930 resultados para Design visual


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El trabajo se propone analizar diferentes relaciones entre la universidad, la empresa privada y el Estado al momento del surgimiento del diseño industrial y de la comunicación visual, inscriptas bajo el ala del diseño como disciplina institucionalizada. Para tal fin haremos hincapié en las trayectorias de individuos y grupos que promovieron los nuevos espacios como cátedras, carreras, institutos, y departamentos en las universidades, departamentos y agencias en las empresas, e impulsaron la investigación y la formación especializada en una agencia estatal. A este respecto nos planteamos la reconstrucción y análisis de las posiciones y los tramas de relaciones sociales entre los actores, los liderazgos e ideas que confluyeron en ese marco institucionalizador. A fines de la década del ´50 se abrieron espacios en instituciones estatales ?universidades nacionales y agencias del Estado- desde los que se promovió la formación e investigación en diseño industrial y comunicación visual. Al mismo tiempo, en medio del proceso de industrialización que demandaba nuevos especialistas, las empresas privadas abrieron secciones específicas dedicadas a proyectar diseños integrales para sus productos. Para entender los sistemas de valores sobre los que se originaron estos espacios indagaremos en los documentos, artículos, libros y bienes materiales ?entre otros- que los propios actores pusieron en circulación en ese tiempo y lugar. Haremos foco en las categorías de análisis y en las definiciones por ellos dictadas en ese momento sobre el diseño. El impulso a esta nueva disciplina se abordará desde la complejidad de las trayectorias de estos agentes entendiendo la pluralidad de intereses, afinidades y razones dadas en los ámbitos público y privado. Desde esta perspectiva intentaremos dar cuenta de las historias de los individuos involucrados y de los grupos que integraron esos espacios, y su injerencia en la creación de una agencia estatal. Así podremos constatar los factores que determinaron las políticas de cambio, las prácticas y los métodos de estudio propuestos en la universidad, la empresa privada y el Estado

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El trabajo se propone analizar diferentes relaciones entre la universidad, la empresa privada y el Estado al momento del surgimiento del diseño industrial y de la comunicación visual, inscriptas bajo el ala del diseño como disciplina institucionalizada. Para tal fin haremos hincapié en las trayectorias de individuos y grupos que promovieron los nuevos espacios como cátedras, carreras, institutos, y departamentos en las universidades, departamentos y agencias en las empresas, e impulsaron la investigación y la formación especializada en una agencia estatal. A este respecto nos planteamos la reconstrucción y análisis de las posiciones y los tramas de relaciones sociales entre los actores, los liderazgos e ideas que confluyeron en ese marco institucionalizador. A fines de la década del ´50 se abrieron espacios en instituciones estatales ?universidades nacionales y agencias del Estado- desde los que se promovió la formación e investigación en diseño industrial y comunicación visual. Al mismo tiempo, en medio del proceso de industrialización que demandaba nuevos especialistas, las empresas privadas abrieron secciones específicas dedicadas a proyectar diseños integrales para sus productos. Para entender los sistemas de valores sobre los que se originaron estos espacios indagaremos en los documentos, artículos, libros y bienes materiales ?entre otros- que los propios actores pusieron en circulación en ese tiempo y lugar. Haremos foco en las categorías de análisis y en las definiciones por ellos dictadas en ese momento sobre el diseño. El impulso a esta nueva disciplina se abordará desde la complejidad de las trayectorias de estos agentes entendiendo la pluralidad de intereses, afinidades y razones dadas en los ámbitos público y privado. Desde esta perspectiva intentaremos dar cuenta de las historias de los individuos involucrados y de los grupos que integraron esos espacios, y su injerencia en la creación de una agencia estatal. Así podremos constatar los factores que determinaron las políticas de cambio, las prácticas y los métodos de estudio propuestos en la universidad, la empresa privada y el Estado

