Hasil untuk "Drawing. Design. Illustration"

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DOAJ Open Access 2025
Motion in Spatial Frames: Exploring the Elements of Animation Action

Simone Shu-Yeng Chung

The distinctive style with which Japanese animation is rendered is what its audience have come to expect of anime, in terms of look, quality and content. Even when production began incorporating digital methods, anime made with 3D tools are invariably processed to look two-dimensional, and retained their unmistakably flat aesthetics. Being fundamentally technique-driven rather than technology-driven, locomotion and scalar relationships between elements in a moving image sequence are manipulated through compositing rather than composition. A micro-aesthetic analysis on highly dynamic action scenes from contemporaneous supernatural anime series manga adaptations, such as Dandadan and Jujutsu Kaisen, reveal the visual storytelling possibilities afforded by open compositing and limited animation in limited space. Ultimately, the portrayal of space is inextricably bound by the medium’s animetic capacity to induce viewers to haptically experience the effects of motion and movement in the multiplanar image. Finally, the paper reflects how such spatial framings and development of animation techne might enrich interdisciplinary discourse and creative practice.

Language and Literature, Drawing. Design. Illustration
DOAJ Open Access 2025
Reimagining facade design using a collaborative gamification approach for enhanced form-based codes: 15 Khordad Street in Tehran

Amir Shakibamanesh, Maryam Nargeszadeh , Mahshid Ghorbanian

This study presents a novel methodological innovation by integrating the Delphi technique into a gamified evaluation framework, offering a new hybrid approach to collaboratively developing Form-Based Codes (FBCs). The primary goal is to increase the flexibility and participatory nature of the design process. The research focuses on a segment of 15 Khordad Street in Tehran, where facade design was re-envisioned via a collaborative digital platform using the Delphi technique. Based on literature review and a survey, the study provides a deep understanding of the area’s design dynamics. Facade design alternatives were developed and interactively modeled using Unity3D. This interactive environment allowed urban designers exploring various design permutations and selecting their preferred facade elements based on the FBC alternatives. The collective preferences were then synthesized to identify an optimal facade design for the area. Findings revealed that 44% of participants favored a setback pattern, showing a strong preference for a specific urban design approach. By incorporating gamification into the FBC selection process, the study aims to shift urban design from a product-centric approach to a more dynamic, process-oriented, and participatory methodology. This research highlights the potential of gamification in transforming traditional urban design practices into more flexible, inclusive, and cyclical processes.

Drawing. Design. Illustration, Architecture
CrossRef Open Access 2024
Character Design for Educational Illustration Books in Knowing Visual Communication Design

Diani Seftina, Restu Ismoyo Aji, Diana Aqidatun Nisa

This research discusses the design of character designs in illustration books getting to know DKV for SMA/MA/SMK teenagers. Teenagers need knowledge and information in making plans for the future, one of which starts with preparing to choose the right major in college. This aims to minimize cases of students feeling like they have entered the wrong major. Apart from that, the existence of the DKV sector is still underestimated by some people due to a lack of knowledge about DKV. The method used in this design is a quantitative descriptive and qualitative descriptive data analysis method through interview data, FGD (Focus Group Discussion), observation, questionnaires, and literature study which culminated in the keyword "Deep understanding DKV with the present" and obtained results in the form of 3 design characters representing 2 DKV students and 1 SMA/MA/SMK teenager. Each character is designed with a contemporary design approach in a contemporary form using a flat design drawing style.

DOAJ Open Access 2024
Analisis strategi desain promo Shopee dalam menunjang pengalaman belanja online

Hans Faris Ebenhaez, Elizabeth Susanti

<p>Aplikasi Shopee merupakan salah satu platform <em>e-commerce</em> yang banyak digunakan di Asia Tenggara, seperti Singapura, Malaysia, Indonesia, Thailand, Filipina, Vietnam, dan termasuk Taiwan. Aplikasi ini menyediakan pengalaman berbelanja  <em>online</em> yang mudah dan menarik.Penelitian ini menganalisis strategi visual dan desain promo Shopee seperti <em>pop up, banner, Shopee live, dan home </em>dalam mempengaruhi kenyamanan pelanggan. Dengan pendekatan kualitatif dengan metode deskriptif untuk menganalisa strategi visual dan desain promosi Shopee. Kebaruan penelitian ini adalah Shopee ternyata tidak hanya berfungsi sebagai <em>e-commerce</em> alat pemasaran, tetapi juga meningkatkan daya tarik dan loyalitas pelanggan. Hasil analisis menunjukkan bahwa strategi visual yang kreatif dan relevan aplikasi Shopee, berkontribusi secara signifikan terhadap pengalaman belanja<em> online</em> yang memuaskan dan interaktif.</p>

