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Software RISCO

01
31 May 08

ABSTRACT: This paper describes the set of constraints that were at the basis of interface design and programming of the RISCO software, designed to assist the vectorial drawing of Castelo Branco Embroidery. The processes used in the development of RISCO software (software for embroiderers), to be effective, took into account the environmental (human and material) aspects to replicate in a digital application. To do so, it was important to observe the data and behaviors in order to offer positive changes resulting from the use of the new work tool.   KEYWORDS: RISCO software; Interface (...)

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José Miguel Gago da Silva | Fernando Sérgio Barbosa |


In the Mirror of Others

01
31 May 08

ABSTRACT: This case study introduced here is the result of two art and design groups working together, namely from Castelo Branco (Portugal) and Weimar (Germany). These groups came together to conduct joint research and produce a body of work, which was presented jointly in an exhibition.   KEYWORDS: Mirror; Identity; Exchange; Bauhaus-Weimar University; Escola Superior de Artes Aplicadas do Instituto Politécnico de Castelo Branco. (...)

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Karl Schawelka |


Design e comunicazione delle pratiche sociali tra cinema, televisione e Web

02
25 Nov 08

ABSTRACT: In the history of communication through the movement-image, language and rhetoric of knowledge sharing have a common thread, a cross connotation to reference technologies. It is a communication that gives form and translates the knowledge and know-how, which brings pragmatic and informative instances, which portrays the daily practices and emphatically declares the aesthetic experience told. The communication artifacts to which we refer are characterized by an informative intention, which in film and television have historically taken a populist connotation and propaganda or (...)

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Francesca Piredda |


Imagens animadas realizadas por crianças na sala de aula: motivação, literacia e criatividade

02
25 Nov 08

ABSTRACT: In the European community of the information society era, media transmission of knowledge and the creative economy, it is imperative to find interesting teaching methodologies capable of captivating children, but also capable of attracting teachers who are not familiar with Production, equipment and languages, supported or not by digital technologies. In this essay, the author proposes to demonstrate that the use of animated imaging techniques, as a vehicle in the learning process, is able to respond not only to European recommendations and objectives, but more specifically to the (...)

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Marina Estela Graça |


Protecção de direitos sobre conteúdos digitais

03
29 May 09

ABSTRACT: Increasingly, digital works creators need to protect their works. The digital media brings new opportunities and challenges that we must be able to interpret in order to obtain the greatest possible return from the exploitation of digital content. DRM (Digital Rights Management) is a system that can help rights holders protect such content. In this article, the basic concepts are presented, the pillar of this system, as well as who uses them and what the main problems they face. KEYWORDS: Digital rights management (DRM); Copyright; Content protection; Safety. (...)

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Joaquim Marques |


Ritmo na montagem vídeo: Memória do ritmo sonoro

03
29 May 09

ABSTRACT: In this text are presented some considerations about techniques used by Sergei Eisenstein in the montage theory and Norman McLaren in the synchrony of sound and image. Those techniques can be applied in the development of new teaching practices of Motion Graphics. Some of those techniques like the vertical montage are in the basis of experimental proposals in teaching the sound and image synchronism& (...)

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José Miguel Gago da Silva |


Vestire le emozioni. Per una critica al design dell’esperienza ottimale

04
30 Nov 09

ABSTRACT: "experience design" is a really interesting concept for the project culture? The idea of experience design implies that the design may relate to something larger ideation of a simple object in the classic sense, but it should be extended to the design capacity to create artifacts, events and communication in an interwoven and inseparable. Interpreted as a determination of an abstract "optimal experience", it appears a perspective foreign to what is the deepest culture of European design. Passing through the conceptions of the Situationists and some episodes of (...)

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Francesca La Rocca |


A necessidade de um estudo para a produção de uma nova ferramenta de análise ergonômica: Software.

04
30 Nov 09

ABSTRACT: With advancing technology and scientific, human and work environment will become an object of study, appearing then Ergonomics, this are tools for ergonomic analysis more effective. But these tools have not evolved as the labor market, can then produce an ergonomic analysis of inadequate working environment. Thus, it is then necessary to study the production of a new ergonomic analysis tool that can check all sorts of activities and being used by any professional in the field of ergonomics.   KEY WORDS: Ergonomics; Ergonomic analysis software. (...)

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Abílio Garcia dos Santos Filho | João Eduardo Guarnetti dos Santos | Sarah Moreira Fernandes |


Proiezioni urbane. Il racconto della città nel cinema e nell’audiovisivo

04
30 Nov 09

ABSTRACT: The cities and film: two worlds that you look at a mirror image, at least since the film opened his horizons, in December of 1895, in a Paris cafe. But always the art, in which the now recognized merit belongs to cinema, weaves its routes with the material and spiritual life that grows in the territories of the countryside, villages, cities, and now, of widespread metropolis.   KEY WORDS: Cinema; Territories; City. (...)

