22 resultados para Language Design
Resumo:
Educational games are responsible for part of the information assimilated by the child, because these games respect the individual learning time, enabling experimentation and, consequently, being an accessory to retain the acquired knowledge spontaneously. However, the analogy between stimulus and reception/result is not always the expected. On the one hand, there are the pedagogues, bearing the knowledge necessary to the children’s development. On the other hand, are the children, who cannot completely assimilate the concept, commonly because of lack of planning on the product. After all, the children become not interested in the game, without developing the expected cognitive abilities planned for the product. Whereas the importance of the games on children’s development, this work aimed to analyze and select educational games presented on the preschool, based on the language exploration from the Design’s knowledge and skills. Specifically, the research intends to investigate games targeted to stimulate geometric concepts, and so, to describe parameters that must be observed during the product planning.
Resumo:
The language in the contemporaneous, for treating from essential factor to the communication and artistic expression, mainly starting from the intense expansion of the industrial techniques, it’s makes way for a considerable reflection: the stylistic relationship among the industrial object, the craft and the properly artistic work (DORFLES, 1988). The aesthetics, as inherent factor and mediator the all these subjects, is capable to establish similarities between the design concept and the contemporary art. Starting from this panorama an interpretative analysis is delineated on the function aesthetics/poetics (JAKOBSON, R. 1995; MUKAROVSKY, J. 1993) in the language of the design, under the optical of the contemporary thought in order to provide a contribution of updating of the present delimitation context between the art and the design in the extent of the aesthetics.
Resumo:
This article intends to allocate the different fashion drawing languages used in the development stages of fashion design. To do so, it is based on the methodological guidelines for fashion design presented by Montemezzo (2003). Initially, presents a bibliographic study about the types of fashion drawing languages. Then analyzes the specificities of each language and adjust them to the steps presented by the author cited.
Resumo:
The package inserts for drugs represent the main source of written information provided to patients, but the deficiency in the page layouts of informational texts (readability), the excess of information and use of techno-scientific language hamper the effectiveness of communication between the author (manufacturer) and player (patient) in addition to the physiological conditions of patients are often elderly. This article discusses these issues from theoretical predictions, and proposes solutions to the adequacy of information graphics package inserts of drugs and facilitating the identification of drug cards.
Resumo:
This article aims to contribute to the process of constructing a scientific and critical theory from the interrelationship of design and fashion fields. Accordingly, are not only listed fashion and design issues in contemporaneity and tensions between these two fields, but also stated the language aspects of these two areas. We hope that the approach and the issues addressed here can contribute and collaborate on research studies, discussions and reflections that lead to the deepening of these relations in the constitution of a fashion and design theory.
Resumo:
After crossing several generations and countries, broader functions are being incorporated to origami than simply making art objects: the fold initiates a series of new buildings within the design and creation. Under the new repre- sentations and performances that the art of paper folding keeps, this article aims to investigate how the origami is configured nowadays and how it behaves while contemporary language applied to projective processes of diverse natures. To better understand the actual origami, relations are used inside branch of math, conceptual and projectual. Relating theorists, artists, designers, etc., can point out the relevance of each of these areas in the configuration of cientific and projectual origami. The modularity, the collective, the conscious build, the contemporary and the inno- vation are relationships intrinsic to the praxis projectual that shape a landscape adjacent and subordinate to the main structure governing. It bets on the essence of origami as a tangible functionality for creative thinking.
Resumo:
The packaging often presents faults that difficult the communication between product and consumer. The aim of this research is to study the interaction between a group of elderly people with five food packagings, that being illinterpreted, can bring them health problems. The results of this study evidence the importance of ergonomics in graphic design for food packaging.