somatic relationships that could help to develop a grammar of practical applicability that specifies which properties pertain to each the three dimensions of Emotional Design presented by Donald Norman. Thus, a proto-ontology affecting some of these factors is presented. The validity of this proposal was methodologically tested mainly through the use of Cultural Probes, along with other methodological tools, which were used to collect emotionally relevant artifacts owned by the participants. This data was submitted through both Content Analysis and Artifact Analysis in order to determine which properties of the artifacts made them meaningful to the users. Different preliminary data related to the three dimensions of Emotional Design emerged: in the first visceral dimension, elements of a perceptual-sensory nature; in the behavioral dimension, some preliminary factors relating to the prevalence of both feedback and image schemas stood out; lastly, the reflective aspect proved to be the one where the most properties were determined, mainly related to symbolic properties.

Tiago Alves, Bruno Giesteira
News Content in the Digital Environment: Characteristics and Communication Strategies

The current media landscape is marked by the growing use of digital platforms, strongly promoted by the presence of mobile devices in everyday routines. This phenomenon influences news consumption, particularly among younger generations, who are characterized by different needs, trends, behaviors and consumption patterns.The data presented was collected through the application of an analysis grid, built to identify the characteristics that are currently most present in the news content shared in the digital environment by leading Portuguese and international newspapers.This study takes place in a context where news consumption is becoming increasingly digital and personalized. By recognizing these changes, leveraging the potential of social platforms and tailoring their content to the characteristics of each one, news media will be able to strengthen their connection with the public, ensuring their influence in a constantly evolving media landscape.

Bruna Aleixo, Oksana Tymoshchuk, Maria João Antunes
Sustainability and Design for the Preservation of Natural Heritage: A Tree Memorial

A project focused on the development of a line of outdoor furniture for the courtyard of the main building of a Portuguese higher education institution (HEI). Despite its private designation, the courtyard is often used as a public meeting place during lunch breaks, events, and receptions. It is an essential area for socialization and relaxation within the academic environment, contributing significantly to the quality of life of the university community. The courtyard is also home to a large North American sycamore tree, whose uncontrolled growth had created several infrastructural problems, and after its removal, the tree’s wood, known for its aesthetic qualities and durability, was repurposed into outdoor furniture. This approach aligns with sustainable practices by reducing the need for new resources and preserving the memory of the tree. The project uses design thinking methodology to develop furniture that meets the needs of students, staff, and visitors while enhancing the courtyard environment. The primary objectives are to create comfortable, practical, and aesthetically pleasing furniture that integrates harmoniously with the courtyard environment and preserves the memory of the original tree, including sustainability, circular economy, heritage preservation, improved environment, and aesthetic and functional design.

Ana Filomena Curralo, Inês Pimenta, António Curado
From Marks to Lines of War: A Collaborative Process to Raise Student Awareness

The article presents a case study on how international collaborative practices can raise awareness among students about topics as serious as the war. Inserted in a BIP – Blended Intensive Programme, Erasmus+, between universities in Spain, Poland and Portugal, which took place in the academic year 2022–2023, the project presented started with design teaching, the collaborative process and sharing of individual contributions with the aim of developing a collaborative project that could raise awareness among students and the academic community. The process of constructing a collaborative artists’ book is a reference for its characteristics, such as authorial expression, collective reflection, collaborative interdisciplinary knowledge, which relate to the experience of students from different countries. The development of an installation open to the community, also resulting from the BIP, allowed increasing student consciousness, educational impact, connecting individuals and different cultures, producing a collective voice seeking peace for society, while opening space for reflection and dialogue for future projects.

Joana Perry Saes, Mariana Simões de Castro, Maria Luísa Costa, Lorena Cuenca
Leading the Path in Gender Inclusive Fashion: Gucci, a Case Study

Gender identity is a social and cultural construct widely associated with the fashion system. It represents how a person feels, regardless of sex or sexuality, and can be a combination of sensations easily expressed through the tools that fashion provides. In the past few years, these concepts have been evolving within post-modern societies, accompanying zeitgeist phenomena and breaking paradigms of inclusivity and representativity. Fashion brands are at the forefront of this gender (r)evolution and can be beacons of change, just by adjusting their business model and strategies. Product design, merchandising, retail, social media; just a few of the ways that fashion brands can innovate towards a more diverse industry. Gucci is one of those brands, paving the way and leading by doing. In this case study, we analyze several parameters to determine and gather the tools that Gucci is using to promote a more inclusive vision of fashion and its products. Through literature review, in depth research of relevant articles and reports, and a SWOT analysis, we want to trace an inclusivity and fluidity profile to determine whether, or not, a playbook can be the answer for brands to integrate practices and tools that guarantee a successful recognition of the full spectrum of gender identities known today.