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Marisa Galbiati |


O design gráfico em créditos de filmes: linguagem e persuasão

06
30 Nov 10

ABSTRACT: This paper presents a theorical approach, based on a bibliographical research, which permits us to analyze the properties of language used on the opening titles of films, in order to comprehend the dialogue between the language used on these opening titles and the story told by the film.   KEYWORDS: Cinema; Graphic Design; Typography; Mass Media; Brazilian Cinema. (...)

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Simone Alves Cavalcanti |


Portugal gestual: A importância do utilizador na criação da interface

15
31 May 15

ABSTRACT: In order to study the graphic creation of a interface for translation between the Portuguese sign language and the Portuguese language, it is essential to consider the user. The main purpose of this article is to centre the design around the deaf and identify the existing gaps in the public communication spaces. Although in the past decades there has been a growing acknowledgement of the rights of the Deaf through the promulgation of Laws, the results from this study point to the persistence of a gap between the principles and what is, in facts, practiced. In conclusion, it is (...)

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Tânia Inácio Marques |


Modalidades de Pensamento em Web Design: Contributo para a Concepção de páginas Web

16
30 Nov 15

ABSTRACT: Web design is a Communication design intervention area in which there is an urgent need to build theoretical models which are able to apply creativity stimulation techniques to support a specific project. The dilettantism and misunderstanding between conception and programming must be eradicated urgently. The first is clearly of the competence of web designers and the latter of programmers.  Nowadays, with the new contents management platforms, web designers can develop creative projects, which are both useful and autonomous concerning programming language. Designers are (...)

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Ana Filipa Carolino Cintra do Vale |


Engaging students reasoning through drawing in classroom context. Reflection on an introductory module in UX design

19
31 17

ABSTRACT: Several studies explain how drawing can be applied as a reasoning tool when engaging a student to learn different subjects of study; the learner will represent their comprehension on a specific subject through their natural language. The act of drawing works as an incentive, students interact with the subject of study through the graphic representation of an idea. Although drawing is useful as a tool, the lack of a stronger link with writing and talking is still missed. There is the need to empower drawing as a reasoning tool, find new links and project other future associations. (...)

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José Miguel Gago da Silva | João Vasco Matos Neves | Daniel Raposo |


A Experiência do Utilizador no Contexto da Identidade Visual

21
31 May 18

ABSTRACT: Although user experience (UX) has expanded its horizons to areas, beyond Web context, application of its principles is not yet present in visual identity projects. However, when we speak of visual identity, we speak simultaneously about the user, because what user thinks and the way he/she reacts to a certain identity, defines the relationship that is created and the possibility of wanting to use products or services. Through case studies methods, we examine brand characteristics capable of enhancing this relation. The aim is to demonstrate the importance of a broader understanding (...)

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Marco Neves | Joana Pereira |


O paradigma da Animação Híbrida

21
31 May 18

ABSTRACT: Today, traditional, cinematic and computer graphics animation techniques are used together and mixed to create new "hybrid" visual forms (Manovich, 2006: 26) present in the most diverse contexts of new media - particularly in television, film and in videogames - contributing to the dissemination of a "digital visual culture" (Darlew, 2000). This article intends to analyze the characteristics that define this hybrid visual language, in the technological, social and aesthetic dimensions. KEYWORDS: Animation, Hybrid, New Media, Drawing, Technology. (...)

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Pedro Mota Teixeira | António Ferreira | Nuno Martins |


Teoria dos Usos e Gratificações aplicada à Animação para Cinema e Jogos Digitais

21
31 May 18

ABSTRACT: The theory of uses and gratuities has been an essential tool in the investigation of the receiver & (...)

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António Ferreira | Pedro Mota Teixeira | Nuno Martins |


Estratégias nos processos de design e ferramentas de acção - Uma reflexão sobre plataformas colaborativas

21
31 May 18

ABSTRACT: The purpose of this article is to propose a theoretical reflection capable to feed a critical and constructive discussion in the establishment of collaborative plaforms between designers and external realities, such as crafts. Although design as a discipline is still recent, as many tend to relate their origins to the advent of the industrial revolution, it has been drastically evolving in recent years into very diverse fields of action, leading the designer to perform very more than the role of the pure designer. The collaborations between designers and craftsmen have therefore (...)

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Helena Grácio | Cátia Sofia Tiago Duarte Rijo |


Mobile Comics: Comics’ Design features focusing on small screen devices

24
30 Nov 19

RESUMO: Os quadrinhos digitais vêm atraindo o interesse dos estudos acadêmicos, influenciados pela crescente demanda deste tipo de conteúdo distribuído pela internet. Isso é potencializado quando se considera a leitura em tela pequena, devido a popularização deste tipo de dispositivo móvel. No entanto, existe uma preocupação entre os quadrinistas a respeito do design de seus trabalhos para este fim, com diferentes características visuais. Com isto, o presente estudo busca entender o que difere os quadrinhos digitais (...)

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Alexandra Presser | Gilson Braviano | Eduardo Côrte-Real |

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