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The present study results from a set of studies developed in the scope of the project and design methodologies. Through non-interventionist and interventionist methodologies with qualitative basis, a management model was developed to apply in research project in the communication design field. On this way, this study evidences the importance of using suitable methodologies, applying project management and design management concepts, and lastly demonstrates how Design Thinking and visual thinking methods can improve the outcomes of the projects when these disciplines were used together. This research has as main goals to clarify the research project management in communication design, to demonstrate the importance of an application related to a management model in a research project in a professional practice context, to contribute for scientific knowledge. The present study intends also to understand how the project management can help, whether reasoning the problem in a holistic view or within a specific framework.
The following article describes a creative strategy in the learning environment regarding Digital Design, specifically the development of visual exploration on emotional archetypes to a group of students of Master of Graphic Design of the School of Applied Arts of the Polytechnic Institute of Castelo Branco, Portugal in the academic year 2018/19. The research topic was introduced in the development of a communication project for the Agro-Food product, bee pollen. The article presents the introduction to the problem, hypothesis, objectives, strategy, results, and conclusion. The development of the visual exploration strategy included the theoretical framework of Wertime [8], and Woodside, Sood and Miller [9], Although the results point out the richness of the proposed strategy in communicating the importance of the emotional concept among students and the notion of structure in the communication, The authors assessed from the resulting experience, the complexity of communicating the possibilities of the use of archetypal images in the development of communication solutions.
Traffic signs are not globally standardized, and there are different signage systems all over the world. The system of traffic signaling in Portugal comes from the European System, ratified on 19th September 1949 in Geneva, which has slowly evolved, with occasional changes and often driven by international agreements. Currently the road signaling system is regulated by the Regulatory Decree No. 22-A/98 of October 1st, which approves the Traffic Signaling Regulation. For the present research it is vital to include, in the vertical signaling system to be placed on public roads, tourist-cultural signaling, which is intended to convey information about places, buildings or groups of buildings and other motifs of particular relevance (cultural, historical-heritage or landscape). Following a first case study, it was found that not all pictograms present in vertical signaling are perceptible and understandable. The level of simplification and development of pictograms for application in projects for vertical signaling is very disparate, some of them extremely simplified and easily perceptible and other require a higher level of interpretation by the user, due to sign complexity.
The present study results from a set of studies developed in the scope of project and design methodologies. Through non-interventionist and interventionist methodologies with qualitative basis, the methodologies of several research projects in communication design were analysed. In this way, this study evidences the importance of using suitable methodologies, applying project management and design management concepts, and lastly demonstrates how Design Thinking and visual thinking methods can improve the outcomes of the projects when all these disciplines are used together. This study has as main goals the development of methodologic synthesis models that help in the decision-making process, and to simplify the design process through the visual thinking and Design Thinking tools that allowed the designers to have a holistic perspective of each project. Besides this, it was expected that these synthesis models could be applied in other research projects in the communication design field.
Livro de Proceedings dos artigos curtos apresentados no 7º EIMAD – Encontro Internacional de Investigação em Música, Artes e Design, que decorreu entre os dias 14 e 16 de maio de 2020. Os artigos curtos estão escritos em português ou espanhol. O livro inclui unicamente os manuscritos escritos em português ou espanhol, aprovados num processo de revisão por pares duplamente cego, requisito de participação no EIMAD. Os capítulos do livro reportam a processos investigativos de natureza diversa, incluindo a explanação dos métodos, procedimentos e resultados de investigação nas áreas do design, música e áreas de interseção. Assim, o livro organiza-se capítulos organizados por três secções: – Design e Ensino do Design; – Música, Musicologia e Ensino de Música; – Áreas de Interseção.
The present article results from a research project, which, as the objective simplifying the research project management in communication design. This project intends to demonstrate the importance of an application of a research methodology in a professional practice context, to contribute to scientific knowledge, and at last understanding which forms the design methodology applied to research projects can help whether understanding the problem in a holistic view or with a respective solution.
