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Perspectives on Design and Digital Communication V

Research, Innovations and Best Practices

  • 2025
  • Buch
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Über dieses Buch

Dieses Buch sammelt neue empirische Erkenntnisse, die Fortschritte in den Bereichen Digital- und Kommunikationsdesign, Web, Multimedia- und Motion-Design, Grafikdesign, Branding und verwandten Bereichen fördern. Es enthält Originalbeiträge maßgeblicher Autoren auf der Grundlage der besten Beiträge, die auf der 7. Internationalen Konferenz für digitales Design und Kommunikation Digicom 2023 präsentiert wurden, sowie einige eingeladene Kapitel, die von führenden internationalen Forschern verfasst wurden. Sie berichten über innovative Gestaltungsstrategien, die die Kommunikation in einer globalen, digitalen Welt unterstützen und gleichzeitig zentrale individuelle und gesellschaftliche Bedürfnisse berücksichtigen. Dieses Buch soll eine zeitnahe Momentaufnahme von Technologien, Trends und Herausforderungen im Bereich Design, Kommunikation und Branding bieten und eine Brücke zwischen Forschern und Fachleuten verschiedener Disziplinen wie Grafikdesign, digitale Kommunikation, Corporate, UI Design und UX Design schlagen.

Inhaltsverzeichnis

  1. Frontmatter

  2. Sustainable Design and Well-Being

    1. Frontmatter

    2. Seeding a Sustainable Mindset to Reduce Energy Consumption and Carbon Footprint Through Sustainable Digital Design Principles

      Sónia Rafael, Seyed Mohsen Mirmotahari
      Abstract
      To contribute to the reduction of energy consumption, carbon footprint, and the promotion of sustainable digital design principles, this article explores several key steps: education and awareness; integration of sustainability principles into the design process; utilization of sustainable technologies; collaborative work among designers, engineers, and environmentalists; assessment of the environmental impact of digital products and services; and advocacy for policies and regulations promoting sustainable digital design practices. Given the complexity of the process, our small contribution will focus on the first two topics. This study conducted a literature review and analysis of two paradigmatic case studies: the Sustainability Action Cards for digital designers, developed by the Design Group Italia, and the report from Atos, conducted by Greenspector, which measures digital energy consumption. Following this analysis, a survey was conducted with university students and junior digital designers to determine their knowledge and concern regarding digital sustainability, with the aim of seeding a sustainable mindset. However, it is important to note that this was a preliminary study.
    3. Digital Environment to Support Well-Being, Empowerment and Experience of Care

      Piera Losciale, Alessandra Scarcelli, Annalisa Di Roma
      Abstract
      Starting from the definition of the theoretical paradigm of reference of the city as care and the role of digital environment systems to support holistic wellbeing, the case of citizen wellbeing in relation to the territorial and social context is addressed here. The transdisciplinary research approach identifies and puts into practice methods and solutions that can improve the quality of life of citizens through the use of technological facilitators and the delocalisation of services. This paper, within the service design framework for social innovation, provides the state of the art, through case studies, to support the development of a digital platform. The research method involves the definition of criteria (sustainability, inclusion, memory) used as foundations for the mapping of places, services, projects and needs, the subject of the case studies analysed. In particular, the research focuses on the case of the Apulian territory.
    4. Developing a Smart Pill Dispenser to Support Aging Individuals

      Óscar T. Viana, Octávio Lima, Miguel Terroso, João L. Vilaça
      Abstract
      As a person ages, there is a tendency for the progressive degeneration of the body, which usually manifests as a loss of motor, cognitive and sensory abilities. This introduces new challenges to the independent accomplishment of previously routine tasks. Through the analysis of this issue, the authors identify that the adherence to complex medication regimes might pose a particularly difficult challenge for elderly patients, whose limitations can introduce the risk of ineffective treatments and health hazards by the wrongful taking of medicine. The solution proposed is the development of an automatic pill dispenser, designed to counteract the adverse effects of aging and enable the elderly to retain a degree of autonomy in their daily care, or support family and professional caretakers. This chapter will follow the projects’ development through the identification and analysis of the challenges faced by elderly individuals; a comparative study of the options currently available to support them in the identified issue; the proposal of a solution; and concluding with the construction of a preliminary prototype.
    5. Children and Youth Participation in Digital Environment: A Systematic Literature Review