Eduarda Loureiro
The Work of the Designer-Craftsman Through Social Media

This article focuses on the analysis of the role played by the designer, from the articulation, in a historical and social way, of the changes that have occurred in this context. The profession arises in the 1st Industrial Revolution, however, the serialized manufacturing by the capitalist model, resulted in several problems. The production system before was artisanal, which has structurally sustainable characteristics. By removing the worker from the idea of the final product, the position of the operator is created, and with it emerge social problems related to poor working conditions and rural exodus, which resulted in the overcrowding of urban centers and social inequality. Simultaneously, the industrial production mode destabilized local cultures, caused the loss of ancestral knowledge, and harmed the environment. In the current century, movements of collective awareness and activism have emerged, a process described by Albino (2017) as the “new Enlightenment”. In this research two of these movements are addressed, the Slow Movement (Honoré, 2004) and Crafitivism (Fitzpatrick, 2018), which propose a rescue of craftsmanship with the aim of denouncing and placating the consequences of industrial consumption. The critical analysis aims to understand the changes that have corroborated the performance of the designer, permeating the entire production chain and rescuing the contribution of the human hand. The contemporary designer-maker finds, in the advertising decentralization provided by the internet, a new way of presenting his work, where the exchange of information and the transparency of production are made possible in an interactive way, using online social platforms.

Luísa Silva
Hearing Heritage: Conveying and Preserving Cultural Expressions

This study evaluates the involvement of 14 adults aged 51–78 in a co-design session aimed at safeguarding Madeiran cultural expressions using technology. Participants collaborated in groups to develop preservation strategies following an introductory session on cultural heritage. The session concluded with a presentation and collective discussion of these ideas. Audio transcriptions and a questionnaire capturing participants’ experiences and opinions, were used for thematic analysis. This research explores the interplay between culture, communication, and society, offering insights into the perception of cultural expressions over time through the theme “How adults and older adults prefer to convey cultural expressions”. Although the preferred method of transmission between participants is oral communication, it is possible to combine this same medium to promote cultural heritage through technology. Additionally, the findings inform inclusion policies and cultural programs, highlighting the role of technology and adults and older adults in fostering community and preserving cultural heritage.

Mariana Fernandes, Pedro Campos, Vanessa Cesário
Media Literacy as a Path to Emancipate the Youth in Online Environments – A Systematic Literature Review

Nowadays, young people are strongly present on social media, it is on these platforms that they communicate with their peers, consume entertainment content, and choose social media as a means of their news consumption. However, it is important to note that just because young people are avid users of social media does not necessarily mean that they automatically have the skills and abilities to deal with the underload of content, information, misinformation and echo chambers present in the digital sphere. This systematic literature review analyzes 24 articles extracted, using the PRISMA method, from an initial result of 413 search results by coding keywords in the scientific databases Scopus, Web of Science and B-on. The analysis of the review is based on highlighting the main subthemes studied concerning media literacy and youth in the last five years, through a synthesis of the contributions and literature review and discussion, which enables future research avenues to be identified.

Catarina Feio, Lídia Oliveira
Understanding How to Combat and Prevent Online Aggression: Contributions from Semi-structured Interviews

Online aggressions have been extensively reported worldwide and widely recognized as causing significant harm, as they entail immeasurable negative repercussions for those involved. While there have been several attempts to curb cyber-aggressions, the efforts in this area have not been sufficient, and more effective strategies are needed to reduce cyber-aggressions. The aim of this paper is to present the results of eight semi-structured interviews conducted as part of a doctoral thesis on online aggression. The interviews were analyzed using NVivo, employing thematic analysis across study categories. In this context, strategies for preventing and addressing online aggression in Portuguese higher education are possible to be delineated. Among the findings are bolstering support networks at universities, providing training to enhance online safety behavior, and implementing strategies to address the causes for cyber-aggression, and mitigate the impacts of involvement in aggressive situations. Further solutions to cope with the cyber-aggressions are presented also by the students. Studies like this are essential for aiding in the prevention and mitigation of cyber-aggressions, a global issue prevalent not only in Portugal but worldwide.

Eliza Oliveira, Lídia Oliveira, Vania Baldi
The Current State of Research on Image Schemas and Their Application in Design: A Scientometric Analysis Using CiteSpace

Cognitive science has become one of the fields most closely integrated with design in recent years. Image schemas, important concepts in cognitive science, are used to explain and understand certain patterns and structures in human thinking. This article aims to analyze the current research status of image schemas through scientometric analysis and to review the literature to understand their application in the field of design, providing a reference for further research into their feasibility in design. The research method involves a scientometric analysis of 921 academic publications related to image schemas from the Web of Science database, covering the period from 1996 to 2023. Utilizing ‘CiteSpace,’ co-occurrence networks are identified and visualized, and cluster analysis of primary research categories and timelines is conducted to describe the knowledge landscape. Additionally, a literature review on the application of image schemas in the design field is further conducted. The results indicate that the number of papers related to image schemas is rapidly increasing and that image schemas hold significant potential for development in the design domain. The connection between image schemas and the design field primarily focuses on conceptual metaphor, memory, representation, and other aspects, with notable advantages in visual, experiential, and interactive domains. In conclusion, research related to image schemas in the design field is gradually progressing, and its significance in promoting human-centered design development is noteworthy, warranting broader and deeper research efforts.