The present article results of a research project, which as the main objective simplifying the research project management in communication design. This project intends to demonstrate the importance of an application of a research methodology in professional practice context, to contribute for scientific knowledge, and at last understanding which form the project management can help whether understanding the problem in a holistic view or with respective solution, contributing for communication design projects user centered, taking into account the ergonomics and human factors.
This study results of the application of the visual thinking methods through a non-interventionist methodology divided in two steps: exploratory interviews and exploratory descriptive diagrams. The research in this field has as main objectives to demonstrate that using visual thinking methods can help in a holistic comprehension of the methods and work processes of the projects, to simplify the complex information of each project and find key concepts common to all of the case studies. This research emerges because of the struggle in assess a detailed holistic perspective about the projects and his components, as the structure and organization of information during the project, since that the designer works in several projects at the same time. In this way, the study intends to evidence the importance that the organization of the information and his visual representation assumes in the development of the new knowledge, in the establishment of relations through the holistic view that visual thinking methods provides. Furthermore, this study demonstrate that visual thinking is fundamental to a better comprehension of the structure and organization of the design process, as well as powerful tool to achieve findings in design and project methodology fields.
Este estudio busca concienciar al profesorado, que desarrolla su labor docente en un contexto social y cultural desfavorecido, sobre las posibilidades que ofrece la construcción de un mapa visual de su entorno. A fin de establecer conexiones de una manera expresiva y colaborativa, se llevó a cabo un taller en una escuela de primaria con alumnado de quinto curso perteneciente al barrio Nou Llevant-Soledat Sud de Palma (Islas Baleares, España). A través del mapeo narrativo como técnica analítica, los y las escolares construyeron un nuevo lenguaje, una red (su red) analógica de información. La creación de mapas ha reforzado el mensaje de intersección y fomentado nuevos comportamientos. La aproximación de diferentes universos a través de dibujos llevados a cabo por el alumnado nos ha permitido la creación de narrativas y consecuentes mapas mentales. Los resultados informan sobre la importancia que tiene la representación cartografía como herramienta de aprendizaje y sensibilización educativa. Asimismo, permite un proceso creativo en un intento de aliviar la carga cognitiva de la realidad del barrio y hace de la información resultante un “filtrado” más amable.
Um livro com diversas perspetivas sobre projetos e processos de investigação nas áreas do design e da música. São 33 escritos por autores de diferentes países, que contribuem para uma perspectiva ampla nestes domínios.
Brand Mark is one of the most relevant visual identity elements for the differentiation and identification of a brand and often the most used sign in various media. Although the effectiveness of some contemporary brand visual identity systems does not depend heavily on an easily recognizable symbol and/or logotype, Brand marks still play a very relevant role in most cases, especially in small systems. Previous studies were dedicated to the definition of selection and design criteria, as well as to the identification of connotations and Brand marks typologies in specific markets. However, the need for a tool for analysis and evaluation of Brand Marks persists, detecting graphic sectorial codes and the characteristics that determine symbolic and graphic effectiveness, power of fascination and comprehension. This work takes Visual Identity as research field of study and Brand marks as the research topic. The investigative process deals with the Semantic and Syntactic analysis of its infrasign of Brand Marks, in its relationship with the brand image. Based on literature review and framework of other studies or previous proposals, our main results are the definition of design principles and the identification of components that integrate the Brand Competitors Map for analysis of visual identity systems and of Brand Marks in particular.
Currently, internet is the most wanted medium of communication and most used by people or entities. Unquestionably, it has transformed significantly consumer behaviour, namely in the access to information or in the way a product or service is purchased. In this context, the evaluation of the effectiveness of websites has increased over time, following the evolution of the concepts of Human Machine Interface, Usability and User Experience Design. In the context of the methods and processes of usability evaluation, different proposals have been developed, from direct observation, to interviews and questionnaires, among other techniques and tools. Thus, this article is based on a case study of descriptive type, based on the literature review concerning the models of evaluation of the quality of websites. The results of the article consist in the definition of a set of parameters to analyse the quality of the interface of websites and in the proposal of a checklist concerning content, aesthetics and navigation.
