15,682 research outputs found
Beyond Findability: Search-Enhanced Information Architecture for Content-Intensive Rich Internet Applications
This paper details a way to extend classic information architecture for web-based applications. The goal is to enhance traditional user experiences, mainly based on navigation or search, to new ones (also relevant for stakeholdersā requirements).
Examples are sense making, at a glance understanding, playful exploration, serendipitous browsing, and brand communication. These new experiences are often unmet by current information architecture solutions, which may be stiff and difficult to scale, especially in the case of large or very large websites. A heavy
reliance upon search engines seems not to offer a viable solution: it supports, in fact, a limited range of user experiences. We propose to transform (parts of) websites into Rich Internet Applications (RIAs), based, beside other features, upon interaction-rich interfaces and semantic browsing across content. We introduce SEE-IA (SEarch-Enhanced Information Architecture), a coherent set of information architecture design strategies, which innovatively blend and extend IA and search
paradigms. The key ingredients of SEE-IA are a seamless combination of structured hypertext-based information architectures, faceted search paradigms, and RIA-enabled visualization techniques. The paper elucidates and codifies these
design strategies and their underlying principles, identifying also how they support a set of requirements which are often neglected by most current design approaches. A real case study of a complex RIA designed for a major institutional client in Italy is used to vividly showcase the design strategies and to provide
ready-to-use examples that can be transferred to other IA contexts and domains
Collaborative pedagogy and digital scholarship: a case study of 'Media Culture 2020'
This paper presents an educational case study of āMedia Culture 2020ā, an EU Erasmus
Intensive Programme that utilised a range social media platforms and computer software
to create open, virtual spaces where students from different countries and fields could
explore and learn together. The multi-disciplinary project featured five universities from
across Europe and was designed to develop new pedagogical frameworks to encourage
collaborative approaches to teaching and learning in the arts. The main objective of
the project was to break down classroom and campus walls by creating digital learning
environments that facilitated new forms of production, transmission and representation of
knowledge. Media Culture 2020 was designed to pilot a novel mode of āblended learningā,
demonstrating a number of ways in which āWeb 2.0ā networked technologies might be
adopted by academics to encourage open and collaborative modes of practice. The project
utilised a number of social media platforms (including Facebook, Twitter, Google+, Google
Hangout, Google Docs and Blogger) to enhance the learning experiences of a diverse set
of students from different cultural and international contexts. In doing so, Media Culture
2020 enabled participants with a diverse range skills and cultural experiences to develop
new working practices that respond to the convergence of digital media and art, as well
as the internationalisation of media production and business, through the use of open,
interactive software
New power relations in the digital attention economy as a challenge to place and city branding
The paper examines the factors changing the global paradigm of competition between place
A Pedagogy for Original Synners
Part of the Volume on Digital Young, Innovation, and the UnexpectedThis essay begins by speculating about the learning environment of the class of 2020. It takes place entirely in a virtual world, populated by simulated avatars, managed through the pedagogy of gaming. Based on this projected version of a future-now-in-formation, the authors consider the implications of the current paradigm shift that is happening at the edges of institutions of higher education. From the development of programs in multimedia literacy to the focus on the creation of hybrid learning spaces (that combine the use of virtual worlds, social networking applications, and classroom activities), the scene of learning as well as the subjects of education are changing. The figure of the Original Synner is a projection of the student-of-the-future whose foundational literacy is grounded in their ability to synthesize information from multiple information streams
Collaborative and participatory learning
co_LAB is the Collaboration Laboratory, an interdisciplinary research network initiated by colleagues from the University of Lincoln School of Film and Media, to explore new approaches to teaching and learning through the use of networked digital tools, and through the transferral of knowledge, skillsets and teaching styles. The aim is to develop interdisciplinary and collaborative methods for innovation and social entrepreneurship, resulting in a variety of institutional and community impacts. In addition to undertaking a variety of practice-based research projects across the University and local community, co_LAB has developed a substantial European network of partner universities, departments and practitioners.