Xin Wang, Euitay Jung
Learning Evaluation, Learning Technologies, and Learning Organizations: What Does Open Access Research Tell Us?

The exploratory study, presented in this text, aims at mapping open access research on learning evaluation, learning technologies, and learning organizations. Thus, the research problem emerges as follows: how has knowledge evolved about these themes in academic settings? For this purpose, the documents of the RCAAP (Scientific Repository of Open Access of Portugal) corresponding to those descriptors were considered, between 2018 and 2022, i.e., within a 5-year period; once selected, such documents, in a total of 25, constituted the corpus of analysis. The documents were analyzed through a multimodal meta-analytical strategy, inspired by the MAECC®, the Meta-model of Analysis and Exploration of Scientific Knowledge®. Our results evidence the networks that are woven in the academia on learning evaluation, learning technologies, and learning organizations, approaching its contributions to creating learning organizations through digital transformation. In short, our study provides insights to the knowledge on these topics, which, due to their complexity and density, should be deepened.

Teresa Margarida Loureiro Cardoso
Data Visualisation for Food: Mapping the Territory

What we eat and how we eat has been communicated over time through different forms, strategies and objects, creating a diverse field with cultural, social and economic roots. Visualisation is recognised as a tool that facilitates understanding in complex, abstract and invisible contexts, involving a dedicated research and practice domain. How can data visualisation improve the understanding of food-related data? This paper’s purpose is to analyse and explore Data Visualisation for Food through selected projects that provide diverse reading experiences and different outcomes in the communicated message, combined into an analysis model, which considers multiple contributions and authors in order to expose how visualisations are developed taking into account the nature and organisation of the information and the communication goals. The model is tested with three case studies: The Rhythm of Food, (2016); Data Cuisine, (2012); and El Sabor de la Data (2022). The case studies analysis enlight the selection and information organisation methodology which depends on, and is conditioned, by the data associated with the project, just as the visualisation’s purpose controls the type of experience that is provided to the reader. The reading message’s experiences, the methodology for organising information, the data typology and visual encoding are essential to determine the visualisation’s nature in food-related projects.

Matilde Dias, Pedro Duarte de Almeida, Suzana Parreira
The Effects of Avatar Design on E-Learning: A Review

With the increase in e-learning platform usage and the accessibility of character-creation tools, this paper reviews the literature on the intersection of avatars, e-learning, and identification effects. Following a thorough search across three selected index databases, the authors present and categorize thirteen papers to address research questions concerning the manifestation of identification effects in e-learning and avatars’ effectiveness. Additionally, it seeks to understand the tools, methodologies, and research practices essential for comprehending and advancing research on this multidisciplinary topic. The literature reveals that students are susceptible to identification effects on e-learning platforms. Furthermore, the literature showed a student preference for engaging with positive and attractive pedagogical agents and indicates that knowledge acquisition is best when a pedagogical agent exhibits natural, human-like movements. The review also highlights that tools like the Nintendo Mii character creator and some artificial intelligence tools are valuable in researching pedagogical agents.

Jelena Kerac, Gala Golubović, Neda Milić Keresteš, Tamara Ilić
The Role of Prototyping in Participatory Design Projects

This article explores the significance of prototyping methodologies in participatory design projects, with a focus on the European Fund research project SMOTIES. This project involves a consortium of 10 partners who developed tools to establish a shared methodology for co-designing with local community groups. The primary goal is to help small, remote areas preserve their heritage, culture, and identity, fostering pride and motivating these communities to envision sustainable futures. The importance of prototyping in participatory design is based on understanding the evolving socio-economic landscape and the need for innovative solutions. Prototyping is not just a phase in the design process; it is a strategic endeavor for risk mitigation and a catalyst for sustainable social change. Within this framework, the article presents three different Prototyping Studios with specific tools that helped researchers in three different locations and contexts to develop and implement the wishes of their local communities.