By exploring the concept of image curation, this article presents a proposal for the applicability of image curation in the development of Projects of Design, exploring the role of visual curation as a contribution to the development of interfaces between academia and business. Due to the amount of data present in digital culture, content curation is an increasingly important activity in project development. In higher-education design formation, image curation allows safeguarding the project literacy on the one hand, through the definition and clarification of an organization of visual elements and defining a basis for dialogue on the projective possibilities. The proposed strategy for visual curation offers the possibility of being applied as a basis of dialogue with external stakeholders. Moreover, thus, in a context of learning in design, enabling another bridge between the Academy and the corporate fabric.
This article results from the analysis of results of the Ordo Christi Project - Artistic Heritage of the Order of Christ between Zêzere and Tejo rivers (15th and 16th centuries), developed by the Polytechnic Institute of Castelo Branco and other organizations in Portugal. This document focuses on integrated communication and the theme of information design. The investigative process starts from the case study of the Ordo Christi Project, namely the analysis of the supports and means of communication developed, applying a interventionist research methodology, qualitative basis. The project aimed to promote knowledge and contribute to make historiographic information clearer and more accessible to society, seeking its applicability for tourism and educational purposes. For the pursuit of the proposed objectives, it was found in communication and information design the strategic tools for divulgation of the results and the developed routes, expressed through multiple means of information, dissemination and promotion.
This article aims to propose a strategy for narrative development, for photo/ image sharing social tools. By generating scenarios for product assessment through comparing consumption narratives as a contribution to the creation of new communication strategies. Developing as hypothesis that the development of narratives from a brand and its consequent comparison with consumers feedback, allows a more reliable way to generate inputs for the development of more effective communication strategies. The article follows an exploratory study methodology intended “to develop pertinent hypotheses and propositions for further inquiry. The article draws on a qualitative proposal of a method to apply in narratives of consumption. The results of the proposed strategy open avenues for narratives developments, where the consumers contribution receive expansion values from the brands strategy, returning value to first consumer feedbacks. The implications of this study are the creation of a paradigm of curatorship as authorship. The research limitations/ implications address the speculative scope of the proposed strategy and the need for more empirical work in the subject.
This paper aims to present a paradigm regarding the circular economy (CE) concept's communication, referring to the difficulty presented by the type of reflexivity involved in the circular economy process. We conduct an exploratory study methodology intended “to develop pertinent hypotheses and propositions for further inquiry, a study developed in the context of the project, Program INTERREG V-A Spain-Portugal (POCTEP) 2014–2020, REiNOVA_SI (Re-industrialization of the agri-food sector - Sustainability and Innovation) is a transnational cooperation project between Portugal and Spain which aims to promote the use of circular economy practices in agri-food micro-enterprises and SMEs. The paper draws the hypothesis, in Design thinking context, that gamification can induce a reflexivity thinking on CE, specifically on Agrofood entrepreneurs in the Portuguese context. Reflexivity could empower the connection between the company and its local context and stakeholders dissuading the drivers for abroad markets positioning.
The interaction between Art and Branding has occurred in various contexts, for reputation purposes, through all communication media, for the purposes of persuasion, promotion, symbolism or secondary associations, impacting on social and cognitive levels. The scope of this article is to correlate Branding Art and Art Infusion with the spirit of the place, concretely to present a conceptual model which correlates artistic activities developed in a neighborhood with Branding Art and Art Infusion concepts taking into account the reinforcement of the current place brand strategy. The article is based on the literature review and in explanatory Case Study, using results from the project “Re-Habitar el Barrio: Procesos de Transformación y Empoderamiento entre Universidad-Escuela-Sociedad a través de Prácticas Artísticas”. The use of the schemes makes possible to visualize and share abstract concepts and value data in a participatory group way, detecting the best ways to facilitate communication and mediate interaction between people and territory. The results consist of defining a brand argument and defining its conceptual model, making use of the schematics as a way of visualizing abstract concepts.