      Conceição Costa, Sara Pereira, Daniel Brandão, Diana Pinto, Carolina Jardim
      Abstract
      In both online and offline environments, children and youth have the right to freedom of expression and participation. Research on children’s participation and voice in the media is expanding, although the objectives and the actual actions of their participation are less studied. In this study, using conceptualisations of children and youth media participation as social interaction, political and civic participation (Giddens, 2006; Carpentier, 2011, 2015; Dahlgren, 2013), a literature review (2017–2022), on children's participation in media and in society through media was conducted in the field of Communication Sciences. The “Communication Abstracts” database and the Prisma 2020 methodology were used to answer the following research questions: (a) What is the object of analysis and methodological approach in sources? (b) What are the goals of children mediated participation reported by studies? (c) What types of action are conducted by children in the media and in society through media? After the application of the eligibility criteria, 78 studies were included in the review. Overwall, the results suggest that social interaction followed by political participation were the main goals of children (mediated) participation in those studies. Belonging to a community seems to be the main motivation for children's content creation and sharing, followed by activism and social change. Identity building, prestige and recognition are more connected with children content creation, while political engagement actions rely more on sharing content. Only four sources mention participation in media organisations. Children use social media, particularly YouTube, and game platforms to participate with diverse levels of intensity. Formal education, and particularly civic and media education, have a relevant role in youth participatory actions in media.
    6. Exploring the Factors Affecting the Wayfinding Experience of Elderly Users in General Hospitals: A Multi-Criteria Decision-Making Perspective

      Jieqiong Fan, Albert Young Choi
      Abstract
      This study focuses on the wayfinding experiences of general elderly users in Tianjin Medical University General Hospital, aiming to identify and optimize the main factors affecting their wayfinding experiences. Initially, hypotheses were proposed and the importance of various factors influencing the elderly users’ wayfinding experiences was quantitatively evaluated by applying Multi-Criteria Decision-Making (MCDM) methods, particularly the Analytic Hierarchy Process (AHP). Subsequently, qualitative research methods, including field surveys, wayfinding tests, and interviews, were employed to collect data and verify the applicability and accuracy of the AHP theoretical assumptions in practical wayfinding experiences. The results revealed key factors affecting the wayfinding experiences of elderly users, such as the complexity of the building structure, the ease of use and comprehensibility of the signage system, and the environmental friendliness. Finally, based on these key factors, targeted improvement suggestions and design guidelines for the wayfinding system in Tianjin Medical University General Hospital were proposed.
  3. Visual and Cultural Identity

    1. Frontmatter

    2. The Relational Infrastructures of Knowledge: Inclusiveness and Innovation for Made in Italy

      Pietro Pantano, Patrizia Ranzo, Arrigo Bertacchini, Salvatore Carleo
      Abstract
      Made in Italy represents a branded manifestation of authenticity, encompassing key sectors such as design, fashion, agrifood products, and mechanical automation. These sectors collectively form the backbone of our nation’s production and embody the diverse natural and cultural heritage of Italy. This heritage is a valuable asset that requires strategic enhancement through integrated approaches, linking research, regional development, enterprises, and human capital. This chapter aims to explore how Italy’s design and creativity facilitate the translation of intangible qualities, such as cultural expressions and local specialties, into tangible products. The study underscores the role of design in offering innovative solutions by addressing emerging needs and values through collaborative methodologies. In response to contemporary challenges and geopolitical instability, there is a need for new social, production, and consumption models. European values provide a crucial framework not only for environmental and social advancement but also for establishing a secure European market aligned with common goals. The chapter adopts a literature review methodology to examine how inclusivity, collaboration, and intelligent digital infrastructures can enable companies to implement models that prioritize cohesion and access to research and innovation, rather than solely focusing on profit. Key findings reveal that embracing these values and infrastructures can significantly contribute to sustainable development and market stability. The study concludes with recommendations for leveraging Italy’s design expertise to foster innovative, inclusive, and sustainable economic growth.
    3. Macau Cultural Tapestry: Unravelling a City’s Visual Identity Through Its Patterns and Textures—Digital Archive and Mapping