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El trabajo se propone analizar diferentes relaciones entre la universidad, la empresa privada y el Estado al momento del surgimiento del diseño industrial y de la comunicación visual, inscriptas bajo el ala del diseño como disciplina institucionalizada. Para tal fin haremos hincapié en las trayectorias de individuos y grupos que promovieron los nuevos espacios como cátedras, carreras, institutos, y departamentos en las universidades, departamentos y agencias en las empresas, e impulsaron la investigación y la formación especializada en una agencia estatal. A este respecto nos planteamos la reconstrucción y análisis de las posiciones y los tramas de relaciones sociales entre los actores, los liderazgos e ideas que confluyeron en ese marco institucionalizador. A fines de la década del ´50 se abrieron espacios en instituciones estatales ?universidades nacionales y agencias del Estado- desde los que se promovió la formación e investigación en diseño industrial y comunicación visual. Al mismo tiempo, en medio del proceso de industrialización que demandaba nuevos especialistas, las empresas privadas abrieron secciones específicas dedicadas a proyectar diseños integrales para sus productos. Para entender los sistemas de valores sobre los que se originaron estos espacios indagaremos en los documentos, artículos, libros y bienes materiales ?entre otros- que los propios actores pusieron en circulación en ese tiempo y lugar. Haremos foco en las categorías de análisis y en las definiciones por ellos dictadas en ese momento sobre el diseño. El impulso a esta nueva disciplina se abordará desde la complejidad de las trayectorias de estos agentes entendiendo la pluralidad de intereses, afinidades y razones dadas en los ámbitos público y privado. Desde esta perspectiva intentaremos dar cuenta de las historias de los individuos involucrados y de los grupos que integraron esos espacios, y su injerencia en la creación de una agencia estatal. Así podremos constatar los factores que determinaron las políticas de cambio, las prácticas y los métodos de estudio propuestos en la universidad, la empresa privada y el Estado

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Este projecto pretende ser o resultado de um exercício exploratório sobre a fusão entre três temáticas principais - surrealismo, colagem e fantástico - e as potencialidades interpretativas que daí advêm. Apoia-se no 'romance planfetário' As aventuras de João Sem Medo de José Gomes Ferreira, uma obra que, atenta à realidade social e apoiada em eventos históricos, apresenta matéria literária sustentada no universo maravilhoso para discutir os momentos dos quais o autor foi testemunha, propondo reflexões críticas e visões do mundo transformadoras da realidade, questionando verdades estabelecidas e ideias acomodadas. Desta forma, este projecto tem como objectivo a construção de um conjunto de fascículos divertidos e sedutores mas que permaneçam fiéis à ideologia da obra em que se baseia, insistindo constantemente na busca das possibilidades escondidas no familiar.

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De natureza teórico-prática este relatório surge na sequência do estágio realizado na Agência Escola do IADE, para a obtenção do grau mestre na especialização de Design e Cultura Visual. O relatório consiste na descrição dos trabalhos desenvolvidos, bem como o percurso e desempenho da aluna. A permanência neste estágio permitiu consolidar e aprofundar os conhecimentos e competências adquiridos na Licenciatura em Design e na fase curricular do Mestrado em Design e Cultura Visual, com especialização em Design Visual. Esta oportunidade contribuiu para trabalhar com projetos reais de Design postos em prática no mercado, contactar com a realidade e trabalhar com uma equipa com membros de áreas distintas, possibilitando também focar-se mais especificamente no Design de Comunicação e Editorial. Este estágio abrangeu várias vertentes do Design, desde o Design de Identidade, Design Visual ao Design Editorial. Iniciou-se com a realização do projeto Vogue Fashion’s Night Out’12 e terminou com o terceiro volume do livro A Moda em Portugal – 1960 a 1999. Estagiar na Agência Escola possibilitou a participação em projetos multidisciplinares e transversais, permitindo o desenvolvimento e contributo na comunicação, cultura e sociedade. Proporcionou o desenvolvimento das capacidades criativas e de rápida tomada de decisões com eficácia devido aos prazos a cumprir, fez com que aprofundasse os seus conhecimentos inerentes às soluções de qualidade. A aluna participou em projetos estimulantes e audaciosos, que permitiram a evolução, o crescimento de conhecimento e a prática da autora.

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O presente relatório descreve e analisa o estágio realizado pela aluna Joana Escada na Agência Escola IADE entre Março e Outubro de 2013, permitindo-lhe a obtenção do grau de Mestre em Design e Cultura Visual, com especialização em Design Visual. Contém uma breve apresentação da Agência e da estrutura corporativa e académica na qual ela se insere e, posteriormente, uma reportagem de alguns dos projectos nos quais a autora participou. Este estágio permitiu à aluna colocar em prática conhecimentos adquiridos no ano anterior amplificando-os e criando uma intra e interligação com os já obtidos, na Licenciatura de Artes Plásticas (Ramo Escultura) na Faculdade de Belas-Artes da Universidade do Porto, de forma a gerar também alguma destreza técnica; experimentar um ambiente de trabalho realista e profissional; interagir com colegas de trabalho e professores com diferentes personalidades, percursos e experiência; lidar com prazos e necessidade de resolução de problemas; criar, aprender e comunicar. Ao longo deste percurso estiveram sempre presentes, directa ou indirectamente, duas questões fundamentais para a autora: a Comunicação Visual, consequentemente, a Forma da mesma e, conclusivamente a Abstracção- o Abstraccionismo Geométrico- e o Realismo. Estes temas serão transversais e inerentes a toda a componente teórica do presente relatório.