Susana Gonzaga
Development of a Wearable Haptic Feedback Device for Upper Limb Prostheses: System Requirements, Product Architecture and Exploratory Validation

This study is part of a broader research project focused on integrating haptic feedback in prosthetic devices, achieved through acquiring myoelectric signals and providing sensory feedback. Previous research underscores the critical nature of the adaptation period to a prosthesis, with a significant number of users discontinuing use due to adaptation challenges. The implementation of haptic feedback systems has the potential to alleviate these difficulties and provide additional psychosocial benefits. The primary objectives of this study are to define system requirements, identify user needs, and establish product specifications, leading to the development of a robust system architecture. Exploratory usability tests were conducted to evaluate the feasibility of specific product requirements. The insights gained from these evaluations will inform future research and guide the development of improved prosthetic devices. Furthermore, this study addresses the research question: How does product design contribute to the development of haptic feedback wearable medical devices for upper-limb prostheses?

Ana Rita Freitas, Demétrio Matos
Polysemic Lexicon: Exploring the Different Meanings of the Term ‘Craft’

This paper suggests a semantic revision for craft-related terms to promote understanding among students, professionals, and researchers. The article addresses the issue of the polysemic nature of the terminologies surrounding crafts, such as skill, workmanship, craftsmanship and artisanal, as well as the different meanings of the word ‘craft’. The terminological ambiguity is also found in the research’s local context, Northern Portugal, and its native language. Given the practical implications of the findings and the challenges facing vernacular crafts, the paper aims to establish a taxonomy that can serve as a common ground for cooperation between academia, practitioners and public institutions. The methodology involved a comprehensive collection of terminology from the literature review, semi-structured interviews with active designers, experts/researchers, and craftspeople, and a systematic data analysis. The interview statements were recorded to compare how they understand and use craft-related terminology. This analysis was interwoven with the literature review, clarifying the local context of the research, its boundaries, actors, and associated assumptions. As a result, we present five categories corresponding to five dimensions of ‘craft’: craft as an artefact, craft as a skill, craft as an activity, craft as a process and craft as knowledge. Furthermore, the paper relates the taxonomy to specific terms in the Portuguese language.

Diana Vieira-da-Silva, Heitor Alvelos, Nuno Valentim, Júlio Dolbeth

Graphic Design and Branding

Frontmatter
Competitor Map for Analysis of Brand Marks and Logo Design. Determining the Common Characteristics of Competing Logos to a Better Positioning and Differentiation of Brand Marks

This paper is a case report, presenting a method to dissect brand marks (logotypes and/or symbols) and Visual Identity Systems to inform the logo design process.The proposed method of competitors’ map allows to scrutinize features and to identify existing common characteristics among sets of competing brand marks, improving decision making during the design phase, namely, the better paths to ensure graphic and semantic positioning and differentiation.This proposal of competitors’ map of brand marks and Visual Identity results from a research process conducted thought a mixed methodology, comprising non-interventionist components, such as literature review, dissection of existing methods and direct observation, followed by exploratory active research grounded on project design.Regarding results, we present a methodology and techniques to dissect brand marks and Visual Identity Systems, including strategies for analysing visual data and drawing conclusions about common denominators. This proposal of competitors’ map of brand marks was validated by professionals in professional projects and with students in academic work.

Daniel Raposo
Evaluation of Food Labeling Regarding the Assignment of Trust Judgments by Allergic Consumers

Despite EU Regulation No. 1169/2011 dictating clearer rules for the declaration of the 14 most common food allergens, consumers with food allergies still face difficulties in interpreting food labeling. This article aims to increase knowledge about the assignment of trust judgments by applying a visual analysis tool to a sample of 195 food items for sale in Portugal. The results indicate the existence of detrimental factors for creating trust judgments in the dimensions of information consistency and credibility, particularly in mandatory information.

Ivo Fonseca, Mário Vairinhos, Joana Quental, André Moreira
The Influence of Brand Crossover Design Characteristics on Consumer Behavior-Take the Case of Chinese Market

In today’s world, brand crossover is both an attitude toward life and the main carrier of modern culture. The phenomenon of brand crossover deserves in-depth exploration, especially how to implement brand crossover in a healthy and sustainable way. Therefore, the purpose of this study is to examine brand crossover practices using modern consumer behavior as an entry point to find out which aspects of brand crossover are most valued by consumers. The research model and hypotheses were formulated based on a comprehensive review of the relevant literature. Subsequently, a questionnaire survey was administered to a sample of Chinese consumers, from which a total of 364 questionnaires were collected. Following screening, 300 valid responses were selected for data analysis. The collected data underwent SPSS analysis to investigate the causal relationship between the three independent variables (conceptual integration, innovation, and holistic) and a singular dependent variable, consumer purchasing behavior.The research methodology used in this study includes a literature analysis and a series of questionnaires to analyze and investigate the three main characteristics of brand crossover: integration, innovation, and holistic. The results of this analysis indicate that both integration and innovation in brand crossover designs have a positive impact on Chinese consumers’ purchasing behavior, while holistic does not have a significant impact. Therefore, to increase consumer purchases, it is paramount to prioritize integration and innovation in brand crossover design. This approach enables crossover brands to more effectively increase purchases through effective design.