Arts in general, Drawing. Design. Illustration
DOAJ Open Access 2024
Design Stories in the Global South: Fabulation as a Means to Decolonize Design History

Clara Meliande

This article aims to discuss, through the critical fabulation of Saidiya Hartman, the use of fabulation in the field of design history as a decolonizing methodological tool, as it challenges and problematizes notions of truth and neutrality in research and the boundaries of scientific writing. Assuming that all writing, even that which claims to be committed to reality, has elements of fiction, I argue that researchers in design can engage in writing that, with historical rigor, utilizes imagination not as a means of falsification but as a materialization of what is suggested in documents but escapes the possibility of verification. I conclude that fabulation can be employed as a means to imagine alternative occurrences, as a way to speculate on what cannot be answered through archival materials, and as a tactic for democratizing academic discourse.

Drawing. Design. Illustration
DOAJ Open Access 2024
Lina Bo Bardi: SESC Pompeia (1976-1983), Proceso De Concepción Y Palimpsesto

Iván Sinchi-Toral

El presente artículo de investigación se plantea desde la hipótesis de que el acercamiento al SESC Pompeia de Lina Bo Bardi, a través de su proceso de concepción, revela el criterio de palimpsesto como una serie reescrituras que superponen dimensiones y visiones diversas sobre cómo abordar un edificio desde las sugerencias que da la forma y a qué objetivos esta debe apuntar en el ámbito del proyecto de arquitectura. El trabajo, entonces, se centra en tres momentos: el proyecto construido, los proyectos previos y el proceso de concepción del SESC Pompeia en sí. Para esto, se examinan sus planos y bocetos previos, y se contrasta la imagen del edificio construido con las decisiones de diseño en él descartadas; así, se comprende mejor aquello que en él prevalecen. Las reflexiones, en efecto, giran en torno a las nociones de forma como estructura, forma como figura y al acto de posicionarse en el lugar del autor. Estos son útiles para interpretar el pensamiento de Lina Bo Bardi al momento de proyectar su arquitectura.

Drawing. Design. Illustration, Architecture
DOAJ Open Access 2023
La narrazione del paesaggio urbano nelle gallerie affrescate dei Musei Vaticani e di Palazzo Doria Spinola

Michela Scaglione, Martina Castaldi

«Chi ha provato il volo camminerà guardando il cielo, perché là è stato e là vuole tornare», così il genio di Leonardo esordì in relazione agli studi che stava compiendo sulle macchine volanti. Non solo Da Vinci, ma l’uomo, in generale, ha sempre avuto una propensione per ciò che non poteva raggiungere, uno stimolo a creare strumenti che avrebbero potuto consentirgli di arrivare a punti di vista differenti. Tra Umanesimo e Rinascimento la nuova vivacità culturale porta l’uomo a intraprendere grandi esplorazioni geografiche intraprendendo numerosi studi per la creazione di dettagliate mappe e carte geografiche. Le famiglie più facoltose e le personalità di spicco in generale iniziano ad interessarsi sempre di più alla cartografia chiedendo, ad astronomi e cartografi, di realizzare mappe per le proprie dimore contenenti inizialmente solo la descrizione del mondo antico per poi essere progressivamente aggiornate con le aree di recente scoperta. La moda diviene talmente diffusa che iniziano ad essere decorate sottoforma di quadro o affresco gli edifici aristocratici e clericali; ne sono un celebre esempio le carte geografiche pittoriche site all’interno della galleria dei Musei Vaticani e della galleria di Palazzo Doria Spinola di Genova. Lo scopo della ricerca è quindi quello di analizzare le analogie e differenze che intercorrono tra queste due rappresentazioni cartografiche nelle viste prospettiche a volo d’uccello del capoluogo ligure.