      Filipa Martins de Abreu, Mamadú Seck, Francisco Vizeu Pinheiro, Gérald Estadieu
      Abstract
      Cities present different personalities influenced by their physical and cultural characteristics, which work together to shape their identity. In this research project, we investigate a city’s identity through its visual and tactile components, examining how they are indissolubly linked to the urban environment. To address the research objectives, we are mapping the city’s textures and patterns, placing them within a visual terminology and identity framework, allowing us to delve into the visual character and its relationship with the urban environment, as well as how these patterns influence people’s interactions and the significance of their impact. To preserve the city’s visual character, we are documenting and categorising textures and patterns that are being corroded and some lost by the urban growth and development and the passage of time. To ensure that this data is accessible to all, we are developing a digital archive/repository that will include a variety of photography types, videos, vectorised images, icons, swatch libraries, texture and pattern libraries, keywords, historical information, of the various infrastructures, and a physical artefacts library for our students, professors, and the local community to use. These textures and patterns may be used to create prototypes and designs for the city’s visual identity and cultural heritage. We seek to emphasise the significance of the city’s visual identity in the greater cultural context while also categorising and conserving it through digital archiving and producing visual elements.
    4. Flexible Visual Identity Systems in Cultural Institutions

      Maria Figueira, Daniel Raposo, João Brandão
      Abstract
      This article aims to contribute to knowledge about the characteristics of a Visual Identity System, including a design exploratory study for the Museu Marítimo de Ílhavo, Portugal. The study focuses on Flexible Visual Identity Systems in the context of cultural organisations, particularly museums. The methodology includes non-interventionist components such as a literature review, a descriptive case study, direct observation, interviews, and active research through an exploratory case in a design project. The results contribute to knowledge about the seven components of a visual identity system, the essential characteristics of a Visual Identity System, namely flexibility and coherence, as well as the design process of a flexible visual identity system for cultural organizations.
    5. Fondazione Italiana Tipoteca and Museo Bodoniano: The Spill-Over of Digitisation of Typographic Collections into the Museum’s Digital and Physical Realm

      Emanuela F. Bonini Lessing
      Abstract
      The paper focuses on the digitisation of typographic collections in two Italian museums: Tipoteca Italiana Fondazione, Museo Bodoniano. An earlier survey allowed us to understand the processes of acquisition of digital photographs, the organisation of documents in databases, and the availability of direct access to them by staff and external users in different Italian typographic museums. The research reported here brings a further dimension to the earlier survey by looking at the physical museum spaces from which digitisations originate, including the observation of relationships between real and virtual equipment and devices. It also examines whether the two museums can be considered hubs for the development of typographic culture, both in a virtual and in a real sense. It verifies whether documents, artefacts, together with people’s living knowledge and experience contribute to the realisation of a true ecology of knowledge. The methods adopted included a review of the answers from the previous survey, an interview with the designer responsible for the concept of the institutional websites, an analysis of the websites and a visit to both museum spaces.
    6. Beyond the Gaze: Decoding Behavioral Dynamics in Sans Serif Fonts Through Eye-Tracking Exploration

      Ana Rita Teixeira, Sónia Brito-Costa, Hugo de Almeida, Sílvia Espada, Fernanda Antunes
      Abstract
      Typefaces play a crucial role in shaping the reader’s response while the framework and emotional responses influence the readers’ engagement. Understanding these dynamics will help in creating text content that can increase the effectiveness of communication. This study aims to analyze the interaction between typography, emotional framework and reader engagement through eye-tracking measures in 27 participants with an average age of 18. By comparing affirmations and questions in three emotional categories (positive, negative, and neutral) and three fonts (Open, Quick, and Tenor), we explored how the choice of sources and emotional content influence patterns of revisiting and fixing. Using an eye tracking system (Gazepoint GP3HD), the data collection facilitated the examination of presentations with 18 expressions related to emotions, each infused with different emotional tones, and all participants read at their own pace, with sentences displayed randomly in font style for 3 s each. Significant differences in revisiting and fixing behaviors were found, with positive emotional signals triggering higher revisiting rates. The results also revealed the impact of sources on reading understanding, for affirmations with negative or neutral feelings. These results underline the importance of typography and emotional framework in communication design providing insights for creating more engaging text content.
  4. Design Methodologies and Innovation