Wang Chun
The Use of Fun and Humour in the Visual Identity of Korean Fried Chicken Brands: Strategies Based on Emotional Design Theory

With the development of the times and the improvement of people's quality of life, various catering industry brands have emerged. Nowadays, catering brands have shifted from physiological requirements to spiritual requirements. The visual image of catering brands has also undergone changes. Consumers are no longer satisfied with their dietary needs, but are paying more attention to the fun and humor of visual image design for catering brands. This change makes the visual image of catering industry brands more differentiated and diversified. This study focuses on the visual image of the well-known Korean chicken brand Nene Chicken, and proposes a new fun brand design scheme and fun brand strategy. Based on the theory of emotional design, this study analyzed the competitive advantages of Korean fried chicken brands and identified their competitive disadvantages, opportunities, and threats through literature research, case analysis, questionnaire survey, and SWOT analysis. Find and organize methods to add interesting visual expressions in the design of catering brands, and specifically propose a fun visual expression plan for the fried chicken brand. The final conclusion is that in brand design, bright colors, interesting patterns, and unique interactive experiences in brand products have practical significance in increasing consumer attention and brand loyalty, as well as enhancing the differentiated competitiveness and brand influence of fried chicken brands. This provides important reference value for other catering brands in formulating differentiated brand strategies.

Yi Sheng
Examining the Influence of Redesign on Brand Image: A Comparative Analysis of Logo Designs Across Seven Major Sports Brands

In the dynamic realm of sports branding, a brand's personality serves as a trusted companion, shaping perceptions and fostering connections with consumers. Rebranding emerges as a pivotal strategy for sports brands, offering avenues for evolution, revitalization, and repositioning within a landscape marked by shifting market dynamics and evolving consumer preferences. This study employs a meticulous comparative analysis method to delve into the nuanced impact of redesign on brand image, focusing specifically on the logos of seven iconic sports brands: Nike, Adidas, PUMA, Under Armour, Reebok, Mizuno, and Umbro. Through an in-depth examination of their developmental trajectories, design motifs, and implications for brand image, this research aims to illuminate the multifaceted repercussions of redesign efforts within the fiercely competitive domain of sports branding. By scrutinizing the characteristics of the redesigned logos and their strategic implications, this analysis provides actionable insights for practitioners seeking to navigate the complexities of brand identity in an interconnected global marketplace. Furthermore, it underscores the evolving nature of brand perception and the strategic imperatives driving rebranding initiatives in the sports industry.

ManMan Zhao, Euitay Jung
Fostering Creativity in Design Education

The article emphasizes the critical importance of creativity within design education, recognizing the need to effectively integrate theoretical concepts with practical application. It aims to address the following question: How can educators actively cultivate creativity among students, particularly within the realm of design? Employing exploratory research methodologies, the article goes through the complexities of creativity within the design discipline, shedding light on its defining characteristics and developmental trajectory. Central to its findings is the recognition of the design process’s unique creative essence, with a particular emphasis on the key role played by visual imagery. Moreover, the article introduces and elucidates three supporting theories – Fun and Play, Failure, and Defamiliarization – which serve as principles for fostering creativity within design education. Furthermore, it proposes practical strategies derived from these theories, with the aim of facilitating creative growth not only within the confines of design education but also extending their applicability to broader contexts beyond the field.

Ana Jorge, Inês Lourenço, Manuela Maia
Reflection and Analysis for the Redesign of the Visual Identity of a Centenary Football Club – Gil Vicente FC Case

This study is part of a master’s thesis project, which aims to explore the process of renewing the visual identity of Gil Vicente Futebol Clube, a centenary institution. The project aims to balance modernization with tradition, ensuring alignment with the club’s reputation while maintaining a strong connection to fans and the city of Barcelos. This article presents the first phase of the study, which consisted of a literature review on branding and branding in football. The paper examines recent football club rebrandings to understand their strategies, outcomes, and implications for the evolution of sports visual identities, with a particular focus on how these rebrandings compare to the case study of Gil Vicente Futebol Clube. Methodologies are introduced, followed by a comparative analysis of selected projects. The findings highlight key insights into the evolution of graphic design language in football culture and the role of branding in sports visual identities. By identifying main conclusions and potential pitfalls, the study provides valuable information for future branding projects within the realm of football clubs.

Diogo Joao
Exploring the Relationship Between Customer Engagement and Price Sensitivity

This study investigated how customer engagement, such as social media interaction, reduces price sensitivity. It further explored the positive relationships between engagement, brand identity, brand equity, and customer loyalty. Correlation analyses revealed that higher engagement leads to lower price sensitivity and strengthens brand identity, brand equity, and customer loyalty. The findings suggest that managers can leverage customer engagement strategies to create a more resilient customer base, less sensitive to price competition, and with a stronger connection to the brand.

