2,343 research outputs found

    Information and communication in a networked infosphere: a review of concepts and application in social branding

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    This paper aims at providing a contribution to the comprehensive review of the impact of information and communication, and their supporting technologies, in the current transformation of human life in the infosphere. The paper also offers an ex- ample of the power of new social approaches to the use of information and commu- nication technologies to foster new working models in organizations by presenting the main outcomes of a research project on social branding. A discussion about some trends of the future impact of new information and communication technologies in the infosphere is also included

    Digital art, sustainability and design thinking: study of a case in higher education

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    After a brief overview on the relationship between art and sustainability, in this paper we present a practical case that illustrates the potential of using design thinking in raising awareness towards environmental sustainability in the context of Higher Education. We describe the phases in the application of design thinking by a group of students, and evaluate the impact of this procedure on their vision regarding the relationship between art and nature, and their motivation to find artistic solutions with an impact on society.info:eu-repo/semantics/publishedVersio

    Information and Communication in a Networked Infosphere - a Review of Concepts and Application in Social Branding

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    Abstract:This paper aims at providing a contribution to the comprehensive review of the impact of information and communication, and their supporting technologies, in the current transformation of human life in the infosphere. The paper also offers an example of the power of new social approaches to the use of information and communication technologies to foster new working models in organizations by presenting the main outcomes of a research project on social branding. A discussion about some trends of the future impact of new information and communication technologies in the infosphere is also included.Resumen:Este artículo tiene como objetivo proporcionar una contribución a la revisión global del impacto de la información y la comunicación, y sus tecnologías de apoyo, en la actual transformación de la vida humana en la infosfera. El artículo también ofrece un ejemplo del poder de los nuevos enfoques sociales sobre el uso de las tecnologías de información y comunicación para fomentar nuevos modelos de trabajo en las organizaciones mediante la presentación de los principales resultados de un proyecto de investigación sobre desarrollo social de marca. Una discusión sobre algunas de las tendencias del futuro impacto de las nuevas tecnologías de la información y la comunicación en la infosfera también se incluye.

    The Playful Citizen

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    This edited volume collects current research by academics and practitioners on playful citizen participation through digital media technologies

    Designing for experience: Example experience design projects on workspace

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    Thesis (Master)--Izmir Institute of Technology, Industrial Design, Izmir, 2006Includes bibliographical references (leaves: 94-95)Text in English; Abstract: Turkish and Englishxv, 96 leavesThe great experiences can be deliberate and are based upon principles that have been proven. This thesis study explored the most important of these principles before the practical study. After that, the study focused on making a practical study on the workspace domain in three main phases.In the data collecting phase, experience data was collected for a workspace domain by observing workspace activities. Used methods were photographing, informal interviews, field notes and ethnographic observation. In the data modeling phase, a data model were constructed. Pattern language was used as a base for re-modeling the experience data. The data model is simply a framework that allows the designer to document, collect, communicate and understand all design related information quickly and easily. During the design phase, this framework became the design guideline and was used as a roadmap for every single design idea.Framework also gives the opportunity of defining relations from patterns to patterns and from design ideas to patterns. This flexible opportunity lets the designer visualize experience scenarios with design ideas in a higher level of understanding. Framework has a special data encapsulation format which is inherited from pattern language. According to that format, short pattern names, short essence paragraphs and other sections makes easier to remember, communicate and connect the patterns with new ideas. At the end of the design phase, three different products which are actively related with the experience patterns were designed

    Fluid technologies: The Bush Pump, the LifeStraw ® and microworlds of humanitarian design

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    Over the past decade, many ingenious, small-scale gadgets have appeared in response to problems of disaster and extreme poverty. Focusing on the LifeStraw ® , a water filtration device invented by the company Vestergaard Frandsen, I situate this wave of humanitarian design relative to Marianne de Laet and Annemarie Mol’s classic article on the Zimbabwe Bush Pump. The LifeStraw shares the Bush Pump’s principle of technical minimalism, as well as its ethical desire to improve the lives of communities. Unlike the pump, however, the straw defines itself through rather than against market logic, accepting the premise that one can ‘do well while doing good’. Moreover, it does not share the assumed framework of de Laet and Mol’s Zimbabwean socio-technical landscape: a postcolonial state happily en route to national self-definition. Nonetheless, it clearly embodies moral affect, if in the idiom of humanitarian concern rather than development. My aim is to open up three interrelated lines of inquiry for discussion. First, I consider aspects of a postcolonial condition at the micro-level of immediate needs, including assumptions about nation-state politics and markets. Second, I emphasize science and technology in the form of infrastructure, the material frontline of norms. Third, I return reflexively to love, and the complicated allure of engagement in academic work

    ETD’17 - 6º Ergotrip Design, Aveiro: livro de resumos

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    A edição 2017 da Conferência Internacional Ergotrip Design, está de volta aos ovos moles, às temperaturas mais frescas e à terra dos moliceiros, isto é, a cidade de Aveiro. Com enfoque nas áreas de Design, Ergonomia & Interação Humano-Computador, atravessa novamente o Atlântico sediando-se em Portugal entre os dias 29 e 30 de novembro. O evento de origem brasileira, tem como intuito promover e alargar a cooperação e aproximar estes dois países que tanto tem de comum. Este ano, que também é de comemorações dos 20 anos de formação graduada em design na Universidade de Aveiro, contará com um evento paralelo organizado pelo ID+ Desis Lab e ETD17 + Design [In, And, For] Democracy, que contará com a presença de Ezio Manzini, Virginia Tassinari, Mark Andersson, Michelangelo Secchi, José Carlos Mota, para além dos palestrantes Nelson Zagalo, Álvaro Sousa, Teresa Franqueira e Lígia Lopes. Assim, a Universidade de Aveiro acolhe a 6ª edição do evento, ficando a organização a cargo do Departamento de Comunicação e Arte (DeCA) e da unidade de investigação associada ID+. Instituto de Investigação em Design, Media e Cultura. Com esta iniciativa, pretende-se continuar a desenvolver um espaço aberto à comunidade académica, para discutir, disseminar e incentivar a cultura de projeto, desenvolvimento e investigação. Com a realização do Ergotrip Design – Aveiro 2017 pretende-se criar um ambiente favorável à partilha, diálogo, cruzamento de ideias e de conceitos, potenciando os trabalhos académicos e fortalecendo as redes de contactos transatlânticos, reunindo diferentes domínios de investigação desde Design, Ergonomia e Interação Humano-Computador
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