    1. Frontmatter

    2. Design by Listening: How Do Children Draw Music? The First Stage of a Participatory Design Project

      Ines P. Antunes, Carlos Rosa, Flávio Almeida
      Abstract
      Formal musical notation is considered a ‘universal language’, known and played worldwide by everyone from basic learners to orchestra musicians. However, when it comes to teaching it to younger children, accessibility concerns arise, such as economic and socio-cultural background or the adaptability of the formal notation to children’s developmental characteristics. During the last century, artists, pedagogues, and composers have developed alternative notations, offering different paths to represent music visually. Considering both children’s development and previous data on children’s alternative notation, we will guide the reader through the first stage of a participatory design project with first-grade children. This project aims to create an alternative graphic system for musical literacy, demonstrating that Graphic Design and Participatory Design can be used to develop more democratic access to musical literacy. The first stage of the research involved asking children to imagine they were the first-ever inventors of musical notation, aiming to visually translate the nursery rhyme “Twinkle, Twinkle, Little Star”. From this activity, individual notations were created by the participants, resulting in five different groups: Linear/Wave Notations, Mixed Notations, Shape-Code Notations, Abstract Notations, and Pictographic Notations. By the end of this chapter, we will highlight how children draw music, the symbols or figures they choose to express the intentions behind the visual transcription of a melody, if there are matching features between children’s notations to be carefully analysed, and the connections between children’s and other exploratory notations.
    3. From Words to Icons. Advancements in Prompting Text-to-Image Models for Logo Design with Artificial Intelligence

      Carlos Sena Caires
      Abstract
      This paper presents an extensive review and empirical analysis of text-to-image models, focusing on their application in logo design and visual generation. Beginning with the seminal work by Goodfellow et al. on Generative Adversarial Networks in 2014, the paper traces the evolution of text-to-image technology through subsequent developments such as Generative Adversarial Text-to-Image Synthesis and Creative Adversarial Networks. The study explores the effectiveness of prompt engineering in guiding AI models towards desired outputs, showcasing the potential of prompt-based texting in enhancing creativity and generating logo visual content. Furthermore, the paper presents empirical research through a targeted questionnaire distributed to design and artistic communities. The questionnaire evaluates the effectiveness of AI-driven prompting text-to-image models in logo design, providing insights into the generated logos’ perception and quality. The findings underscore the potential of AI as a valuable tool in logo design while highlighting areas for further refinement and development.
    4. Design-Driven Branding: A Proposal for a Methodological Model for Strategic and Creative Brand Direction and Design of the Brand Visual Identity

      Daniel Raposo
      Abstract
      Over time, various methodological models have been proposed for Branding and/or Brand Visual Identity, sometimes confusing these concepts. On the other hand, there is still a lack of knowledge about key concepts, with authors entrenched in their areas of Management, Marketing, Communication or Design, without consulting the others. Using a mixed, non-interventionist methodology based on a literature review, some methodological models for Branding and/or Visual Brand Identity are broken down and compared. The findings result in a diagrammatic model defined in an exploratory approach resulting from active research, proposing methodologies and techniques, as well as a Design-driven branding action. The proposed model is characterised by being open (brand-world-market-people) and dynamic (as opposed to linear models), promoting co-design, testing and evaluation through design.
    5. Chandra-Padma: Design and Developing a Non-linear Narrative Base Augmented Reality (NNAR) Experience