Sergio Dominique-Ferreira, Sara Cabanelas, Rui Braga, Andreia Ferreira
A Systematic Approach to the Conceptual Construction of Visual Identity Design

Branding is a complex process that involves many aspects, including the conception of the brand’s visual identity, the development of the visual language system and the implementation and management of all the means and media to ensure identification, differentiation and alignment with the brand’s DNA. The aim of this study is to analyze the concept behind Visual Identity Design, its development as a Visual Language System, as well as to indicate the principles that can define a conceptual construction model for the Brand represented by the Brand’s Visual Identity, in order to guarantee integrated and efficient brand management, ensuring continuity and direction. A systematic, non-interventionist methodology was adopted, with descriptive case studies of schemes and diagrams developed by various internationally renowned authors in the field. The results show that concern with brand management and the reformulation and combination of long-term changes to its identity, which in itself can alter the visual identity, is still uncommon as current practice.

Rogério Ribeiro, Daniel Raposo, Rita Almendra, João Neves
The Almanaque Magazine: A Brief Interpretative Study of the Covers

In an era when totalitarian regimes seem to be on the rise and in the year that marks the 50th anniversary of the 25 April 1974 revolution, which marked the end of the dictatorship in Portugal, it is essential to reflect on how people lived under the old regime from various points of view. In this way, it is appropriate to refer to the Almanaque magazine as a metaphorical and subversive graphic object in a period marked by censorship and the need to circumvent it. This periodical, with graphic direction by the renowned Portuguese designer Sebastião Rodrigues, had 18 issues, published between October 1959 and May 1961, and was assumed as ironic and critical. Our study carried out through a literature review, direct observation and analysis of magazine copies, seeks to characterise the work graphically and understand the graphic “metaphors” used. In this article, we focus on the covers (in a parallel study, we do the same for the inside).

Elisabete Rolo
Editorial Design for a Regional Newspaper: The “Vila Raiana” Project

This article is part of an academic investigation into Design as a catalyst for revitalising rural areas that proposes an innovative editorial design project for a regional newspaper, both in print and digital formats, for the village of Mourão in the interior of Portugal. The project’s mission is to fortify the bonds between residents and emigrants, infuse dynamism into the territory, alleviate the sense of disconnection, and deepen the relationship with the region’s rich heritage and culture. The research was conducted through literature review, observation of graphic objects, and interviews with experts in the field of newspaper editorial design. This comprehensive approach allowed for a detailed contextualisation of the region and existing editorial objects, a deep understanding of the significance of a regional newspaper in an inland municipality, and a thorough study of the graphic elements that constitute a newspaper. The findings from this research formed a robust foundation for developing the editorial design project for the newspaper, providing an in-depth understanding of the implications of such a project.

Maria João Nunes, Elisabete Rolo
Conceptual Correlation Between Graphic Design and Architecture: A Dynamic Visual Identity Proposal for Casa da Arquitectura

This study examines the relationship between graphic design and architecture, particularly focusing on the creation of a dynamic visual identity for Casa da Arquitectura, in Matosinhos, Portugal. It emphasizes the correlation between the processes of architecture and graphic design, highlighting the essential perspective needed for contextualizing visual identity within architectural projects. This research, part of a masters degree between the years of 2021 and 2023, delves into the specific expressions of visual groups, analyzing the decoding of symbols, the critical analysis and evaluation of solutions, and the proactive involvement in both the process and implementation stages. Furthermore, it underscores the importance of dialogue using a common language, references, and a shared understanding of the public, social, political, and cultural dimensions. This parallelism and intersection between architecture and graphic design are crucial for sustaining a comprehensive approach to visual identity in the architectural realm.The relationship between these scientific fields has been marked by parallels and competitions that have been marked throughout History. The pertinence for this study was to highlight, in the case study of Casa da Arquitectura, the common ground between graphic design and architecture. The achieved results, obtained through research process, visual analysis, manual mark making, experimentation with visual groups, and manipulation of contrasts and proportions show a deep intersection shared in the definition, process, tools, objectives. The methodology was project based, with a close contact with the client and its audience.

José Filipe Pereira, Pedro Serapicos, Rita Coelho

Audiovisual Design and Communication

Frontmatter
Interactive Media Arts and Sustainability: The Challenges of Human-Nature Connections

The relationship between art and nature has gained increased prominence over the past few decades, as the concept of sustainability has become more significant. Ultimately, in this equation, art seeks ways to rekindle the connection between human and nature, writing a utopia of happiness that depends on the balance between the human microcosm and the planetary macrocosm. We wonder if technological developments in art provide artists with more resources to facilitate this reconnection. From Van Gogh’s “Starry Night”, a two-dimensional painting, to “Starry Night” in an immersive exhibition, New Media Arts takes the viewer’s experience into a new dimension, virtual, augmented, three-dimensional, immersive. Are these resources more conducive to an aesthetic experience that helps reduce the fracture between human and nature? Throughout this article, after reflecting on the relationship between art, sustainability and new media, we will describe two installations developed with the aim of understanding the challenges facing media arts in the context of an artistic practice committed to environment preservation.