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Este relatório descreve e analisa o estágio realizado pelo aluno Miguel Oliveira, na Agência Escola iade, entre Janeiro e Outubro de 2013, permitindo-lhe a obtenção do grau de Mestre em Design e Cultura Visual, com especialização em Design Visual. Será feita uma breve apresentação da Agência e da estrutura corporativa e académica na qual ela se insere e, posteriormente, uma reportagem de alguns dos projectos nos quais o autor participou. O estágio permitiu ao aluno colocar em prática e consolidar conhecimentos adquiridos previamente; obter destreza técnica; experimentar um ambiente de trabalho realista e profissional; interagir com colegas de trabalho e professores com diferentes personalidades, percursos e experiência; lidar com prazos e necessidade de resolução de problemas; criar, aprender e comunicar. Na essência das funções desempenhadas pelo autor enquanto designer, esteve sempre, implícita ou explicitamente, a questão da identidade visual das marcas: o conjunto de elementos gráficos passíveis de serem criados, moldados e manipulados, com o objectivo de construir um ambiente complexo e uma qualidade emotiva na percepção do público que os observa. Simultaneamente, o aluno permitiu-se reflectir profundamente sobre o papel do designer de comunicação visual na sociedade contemporânea, tanto a nível profissional, como a nível cultural e humano. Estas temáticas assumir-se-ão como o núcleo de um fio condutor transversal a toda a componente teórica do presente relatório.

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The different characteristics and needs of mobile device users, the situations in which these devices are operated and the limitations and characteristics of these devices are all factors which influence usability and ergonomics; two elements highly required for achieving successful interaction between users and devices. This research aims to identify characteristics of interface design for apps in mobile device applications, focussing on design, visual publishing and content editing, and the actual process of creation of these interfaces, with a view to guarantee quality interaction through touch technology, in observance of service limitations, the opportunities offered by the devices and the application requirements. The study will examine the interface of the mobile device application titled “Brasil 247” which provides news broadcasts using the concept of usability and ergonomics mainly in the field of adaptation, searching and browsing informative articles, as well as clarifying the processes and techniques necessary to carry out interaction tests which seek to evaluate the usability of interface.

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Dissertação de Mestrado para obtenção do grau de Mestre em Design de Comunicação, apresentada na Universidade de Lisboa - Faculdade de Arquitectura