      Sajini Lankadari, Buddhika Rodrigo
      Abstract
      The adoption of non-linear narrative techniques in storytelling has shown promise in enhancing the educational experience. With this in mind, the book “Chandra-Padma” was designed to cater to the non-linear storytelling experience for children (Lankadari & Rodrigo, 2024). In this context, Augmented Reality (AR) technology can enhance and enrich the traditional experience of reading a non-linear book. However, the dynamic nature of non-linear storytelling presents unique challenges in creating supportive AR applications. Moreover, designing and developing an AR application for children who have no prior experience with AR is also a challenge. Subsequently, the project suggests a model where a physical storyboard-based iterative process allows children to understand the AR concept and enjoy the non-linear story in the physical setting. This child participatory research approach emphasizes smooth transitions from a physical to a digital environment for a nonlinear narrative. After that, these data and insights that emerge during the test time are combined to develop an AR space to give a better storytelling experience for a non-linear story. The primary purpose is to find out the set of functionalities and features derived from this approach in order to build an NNAR (Non-linear Augmented Reality) application in the future. This continuous feedback loop and progressive learning make this model resilient and capable of evolving over time. A pilot test was carried out, particularly in the context of a group of Sri Lankan children (ages 7–14). The paper focuses on a participatory research methodology, involving children in the design and development process. Additionally, this approach provides valuable insights into children’s preferences and behaviors. In addition to augmenting the reading and learning experience, this study will also serve as a model for future designers to develop NNAR storytelling applications focusing on improving user experience with non-linear narratives.
    6. Alcântaras, o som é um sistema: Touch the Sound/Reach the Sound

      Ramusyo Brasil, Cesário Alves
      Abstract
      The region of Alcântara, Maranhão, Brazil, is a complex synthesis of a worldculture. Synthesis because it takes place in a microcosm, and complex because of the derivations and ramifications the clash of civilizations has generated as a culture. Reaching/touching a sound is an artistic, scientific and political effort by understanding sound as a world-system that connects everything, places sonic-visual thinking as a means of recognizing popular knowledge and a (trans)historical social critique of the (de)territorialization of Maranhão’s black and indigenous peoples. What results from our phenomenological observation, are photographic and cinematographic records, texts and sound recordings. What results from our methodological construction and interpretation is a film-essay conceived as a score to a live sound performance. On a theoretical level, we have used concepts and observations from sonic and musical studies (Johnson, 2023; Nancy, 2011; Chion, 2010; Jenny, 2001), as well as from visual studies and technical images (Flusser, 2014; Català, 2005; Arnheim, 1998). We started from audiovisual anthropology, bringing it into tension with a vivid dimension of practice as research (Henriques & D´Aquino, 2023), based on the experience of the researchers with sound and visual arts. The results give rise not only to a reflection on the path taken so far, as well as the future challenges in further research, to reverberate the struggle of quilombola people of Alcântara and sense how climate, territory and nature forge sonic culture, translating into language, politics and representation.
  5. Design Research and Applications

    1. Frontmatter

    2. Design Based Research as a Guide to Develop Didactical Strategies Using Podcasts

      Elton Rubens Vieira da Silva, Pedro Beça
      Abstract
      This chapter presents findings from a study exploring the use of Design-Based Research (DBR) in developing a pedagogical intervention using podcasts as an assessment tool to enhance student engagement levels. The research demonstrates the effectiveness of DBR planning in constructing the intervention in professional educational institutions. Through the investigation, the research objectives were addressed, emphasizing collaborative work, direct student interaction, and the application of diverse methods such as focus groups, interviews, questionnaires, document analysis, testing, and logbooks. The study contributes to expanding understanding of DBR and underscores the relevance of professional education, an area often overlooked in academic research. Practical implications suggest that other researchers can replicate the experience and explore new media in pedagogical interventions. However, study limitations, including time constraints and a primary focus on podcasts, may have constrained the potential for innovative findings. Future research is recommended to deepen DBR application in diverse educational contexts and focus on professional education to reduce dropout rates and increase student engagement, ultimately contributing to more effective and inclusive educational practices.
    3. Antecedents of Loyalty in Online Retail Stores in Customer Service