Sara Cruz, Célia Vieira, José Bidarra
Impact of Graphics on Broadcast News Design: Analysis of Viewers Attention and Cognitive Load

Television news services recurrently use various graphic elements to convey messages more effectively. This research explores the interaction between the graphic design of television news and the perception of viewers, focusing on visual information processing and cognitive load. Through a case study with a quantitative approach, three daily news programs of a Portuguese generalist TV station were analyzed by students (N = 52) from the University of Aveiro, Portugal, as target audience. This research was developed in two stages, using surveys and eye tracking tests. After defining the graphic identifiers, a descriptive analysis and statistical tests were executed. The results show an interest in graphic elements - Information Boards - in capturing attention during the transmission of news content. They show the existence of a greater cognitive load in the processing of this information when compared to the graphs at the bottom of the screen - Lower thirds. This research provided new evidence on the importance of newsrooms to optimize the layout of graphic elements, as well as the attentional and cognitive involvement of viewers in the consumption of television news content. It also contributes to the current knowledge on the layout of television news by demonstrating how the strategic positioning of graphic identifiers can affect the efficiency of visual communication, suggesting practical adjustments that can improve information retention and the viewer experience.

Carlos Queirós, Hélder Caixinha
Beyond Entertainment: Crisis-Themed Gaming and Its Educational Potential

Media literacy plays a pivotal role in equipping young people to react responsibly during crises, cultivating a critical viewpoint and attitude towards global incidents. In this light, game-based innovative learning strategies hold extensive potential to facilitate immersive educational experiences for youngsters, fostering cognitive skill development and literacy enhancement, thereby shaping the future of media literacy education. This study, fitting within the YO-MEDIA project, seeks to understand how game-based learning strategies can foster media literacy skills among youngsters. The project team examined games associated with health crises, politics, and wars in the Steam and MetaCritic databases to grasp the current situation in this area. Despite identifying thirteen thousand games revolving around these themes, the majority lack relevance to promoting critical thinking and media literacy. Upon thorough analysis, the team picked seven games aligning with the research goals. The benchmarking process was meticulously comprehensive, encompassing the analysis of various elements of these games, including themes, game reach, social media presence, game structure and design, and player experiences. The study’s results offer robust insight into the key elements for developing games that promote critical thinking and media literacy among young people. This research indicates that game-based learning strategies have the potential to significantly improve media literacy skills among young people. However, further research and development are required to create more games that align with educational goals and foster critical thinking and media literacy.

Laura Martins, Sara González, Oksana Tymoshchuk, Maria João Antunes, Liliana Costa, Frederico Proença, Ana Rita Salgueiro Paços, Nelson Zagalo
Sound Design for Cinematic Virtual Reality: A Survey

The two-dimensional silver screen and its relationship with the audience informed all the filmmaking conventions, including sound design in screen-based cinema. In 360-degree cinematic virtual reality (cine-VR), these two references no longer exist. The viewer is part of the virtual world and can decide where to look and interact with the cinematic world. This unique feature of cine-VR presents new possibilities and challenges. Hence, all filmmaking conventions, including sound design, require rethinking. Despite scholars’ growing interest in sound design for immersive experiences in cine-VR, the studies still need to be expanded. Understanding different users’ perspectives is necessary to develop the guidelines and framework of sound design for cine-VR. An online survey was conducted among film students, film professionals, and others with different experience levels in cine-VR. The survey aims to understand how those involved in filmmaking and viewers see the role of sound design in cine-VR and how it compares to traditional cinema. These perspectives can guide the ongoing development of immersive sound design language for the medium. The questionnaire included closed and open-ended questions to understand participants’ detailed responses. This work-in-progress paper analyzes the responses to close-ended questions only by the first 122 participants. The Key findings indicate that while sound design is considered equally important for both cine-VR and traditional cinema, it plays a more critical role in cine-VR for creating immersion, directing viewer attention, and crafting realistic spatial audio. We plan to do a detailed thematic analysis of open-ended questions and a comparative analysis of each group’s response in the future. As a relatively new format, perspectives from film practitioners and viewers can provide valuable insights into practical approaches and methods to sound design for cine-VR.