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The New Zealand creative sector was responsible for almost 121,000 jobs at the time of the 2006 Census (6.3% of total employment). These are divided between • 35,751 creative specialists – persons employed doing creative work in creative industries • 42,300 support workers - persons providing management and support services in creative industries • 42,792 embedded creative workers – persons engaged in creative work in other types of enterprise The most striking feature of this breakdown is the fact that the largest group of creative workers are employed outside the creative industries, i.e. in other types of businesses. Even within the creative industries, there are fewer people directly engaged in creative work than in providing management and support. Creative sector employees earned incomes of approximately $52,000 per annum at the time of the 2006 Census. This is relatively uniform across all three types of creative worker, and is significantly above the average for all employed persons (of approximately $40,700). Creative employment and incomes were growing strongly over both five year periods between the 1996, 2001 and 2006 Censuses. However, when we compare creative and general trends, we see two distinct phases in the development of the creative sector: • rapid structural growth over the five years to 2001 (especially led by developments in ICT), with creative employment and incomes increasing rapidly at a time when they were growing modestly across the whole economy; • subsequent consolidation, with growth driven by more by national economic expansion than structural change, and creative employment and incomes moving in parallel with strong economy-wide growth. Other important trends revealed by the data are that • the strongest growth during the decade was in embedded creative workers, especially over the first five years. The weakest growth was in creative specialists, with support workers in creative industries in the middle rank, • by far the strongest growth in creative industries’ employment was in Software & digital content, which trebled in size over the decade Comparing New Zealand with the United Kingdom and Australia, the two southern hemisphere nations have significantly lower proportions of total employment in the creative sector (both in creative industries and embedded employment). New Zealand’s and Australia’s creative shares in 2001 were similar (5.4% each), but in the following five years, our share has expanded (to 5.7%) whereas Australia’s fell slightly (to 5.2%) – in both cases, through changes in creative industries’ employment. The creative industries generated $10.5 billion in total gross output in the March 2006 year. Resulting from this was value added totalling $5.1b, representing 3.3% of New Zealand’s total GDP. Overall, value added in the creative industries represents 49% of industry gross output, which is higher than the average across the whole economy, 45%. This is a reflection of the relatively high labour intensity and high earnings of the creative industries. Industries which have an above-average ratio of value added to gross output are usually labour-intensive, especially when wages and salaries are above average. This is true for Software & Digital Content and Architecture, Design & Visual Arts, with ratios of 60.4% and 55.2% respectively. However there is significant variation in this ratio between different parts of the creative industries, with some parts (e.g. Software & Digital Content and Architecture, Design & Visual Arts) generating even higher value added relative to output, and others (e.g. TV & Radio, Publishing and Music & Performing Arts) less, because of high capital intensity and import content. When we take into account the impact of the creative industries’ demand for goods and services from its suppliers and consumption spending from incomes earned, we estimate that there is an addition to economic activity of: • $30.9 billion in gross output, $41.4b in total • $15.1b in value added, $20.3b in total • 158,100 people employed, 234,600 in total The total economic impact of the creative industries is approximately four times their direct output and value added, and three times their direct employment. Their effect on output and value added is roughly in line with the average over all industries, although the effect on employment is significantly lower. This is because of the relatively high labour intensity (and high earnings) of the creative industries, which generate below-average demand from suppliers, but normal levels of demand though expenditure from incomes. Drawing on these numbers and conclusions, we suggest some (slightly speculative) directions for future research. The goal is to better understand the contribution the creative sector makes to productivity growth; in particular, the distinctive contributions from creative firms and embedded creative workers. The ideas for future research can be organised into the several categories: • Understanding the categories of the creative sector– who is doing the business? In other words, examine via more fine grained research (at a firm level perhaps) just what is the creative contribution from the different aspects of the creative sector industries. It may be possible to categorise these in terms of more or less striking innovations. • Investigate the relationship between the characteristics and the performance of the various creative industries/ sectors; • Look more closely at innovation at an industry level e.g. using an index of relative growth of exports, and see if this can be related to intensity of use of creative inputs; • Undertake case studies of the creative sector; • Undertake case studies of the embedded contribution to growth in the firms and industries that employ them, by examining taking several high performing noncreative industries (in the same way as proposed for the creative sector). • Look at the aggregates – drawing on the broad picture of the extent of the numbers of creative workers embedded within the different industries, consider the extent to which these might explain aspects of the industries’ varied performance in terms of exports, growth and so on. • This might be able to extended to examine issues like the type of creative workers that are most effective when embedded, or test the hypothesis that each industry has its own particular requirements for embedded creative workers that overwhelms any generic contributions from say design, or IT.

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Experience underlies all kinds of human knowledge and it is dependent on context. People’s experience within a particular context-of-use determines how they interact with products. Methods employed in this research to elicit human experience have included the use of visuals. This paper describes two empirical studies that employed visual representation of concepts as a means to explore the experiential and contextual component of user- product interactions. One study employed visuals that the participants produced during the study. The other employed visuals that the researcher used as prompts during a focus group session. This paper demonstrates that using visuals in design research is valuable for exploring and understanding the contextual aspects of human experience and its influence on people’s concepts of product use.

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For over half a century art directors within the advertising industry have been adapting to the changes occurring in media, culture and the corporate sector, toward enhancing professional performance and competitiveness. These professionals seldom offer explicit justification about the role images play in effective communication. It is uncertain how this situation affects advertising performance, because advertising has, nevertheless, evolved in parallel to this as an industry able to fabricate new opportunities for itself. However, uncertainties in the formalization of art direction knowledge restrict the possibilities of knowledge transfer in higher education. The theoretical knowledge supporting advertising art direction has been adapted spontaneously from disciplines that rarely focus on specific aspects related to the production of advertising content, like, for example: marketing communication, design, visual communication, or visual art. Meanwhile, in scholarly research, vast empirical knowledge has been generated about advertising images, but often with limited insight into production expertise. Because art direction is understood as an industry practice and not as an academic discipline, an art direction perspective in scholarly contributions is rare. Scholarly research that is relevant to art direction seldom offers viewpoints to help understand how it is that research outputs may specifically contribute to art direction practices. This thesis is dedicated to formally understanding the knowledge underlying art direction and using it to explore models for visual analysis and knowledge transfer in higher education. The first three chapters of this thesis offer, firstly, a review of practical and contextual aspects that help define art direction, as a profession and as a component in higher education; secondly, a discussion about visual knowledge; and thirdly, a literature review of theoretical and analytic aspects relevant to art direction knowledge. Drawing on these three chapters, this thesis establishes explicit structures to help in the development of an art direction curriculum in higher education programs. Following these chapters, this thesis explores a theoretical combination of the terms ‘aesthetics’ and ‘strategy’ as foundational notions for the study of art direction. The theoretical exploration of the term ‘strategic aesthetics’ unveils the potential for furthering knowledge in visual commercial practices in general. The empirical part of this research explores ways in which strategic aesthetics notions can extend to methodologies of visual analysis. Using a combination of content analysis and of structures of interpretive analysis offered in visual anthropology, this research discusses issues of methodological appropriation as it shifts aspects of conventional methodologies to take into consideration paradigms of research that are producer-centred. Sampled out of 2759 still ads from the online databases of Cannes Lions Festival, this study uses an instrumental case study of love-related advertising to facilitate the analysis of content. This part of the research helps understand the limitations and functionality of the theoretical and methodological framework explored in the thesis. In light of the findings and discussions produced throughout the thesis, this project aims to provide directions for higher education in relation to art direction and highlights potential pathways for further investigation of strategic aesthetics.