      Pedro Manuel do Espírito Santo, Patrícia Azinheira Cardoso, Alzira Maria Ascensão Marques
      Abstract
      Competition with retailers has intensified, leading organisations to look for new strategies to defend their reasonable improvement in products and services. The quality of customer service is seen as a crucial role for companies due to its impact on the link with consumers, making it important to analyze the factors that influence and the results of customer service quality. Thus, this investigation pointed to the customization of customer service and the advertising of customer service as factors that precede the quality of customer service. Satisfaction, trust and loyalty were identified as outcomes of customer service quality. The research, with a sample of 176 consumers from online electronics shops, used the PLS-PM (structural equations modeling) methodology to test the hypotheses. It was found that the customer service quality helps online satisfaction and online trust, leading to consumer loyalty to the online shop. In addition, it is recommended that brands personalize the service enabling to buyer first choice and invest in advertising the service.
    4. Stuck! Stalling in Computer Games

      Pedro Cardoso, Miguel Carvalhais
      Abstract
      Games are commonly designed to assist players in their progression, maintaining their attention and motivation until they achieve closure while presenting challenges that need to be overcome to progress. But not all games are designed with this in mind, and players do not always play to progress. When that happens, we call it stalling. In computer games, stalling is when players or the game system try to maintain a particular state, impeding player progression and the game from developing. This chapter explores stalling as an act of players and, alternatively, as an act of the game itself that can be designed or result from emergent behaviours. It presents a model composed of two axes—Player/Game and Transitory/Permanent—that generate four types of stalling: Squandering, Casting-off, Lingering, and Taunting. This model leads to the conclusion that stalling is a legitimate playing tactic and versatile strategy for the design of games.
    5. Analyzing How Metaphorical Design Enhances the Construction of Meaning Across the Four Orders of Design

      Xie Zeyuan, Jung Euitay
      Abstract
      Metaphor design originated from the fields of linguistics and cognition. The existing metaphor classification method fails to consider the combination of design elements from a holistic perspective and cannot be effectively applied to the context of design. This paper combines metaphor design with the four orders of design to establish a new paradigm of metaphor design structure and redefine the scope of each level of metaphor design. According to the four orders of design and the triple design theory of emotional design, metaphor design is divided into four quadrants: symbolic metaphor design, event metaphor design, behavioral metaphor design, and conceptual metaphor design, and the components of each quadrant are briefly described. Finally, TikTok is selected as a case study to analyze how metaphor design accurately conveys brand concepts and completes the emotional cycle with the audience. The research results prove the importance of considering the weight and coherence between multiple metaphors in the design process. This study adopts a combination of literature review and empirical analysis to explore how metaphor design constructs a reflective level in emotional design, thereby improving user experience and design quality, and providing more targeted guidance and iterative methods for design theory and design classification.
    6. Designing Cookbooks for a Phygital World: Recipes (from the Past and) for the Future

      Suzana Parreira
      Abstract
      Cookbooks involve personal, social, and cultural practices that created a large editorial mass market with food being recorded in several conventional publishing formats, alongside the channels and platforms used to circulate content. Together with handwritten cookbooks and print magazines, nowadays new branches powered by the internet also cover food tv channels, blogs, recipe platforms, podcasts and more recently food apps and subscription newsletters, not to mention the digital form of print cookbooks, the e-cookbook. This paper uses this overlapping territory (and the gap between print and digital) as motivation to analyse selected Portuguese cuisine cookbooks, taking the national food scene to discuss the cookbook phygital experience. Complementarity between physical and digital versions of products with different user experiences show an appetite for cookbooks with content made available on multiple media, in joint formats and on different platforms. The concept of phygital offers a specific approach to understand the cookbook market dynamics where the coexistence of different food-related mediascapes reveals a “pluriverse” that characterises the phygital cookbook experience in the present. The increase of interactive features and multimedia content which allow for extra personalization and customization provide a more engaging and immersive experience for the cookbook reader in the future.
Titel
Perspectives on Design and Digital Communication V
Herausgegeben von
Daniel Brandão
Nuno Martins
Emilia Duarte
Copyright-Jahr
2025
Electronic ISBN
978-3-031-76156-0
Print ISBN
978-3-031-76155-3
DOI
https://doi.org/10.1007/978-3-031-76156-0

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