The greater influx of tourists to certain territories raised the need to inform, guide and communicate basic messages, with a universal language, expressed through various analog and digital supports. This proliferation of means has led to a profusion of guidance and public information systems, some of which are regulated (such as the traffic signs system, signaling of routes and paths or the signaling of protected areas) and other unregulated systems (such as the signaling of religious, equestrian, municipal, historical, heritage and cultural routes, etc.). This article is the result of an ongoing research project, which aims to systematize tourist signage in Portugal, in order to satisfy and induce the potential or real demand for guidance, direction and information of tourists, in a clear and precise way, in addition to transmitting a unique and homogeneous image of the tourist product. Its scope will provide a clear reference framework, which facilitates the implementation of a normalized system by the organizations responsible for the standardization and implementation of tourist signage in Portugal.
The purpose of the article is to study how the brand’s visual identity contributes to the understanding, accessibility and enjoyment of information, adapting the message to different cultures and profiles of people, users or target audiences. Identity promotes sustainability and respect for people’s quality of life. The methodology used is mixed, including a non-interventionist phase consisting in the study of competing brands, audience map and persona method and an interventionist component through project-grounded design research, which includes participatory methods such as co-design and Design thinking. The results are a visual identity of the mountain olive oils brand that acts simultaneously as an interface of representation of the collective, the individual and the region (internal audiences), fulfilling the expectations and needs of the target public and other stakeholders. Design principles and good practices are also defined to ensure that visual identity continues to function as a cultural interface of the territory in a sustainable logic and not just business requirements.
The purpose of this paper aims to describe the implementation of a Design Diagnosis practice within the scope of an International project under the acronym – REINOVA (Reindustrialization, entrepreneurship, and innovation in traditional productive sectors) was a project conducted by an international consortium composed by Portuguese and Spanish Institutions. The research presented is based on specific implementation of a strategy for the development of solutions within the scope of Design from the ESART partner within the REINOVA methodology. The discussion sessions that included the display of visual boards to the micro-entrepreneurs summarized the results of the image diagnosis and positively influenced the consumption context of some of the products previously idealized, namely the target audience, as well as the doses and form of presentation/communication of the product. The incentive programs for micro-companies must consider the volume of information that entrepreneurs need to address regularly, avoiding entropy in communication with small organizations.
The purchase of cars is increasingly influenced by digital. For this reason, car brands have increasingly focused on digital communication strategies in order to capture public interest in their products. This bet on digital is not only in the sale of new cars, but also in the sale of semi-new and used cars. Aware of this new market trend, Lexus Portugal has ordered the present study, which has as main objective the design of a promotion and sales online platform for seminew and used cars of this brand. This online platform is not intended to be only a website for the dissemination of the available fleet of cars for sale. It also intends to offer its user a pleasant environment; and, as the user browses the website, he will hopefully be effectively informed about the main attributes of Lexus cars, namely their high reliability. This paper focuses mainly on the first phase of this research project, where a comparative analysis was developed on the online platforms of the main competing Lexus brands.
This research aimed to study and develop an advertising video to promote the placement of an ambarscience didactic toy in the Primary School classroom context, as complement to the teaching process, as this is something, according to our study, unprecedented in this type of toys. We aimed to understand the relevance of using nonlinear narrative structure in this type of videos and how the used of flashback and flashforward narrative devices would help in enlightening the learning potential of the toy. For Albino (Albino 2013) babies since birth are highly predisposed to learn and their brain naturally absorbs all the information of new life, this is not optional, it is a human condition. According to the same author, since children are born they are constantly absorbing information and learning, it is up to adults to promote their learning and the development of many of their abilities. Didactic and educational toys are a good support in this training, helping them to develop all their skills in the development of imagination, memory, concentration and visual perception. In this paper, after an introduction to the contextual and theoretical framework, we briefly present the empirical methodology adopted in the practical project, which involved all the fieldwork developed in the toys company, the enquiries for selecting the product to study and promote, the different video creative and production stages; and the test and analyzes of reactions to the video prototype.