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This paper offers insight into the development of a PhD in advertising art direction. For over half a century art directors within the advertising industry have been adapting to the changes occurring in media, culture and the corporate sector, toward enhancing professional performance and competitiveness. These professionals seldom offer explicit justification about the role images play in effective communication. It is uncertain how this situation affects advertising performance, because advertising has, nevertheless, evolved in parallel to this as an industry able to fabricate new opportunities for itself. However, uncertainties in the formalization of art direction knowledge restrict the possibilities of knowledge transfer in higher education. The theoretical knowledge supporting advertising art direction has been adapted spontaneously from disciplines that rarely focus on specific aspects related to the production of advertising content, like, for example: marketing communication, design, visual communication, or visual art. Meanwhile, in scholarly research, vast empirical knowledge has been generated about advertising images, but often with limited insight into production expertise. Because art direction is understood as an industry practice and not as an academic discipline, an art direction perspective in scholarly contributions is rare. Scholarly research that is relevant to art direction seldom offers viewpoints to help understand how it is that research outputs may specifically contribute to art direction practices. There is a need to formally understanding the knowledge underlying art direction and using it to explore models for visual analysis and knowledge transfer in higher education. This paper provides insight into the development of a thesis that explored this need. The PhD thesis to which this paper refers is Strategic Aesthetics in Advertising Campaigns: Implications for Art Direction Education.

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A well-developed brand helps to establish a solid identity and creates support to an image that is coherent to the actual motivations in an institution. Educational institutions have inherent characteristics that are diverse from the other sort of institutions, mainly when the focus is set on its internal and external publics. Consequently, these institutions should deal with the development of their brand and identity system also in a different approach. This research aims to investigate the traditional methodology for brand and identity systems development and proposes some modifications in order to allow a broader inclusion of the stakeholders in the process. The implementation of the new Oceanography Course in the Federal University of Bahia (UFBA) offered a unique opportunity to investigate and test these new strategies. In order to investigate and relate the image, identity, interaction and experience concepts through a participative methodology, this research project applies the new suggested strategies in the development of a brand and an identity system for the Oceanography Course in UFBA. Open surveys have been carried out between the alumni, lecturers and coordination body, in order to discover and establish a symbol for the course. The statistic analysis of the surveys’ results showed clear aesthetic preferences to some icons and colours to represent the course. The participative methodology celebrated, in this project, a democratization of the generally expert-centred brand development process.

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High contrast ratios between windows and surrounding surfaces could cause reduced visibility or discomfort for occupants. Consequently, building users may choose to intervene in lighting conditions through closing blinds and turning on the lamps in order to enhance indoor visual comfort. Such interventions increase projected electric lighting use in buildings. One simple method to prevent these problematic issues is increasing the luminance of the areas surrounding to the bright surface of windows through the use of energy-efficient supplementary lighting, such Light Emitting Diodes (LEDs). This paper reports on the results of a pilot study in conventional office in Brisbane, Australia. The outcomes of this study indicated that a supplementary LED system of approximately 18 W could reduce the luminance contrast on the window wall from values in the order of 117:1 to 33:1. In addition, the results of this experiment suggested that this supplementary strategy could increase the subjective scale appraisal of window appearance by approximately 33%, as well as reducing the likelihood of users’ intention to turn on the ceiling lights by about 27%. It could also diminish the likelihood of occupants’ intention to move the blind down by more than 90%.