Drawing. Design. Illustration, Visual arts
DOAJ Open Access 2023
Design Processes and Tools as Oppression? Rethinking our Design Practice for more Just Design Outcomes

Manuhuia Barcham

Our design processes and tools matter, as our design is always shaped by the processes and tools that we use. Context necessarily shapes the content of our design processes and tools. But, without paying attention to the content emerging from that context, the use of these tools and processes may become oppressive. In the wake of colonialism, the un-reflexive use of design tools and processes underpinned by Western conceptual ideas and schema can lead to oppression for design with non- Western or Indigenous peoples. Even tools and processes designed with a supposedly liberatory intent, such as promoting democratic practice or equality, can lead to oppression in their un-reflexive use. Looking at two experiences from my design practice with my own hapū (clan), this article explores the ways in which ideas of democratic participation and equality raised in these two design spaces could function in an oppressive way to cause a form of violence against our traditional lifeworld. This article proposes some ways in which this aspect of design might be modified to help lead to more just design outcomes, through a more reflective and intentional approach when choosing and applying the design tools and processes we use in our design practice.

Drawing. Design. Illustration
DOAJ Open Access 2023
Investigar en diseño más allá de la ademia. El caso "A tientas"

Nacho Pérez

“A tientas. Palpando los márgenes de la profesión del diseño” es un proyecto de investigación en diseño realizado por Diego March (@diegomarch.info), Nacho Pérez (@_nacho_perez) y José Alonso Català (@josealonso.studio) entre enero y mayo de 2022. La investigación se centró en analizar nuevas ramas periféricas del diseño (más cercanas a las humanidades y a una idea más transversal de la profesión) y cómo las integran las nuevas generaciones en su práctica profesional.

Visual arts, Drawing. Design. Illustration
CrossRef Open Access 2022
Urban Cartographies: Drawing Seen Through Bacon's Painting

Peter Salter

AbstractArt, architecture and urbanism practice Metis was founded by Professor Mark Dorrian, Forbes Chair in Architecture, and Adrian Hawker, MArch Programme Director, at the University of Edinburgh. Metis has a long history of proposing extraordinary architectures, whether in building form or as interventions in existing spaces. Architect and academic Peter Salter uses the lens of Francis Bacon's painting to view their creative tactics.

1 sitasi en
DOAJ Open Access 2022
Моушн-дизайн у контексті українського сучасного медіа-арту: зміст і перспективи

Вікторія Олійник

Мета дослідження полягає у визначенні змісту моушн-дизайну як популярного напрямку дизайн-діяльності в Україні, його ролі та перспектив у контексті сучасних українських графічних тенденцій в цілому та медіа-арту зокрема. Методи дослідження. Методологія побудови дослідження зумовлена темою, ґрунтується на комплексному використанні методів узагальнення, дедукції, порівняння, прогнозування, аналогії, а також хронологічного та аналітичного методів. Наукова новизна. Дана стаття демонструє новий погляд на деякі поняття у межах дослідження, що надійно вкорінилися у сучасному мистецькому повсякденні і тим самим спричинили необхідність здійснення об’єктивної оцінки, актуальної для теперішніх реалій. Зокрема, важливою є пропозиція щодо розширення класифікації продукції моушн-дизайну: замість розподілу проєктів за двома типами (на арт-об’єкти та комерційні об’єкти) обґрунтовано виділення третьої групи – інформаційних об’єктів. Така класифікація дає можливість не лише більш точно конкретизувати жанри численних творів моушн-графіки, а й сформулювати відповідні алгоритми їхнього проєктування з урахуванням нового розуміння змісту. Також у ході дослідження було доведено, що український моушн-дизайн наразі перебуває на визначальному етапі, коли, з одного боку, можна констатувати перспективу стрімкого просування вперед цього виду мистецтва завдяки сприятливим соціокультурним обставинам, а з іншого – беззаперечну проблему на цьому шляху, яка стала результатом відставання вітчизняної освіти від активної динаміки діджитал-попиту. Тому очевидно, що найближче десятиліття може скерувати вектор розвитку моушн-дизайну у нашій країні на вищий рівень за умови необхідних трансформацій освітньої системи і, звичайно ж, стабілізації економіки після воєнних дій на території України. Висновки. Моушн- дизайн – це специфічний та ефективний прийом роботи з графічним контентом різної якості, який передбачає синтез результатів численних видів іншої дизайн-діяльності, як-от анімації, 3D-моделювання, відеодизайну, ілюстрації тощо. У зв’язку з цим моушн- дизайнер має бути універсальним фахівцем і володіти значним обсягом теоретико-практичних знань та навичок. На жаль, у галузі української моушн-індустрії наразі можна констатувати дефіцит майстрів подібного рівня. Проте заслуговує схвальної оцінки активна популяризація даної професії і всіх супутніх аспектів, що, без сумніву, дає надію на швидке просування моушн-дизайну. Тим більше, що протягом тривалого періоду (понад 30 років) ми спостерігаємо у нашій країні потужну динаміку цього виду мистецтва у контексті медіа-арту – зростання від елементів продакшну кіно і телебачення до окремої, повноцінної галузі діджитал- маркетингу.