This network has resulted in collaboration on externally-funded projects and international strategic alliances to enable the sharing of pedagogical practice, and to enhance student mobility. The co_LAB team is currently half-way through OnCreate - a 3-year EU Erasmus funded project featuring a European consortium of 10 universities. The co_LAB model is designed to break down classroom walls and departmental divisions by encouraging community-based learning and sharing between students and colleagues from different academic disciplines. This model is underpinned by the principles of the University of Lincoln's Student-as-Producer concept. The model employs a blend of structured activities and discovery-based learning methods, with much of the workshops left open for students to develop concepts, lead sessions, present ideas and receive feedback from lecturers and other participants
Offshore education : offshore education in the wider context of internationalisation and ICT: experiences and examples from Dutch higher education
This report presents a study on offshore education conducted by a consortium of Dutch higher education researchers and commissioned by the Digital University (DU). The study explored the extent to which Dutch higher education institutions are involved in offering their educational services abroad (offshore education). After thoroughly embedding offshore education in the wider contexts of internationalisation and ICT policies, the study particularly explores the practical experiences with a number of real-life offshore activities of Dutch higher education. As a warm-up to this report, a few interesting cases are briefly touched upon below
Evaluating the effectiveness of website branding for institutions of higher learning in the Klang Valley
The intention of this study is to determine the perception of students in evaluating the effectiveness of website branding for institutions of higher learning (IHLs). In addition, it is also to measure the effectiveness of website branding and the important role it plays as a medium in branding for institutions of higher learning. Besides, it is also to determine how brand recall may influence studentsā decision to enrol into a particular school. The findings of this research are, hopefully, intended to provide accurate and useful information so as to facilitate further research in similar fields of study. Permission was granted by the Directors of the IHLs to deliver and collect the questionnaires. Questionnaires were given to 600 students of 10 selected IHLs in the Klang Valley. The respondents involved were students enrolled in the social science, technology and arts and design courses as well as all the school administrators ranging from the Principals to the key personnel of the departments. The respondents were asked about their perception with regard to evaluating the effectiveness of website branding for institutions of higher learning so as to gain their true interpretation and understanding of website branding. Responses from the respondents have shown that, generally, branding through a website was more important as compared to the use of other traditional mass media. The website was another medium that could be important for branding of IHLs. Many student respondents agreed that the website was more effective in their search for information compared to the use of the traditional mass media. From the traditional mass media, one might find it difficult to obtain the required information since many IHLs seldom employ any publicity using the traditional mass media. Educational institutions that posted good websites that could provide clear and sufficient information to their potential students would then have a competitive advantage over those that did not. The findings have shown that strong brand recall could provide customers with an assurance of quality and a reduction of search time in the purchasing process. Besides that, the findings have also indicated that branding through a website was definitely more effective in influencing the students in making decisions to enrol in their courses compared to the use of traditional mass media strategies
Exploring the role of graphic design in enhancing the brand identity and menu designs of restaurants: a case study approach
This Thesis examines the important role of graphic design
in improving restaurant branding and menu design using a
case study approach. The aim is to explore how effective
graphic design strategies can help create a strong brand
presence and compelling menu design in the restaurant
industry.
It includes two design projects: the development of the
visual identity for an ice cream restaurant and a salad
restaurant. The effectiveness of these graphic design
interventions in increasing awareness, attracting customers,
and conveying brand personality is analyzed and discussed.
The findings provide valuable insight into the world of
restaurant branding and the impact of well-executed graphic
design on creating a successful business identity
London Creative and Digital Fusion
date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000The London Creative and Digital Fusion programme of interactive, tailored and in-depth support was designed to support the UK capitalās creative and digital companies to collaborate, innovate and grow. London is a globally recognised hub for technology, design and creative genius. While many cities around the world can claim to be hubs for technology entrepreneurship, Londonās distinctive potential lies in the successful fusion of world-leading technology with world-leading design and creativity. As innovation thrives at the edge, where better to innovate than across the boundaries of these two clusters and cultures? This booklet tells the story of Fusionās innovation journey, its partners and its unique business support. Most importantly of all it tells stories of companies that, having worked with London Fusion, have innovated and grown. We hope that it will inspire others to follow and build on our beginnings.European Regional Development Fund 2007-13
Finger Lakes Interactive Play Assessment of Implementation
In 2014, New York State Governor Andrew Cuomo launched Path Through History, a project connecting New Yorkās historical and cultural heritage sites. This effort aimed to benefit New York State by promoting the important historical past of New York, as well as highlighting the tourism industry and economic development throughout the entire state as a whole. One million dollars in funding was distributed among ten tourism regions throughout New York State, in an effort to assist each region in creating a unique tourism-marketing plan. This paper focuses specifically on the Finger Lakes Region and its use of the Path Through History grant funding, in conjunction with Rochester Institute of Technology (RIT). Together, the Finger Lakes Regional Economic Development Council (REDC) and RIT used the grant funding allocated to the Finger Lakes by developing an interactive mobile application called Finger Lakes Interactive Play (FLIP). FLIP is an interactive application that provides an educational scavenger hunt leading visitors throughout 12 different historical sites in the Finger Lakes Region. Visitors at each site are invited to utilize the free FLIP application, which offers games and activities like trivia questions, spot the difference, and augmented reality features. The application aims to engage visitors with unique and entertaining exercises, simultaneously promoting entertainment and education. Mobile technology can be found in almost all aspects of business, leisure, and education, including libraries, museums, and cultural sites. The purpose of this paper was to analyze the objectives and explore the effectiveness of the FLIP application, as well as evaluating the challenges and successes of implementing its marketing and promotional efforts. A case study approach was used to analyze the current strategies implemented at each of the 12 historical sites
- ā¦