Hitesh Kumar Chaurasia, Manoj Majhi
Generative AI in the Co-creation of Abstract Images
Composing a Video Art Essay

This paper examines how generative Artificial Intelligence (AI) can contribute to the artistic production of abstract images for video art, with an emphasis on human-machine collaboration through natural language instructions. It starts by examining how artists incorporate AI into their practices, challenging traditional notions of authorship and leveraging the unpredictability of generative systems to benefit the creative process.The study employs the performative research paradigm, which is adaptive and encourages free exploration. This approach is reflected in the practical component, which involves iteration and experimentation – from prompt engineering to parameter optimization – to explore the models’ capabilities. The aim is to create abstract images for a video art essay in collaboration with the Stable Diffusion and Midjourney models, using instructions derived from terms that describe abstractionism and its relationship with moving images.The findings, presented also in the form of a video essay, reveal that, although generative AI plays an active role in establishing a visual foundation, creativity emerges from the human interaction with the systems, primarily through text-based instructions and decision-making regarding the produced images.

Marta Amorim, Bruno Mendes da Silva
“No Cutaways in the Video Game Story”: An Interview Study of the Implications of Cinematography in the Game Narrative

The narrative and use of cinematics in video games have a dominant role in establishing the player’s relationship with the game’s universe and characters, using, for example, the plot, theme, and dialogues. However, there is a gap regarding how the cinematographic principles developed for the film apply to an interactive medium such as video games. This gap is exacerbated when considering the implications that cinematography has about narrative. Based on qualitative and semi-structured interviews with 14 game developers, this paper aims to understand the use of cinematics and its procedures. The results highlight some of the recommendations to convey the game storyline, such as the process of working with the screenwriters, establishing the game pace and cinematics in the game macro design, the character’s relationships, and dialogues, and undertaking the language used in cinema, namely camerawork, composition, narrative, lighting, and character development.

Joana Dantas, Liliana Vale Costa, Nelson Zagalo
It’s a Trap! A Conceptual Model of Betrayal in Games

In multiplayer games, the other players often become additional features of gameplay, possibly being valuable allies or challenging obstacles. Relationships between players can be uncertain and, usually, degrade into enmity through deception and betrayal. However, depending on the game, the dynamics of relationships can vary greatly, just as the way in which they break into betrayal. Betrayal is typically viewed as a negative and anti-social interaction, but it is also capable of providing memorable experiences of gameplay. Indeed, many games not only allow betrayal but encourage it, and provide means for it to happen. In some cases, it is designed, and in others it manifests emergently and entirely a social phenomenon external to the game. This study analyses the different forms of betrayal in multiplayer games and how they manifest in gameplay and proposes a conceptual model of betrayal in multiplayer games, capable of describing its process and of analysing it formally. With the theoretical basis of this model, it is expected that it can aid in structuring betrayal mechanics and dynamics in game design.

Pedro Valério, Pedro Cardoso
The Relationship Between Colour and Sound in a Bachelor in Audiovisual and Multimedia

This article arises from a case study of the bachelor’s degree in Audiovisual and Multimedia at the Polytechnic Institute of Beja (IPBeja) carried out in 2024. The study revealed that colour theory is one of the most influential theories related to audiovisual and multimedia, but there is a perception that colour is strictly linked to the image. This result led to the need for a structured and well-founded connection between colour and sound, producing information that can address the identified perception. Therefore, this article aims to conduct a literature review on the theoretical principles of the relationship between colour and sound and relate it as one of the fundamental principles for a degree in audiovisual and multimedia. For this purpose, a review was carried out on the concept of audiovisual and multimedia, the literature on the mentioned fundamentals, and different ways of relating colour to sound and music. In summary, this research will allow a better understanding of the theory of colour concerning sound in the various curricular units of the bachelor’s degree in Audiovisual and Multimedia at IPBeja, and it can also serve other related research or similar courses.

Aldo Passarinho, Tiago Nunes, Rui Travasso, Teresa Barradas
Asymmetry Bricks: A Framework for the Design of Asymmetry in Games

Asymmetry is prevalent in modern games, enabling players to have varied experiences by playing the same game from different viewpoints or by taking on different roles. Nevertheless, both researchers and game designers typically focus only on the most pronounced examples of asymmetry, often overlooking subtler ways it can enhance gameplay diversity. This study introduces a comprehensive approach to understanding asymmetry. The “Asymmetry Bricks” framework is a conceptual tool for analysing asymmetry in games, examining how it manifests and the mechanisms through which it develops during play. Additionally, this framework serves as a design tool to assist designers in creating asymmetric gameplay mechanics. The study's findings aim to expand the discussion of asymmetry, providing scholars with a new perspective for analysis. The proposed terminology helps improve communication among game designers, players, and other agents, while the design tool encourages exploration of asymmetry in innovative and engaging ways.

Abel Neto, Pedro Cardoso, Miguel Carvalhais
Backmatter
Metadata
Title
Advances in Design and Digital Communication V
Editors
Nuno Martins
Daniel Brandão
Copyright Year
2025
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