Fine Arts, Drawing. Design. Illustration
DOAJ Open Access 2022
Mnemonic Wars, Ephemeral Narratives and Contested Terrains. Collective Memory as a Conflictual Space of Confrontation

Andrea Facchetti

As noted by Mouffe (2005) and Ranciére (2004), the new millennium inaugurated a post-political phase where the idea of consensus replaced that of conflict: the political, understood in its agonistic dimension, is reduced to a series of administrative procedures, in which moments of tension and conflict lose their critical potential and are resolved through a technical and rational calculation. One of the most common expressions with which the post-political phase of consensus has manifested itself, especially in the European context, is the idea of shared memory. In the last twenty years, the development of digital media has radically affected the way collective memory can be constructed, represented, narrated, and disseminated (Blom, 2016). While the intrinsic risks of the digital revolution have been widely discussed (in terms of fake news, historical revisionism, and in general post-truth), the possibility to understand and to approach historical documents and materials as living matter opens up new research trajectories and design approaches able to question the idea of shared memory, and to move closer to the image of entangled memory and mnemography (Feindt et al., 2014). This paper analyses and discusses some projects and practices in the field of infographic design and counter-forensic that could lead to a conflictual or adversarial understanding of collective memory as a contested terrain.

Drawing. Design. Illustration, Architectural drawing and design
DOAJ Open Access 2021
Google Images, Climate Change, and the Disappearance of Humans

Warren Pearce, Carlo De Gaetano

In this contribution, we present a visual approach to study the development of the online representation of climate change. We collected ranked image lists over a twelve years timespan on Google Image Search, and analyzed them with a two-fold visualization: an image timeline of the top 5 images per year and an area bump chart showing the top 10 tags automatically detected by the computer vision algorithm in the larger dataset of the top 100 results per year. We can draw two main conclusions from these results. First, the artificial separation between climate change and humans identified in previous studies of climate change imagery is being perpetuated and reinforced on one of the most important digital locations for visual culture: Google Images. Second, that there is a notable homogeneity within the corpus of images, as well as stability over time.

Drawing. Design. Illustration
DOAJ Open Access 2020
Dal disegno alla misura. Ricostruzione del fronte di palazzo Aiutamicristo a Palermo

Fabrizio Agnello

I laser scanner e la fotogrammetria SfM hanno scardinato il legame tradizionale fra misura e disegno, fissato negli eidotipi che spesso prefiguravano i disegni di restituzione. Il contributo che segue intende dimostrare, attraverso una esemplificazione su un caso studio, che le tecnologie digitali e il lavoro di indagine su repliche del reale, esaltano, attraverso nuovi modi di interazione fra disegno e misura, la possibilità di indagare l’architettura costruita per decodificarne lo schema, il progetto. Il caso studio prescelto è il fronte principale di palazzo Aiutamicristo, costruito a Palermo a partire dal 1490 su progetto di Matteo Carnilivari. Il prospetto di palazzo Aiutamicristo avrà vita breve; gli eredi del capostipite Guglielmo promuoveranno il rinnovamento del fronte pochi anni dopo la sua ultimazione, probabilmente prima del 1535, quando il palazzo ospiterà il re Carlo V in visita a Palermo. Delle aperture e delle cornici del progetto originario rimangono tracce ancora visibili sul paramento murario. Il lavoro di ricostruzione mostra in modo chiaro la forza del connubio disegno-misura nello studio dell’architettura condotto su repliche digitali; il disegno rintraccia corrispondenze che permettono di ricostruire la misura di un elemento da un suo frammento. Copie dell’elemento riconfigurato conducono alla scoperta di deboli tracce, sfuggite a una prima osservazione, che fissano nuove misure e nuove corrispondenze.

Drawing. Design. Illustration, Visual arts
DOAJ Open Access 2020
Emotions and the Service Designer: A Relationship Uncovered

Mariluz Soto, Enni Mikkonen, Satu Miettinen

Emotions are present throughout the service design process for each participant, yet the own emotional experience of designers has rarely been addressed in design research. This paper is focused on the role and meaning of the emotions identified by service designers in their own experiences conducting or participating in projects, and as workshop facilitators. It builds empirically on a qualitative questionnaire examining their experiences of ‒ and reflections on ‒ the emotions they identified throughout their practices. The findings indicate a significant variety of emotions and confusion in determining their connection to the overall process. A clear understanding of the emotions associated with this process could strengthen service designers’ specific skills, enhancing confidence in decision-making, and adding value to their work. This, in turn, could help service designers to improve their professional performance in order to create a more inclusive and user-centered design practice in the context of changing scenarios, variable environments, and human interactions.

Drawing. Design. Illustration
DOAJ Open Access 2020
A Research on Space Perception And Acoustical Comfort

Damla GÜLER AKYÜZ, Banu MANAV

As suggested by literature, architecture and music has similarities. This study is planned to discuss the importance of music in space planning. The study is conducted at an experimental setting with automatic control lighting system where light levels, temperature et cetera were kept constant.  In the study, intimacy-presence, liveness-reverbe, warmth, clarity, balance, uniformity is tested. The importance of music on people and its importance on space planning is investigated. SPSS 21.0 Statistical Analysis Program is used at data analysis. Pearson Ki-Square Test is used. Test results suggested that there is a relation between sound-space interaction and space perception. Music is also affective on intimacy, clarity, texture, brilliance, space integrity et cetera. There is no relation between the gender of the participants and space perception. It can also be argued that people can feel themselves in different moods at the same setting in regard to music. This mood setting shall be in integration with the function of the space.

Drawing. Design. Illustration, Architecture
DOAJ Open Access 2020
COOPERATIVE EVALUATION TO IDENTIFY USABILITY PROBLEMS IN THE INTERFACE OF A THEMATIC BIBLIOGRAPHIC DATABASE, FROM THE EXPERIENCED USER PERFORMANCE

Cláudia Souza e Silva, André Ribeiro de Oliveira

This work aimed to evaluate the usability of the bibliographic database made available by one of the thematic libraries of the Oswaldo Cruz Foundation to consult its collection. It was intended to understand the factors that have an influence on the search for information in databases and the usability component, experienced user performance (EUP), was considered as a factor for choosing the research population, which was composed by librarians working in the library. As a method, cooperative evaluation was used, which has the advantage of direct interaction between researcher and user, to identify the most significant problems of a system. As a result, it was found that the experience of librarians in using the system and their knowledge about the collection and its theme had an impact on the search process, facilitating the use of the bibliographic database. At the end, the expert’s considerations for improving the system were listed.

Drawing. Design. Illustration, Electronic computers. Computer science
DOAJ Open Access 2019
Designing Predictive Tools for Personalized Functionalities in Knitted Performance Wear

Martijn ten Bhömer, Hai-Ning Liang, Difeng Yu et al.

Developments of advanced textile manufacturing techniques—such as 3D body-forming knitwear machinery—allows the production of almost finalized garments, which require little to no further production steps to finalize the garment. Moreover, advanced knitting technology in combination with new materials enables the integration of localized functionalities within a garment on a “stitch by stitch level.” There is potential in enhancing the design tools for advanced knitting manufacturing through the use of technologies such as data gathering, machine learning, and simulation. This approach reflects the potential of Industry 4.0, as design, product development, and manufacturing are moving closer together. However, there is still limited knowledge at present about how these new technologies and tools can have an impact on the creative design process. The case study presented in this paper explores the potential of predictive software design tools for fashion designers who are developing personalized advanced functionalities in textile products. The main research question explored in this article is: “How can designers benefit from intelligent design software for the manufacturing of advanced personalized functionalities in textile products?”. Within this larger research question three sub-research questions are explored: (1) What kind of advanced functionalities can be considered for the personalization process of knitwear? (2) How to design interactions and interfaces that use intelligent predictive algorithms to stimulate creativity during the fashion design process? (3) How will predictive software impact the manufacturing process for other stakeholders and production steps? These questions are investigated through the analysis of a Research Through Design case study, in which several predictive algorithms were compared and implemented in a user interface that would aid knitwear designers during the development process of high-performance running tights.

Drawing. Design. Illustration, Engineering design

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