Visual Sphere
(Asynchronous - Online Only)
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Featured Visual Design in Global Print Advertisements of Perfumes and Its Association with Fragrances and Local Visual Culture View Digital Media
Paper Presentation in a Themed Session Mathew Martin Poothullil, Juhi Shah
In the world of design communication, the strength of expression and power of meaning of the written words are enhanced with the appropriate use of typography in relation to image, object, gesture, and language. Typefaces stimulate the psychological associations in the viewer’s mind. The characteristics of fragrances influence the customer’s attitude through the emotional associations it evokes. This research-based study examined the associations between typefaces as a part of design modality and fragrances of the perfumes in global print advertisements from magazines of the English language. A 3 (typefaces: Serif, Sans Serif, Display) x 5 (fragrances: Floral, Oriental, Woods, Aromatic, Fresh) descriptive and inferential analysis was undertaken. Respondents (N=175) were surveyed and the content of global print advertisements (N=20) was analysed. The assumption that typefaces of global print advertisements can have a positive effect on the customer’s perception of fragrances was put to test. Results reveal that the typefaces created a positive effect due to the congruence between the most associated typeface by the respondent and the typeface used to denote the perfume’s name in the global print advertisements. Furthermore, respondents find it very important for the typeface used to denote the perfume’s name to be positively associated with the fragrance of the perfume.
3D Scanned Nature-based Virtual Environment Design: A Hunter Valley (NSW, Australia) Case Study View Digital Media
Paper Presentation in a Themed Session Jean Luc Schmid, Simone O'Callaghan, Zi Siang See
This research project focuses on 3D scanning methods to create a virtual environment of nature-based artefacts from the Hunter Valley region, primarily looking at photogrammetry-based and Light Detection and Ranging (LiDAR) processes. The technology required to develop virtual environments is becoming cheaper and more accessible to the public, begging the question of how much of a difference lies between low and high-fidelity software results. A range of hardware and software will be utilised throughout, using an iterative design process to support consideration for utilising accessible 3D scanned results, possibly obtained in a short amount of time. The main contribution of this research is to find and evaluate approachable technical methods of creating photorealistic environments that can be interacted with in a game engine setting using consumer-grade devices. Virtual environments are becoming increasingly more important as a tool for many industries, and consequently, the technology is becoming more readily available to a wider audience. These include architectural visualisation, digital heritage, and film making. Furthermore, the research Investigates the creative process and workflow of creating high-fidelity 3D assets, potentially contributing a cheaper and faster solution for professionals and non-professionals alike. For this project, as part of the creative component, the virtual environment prototype will be created with nature artefacts obtained through 3D scanning approaches located within the Hunter Valley. The research outcome is presented in the form of a digital game environment (prototype), which can be interacted with, potentially allowing the opportunity for participants to provide additional user experience data.
Merging Footwear Design, Functionality, and Sustainability View Digital Media
Paper Presentation in a Themed Session Ling Cheung
Functionality and sustainability are key elements of the current footwear industry. Recent data prove that about 300 million pairs of footwear are disposed of every year, which requires exploring innovative ways to produce, design. and promote durability. The majority of consumers demand comfort, versatility, functionality, sustainability, and performance in the variability of settings. These factors have been leading sustainable footwear brands to develop 3-Dimensional (3D) printing in footwear production, focused on sustainable functionality. Raising a number of 3D printing methods helps speed up and eco-consciousness in their innovative sustainable footwear manufacturing. In order to minimize the pollution of raw material waste to the environment, a customized 3D printing production of the midsole is needed. Without the mass production of midsoles, less disposable materials and reduce the cost of procuring raw materials in the foreseeable future. In this regard, the proposed project strives to develop an innovative design with elaborated technologies and functional footwear. This project investigates the sustainable aspects of footwear by applying 3D printing technology to produce a customized midsole design. It provides a way for fitting customization and design diversification in order to enhance innovation development and achieve the sustainability objective for footwear. Different extent of comfort and functional level can be obtained by creating precise fittings to the foot of human beings.
Visual Accessibility: A Case Study Integrating Dyslexia in the Development of a Children's Book View Digital Media
Paper Presentation in a Themed Session Elisabeth Arnold, Ari Chand
Illustrated children's books have long been effective tools used to communicate complex socio-cultural concepts, experiences visual narrative. In an increasingly visually mediated world early intervention and understanding around inclusive learning styles, diversity, and equity is an important widespread focus for the 20th Century. This paper synthesises the effective relationship between typography, layout, illustration, and moveables as accessible devices in the production of books for children with dyslexia. Integrating a user-centred design approach to movables, and visual communication, a case study of practice-based research highlights the importance of accessible consideration. It explores the ability of the designer to synthesise the experience, information, resources and sensibilities of dyslexia in image and text. Movable books allow children to remain engaged and utilises different areas of the brain. Children with dyslexia require that multisensory experience, and the design process and consideration of visual accessibility improves equitable access to learning.
Design as Cultural Artefact View Digital Media
Paper Presentation in a Themed Session Jesvin Puayhwa Yeo
Cultural heritage is a big part of human life, and so is design. How does design integrate with heritage and culture to foster innovative ideas? By reimagining heritage and culture, this paper explores and integrates traditional arts and crafts with design processes to develop innovative artistic prototypes. The design narrative has experimented in two intersecting and iterative stages. In the first stage of the ideas generation, the artefacts, materials, equipment and making processes of traditional Singapore artisans were documented and analysed. In the second stage of ideas interpretation, the findings were explored, reimagined, and interpreted as relevant designs for the public. The question raised during the process was: “What’s next in the field of traditional crafts and design?” The design narrative demonstrated that creativity and innovation could be derived from the deep roots of local cultural heritage and handicrafts. Its influence can be embodied in many aspects of the creative concept: the traditional and the modern aesthetic sense of sharing communion; the form of expression, of both abstract and figurative; and in techniques and materials, the use of multiple applications and comprehensive co-exist. All these greatly expanded the thinking and performance of design and provided promising conditions for the development of design as cultural artefacts.
Study on Effectiveness of Nonverbal Symbolic Signs in Fashion Garment Products: An Inquiry of Preferred Products View Digital Media
Paper Presentation in a Themed Session Arshiya Kapoor, Dandeswar Bisoyi
This study probes the effectiveness of nonverbal symbolic signs (semiotics and semantics) in garment products. Garments forms the basic necessity of human needs. It solves the basic need of protection, warmth, comfort, adornment. These aspects have been fundamental and stated time and again. It can be argued that any later change reflects not a necessity but fashion. The primary functions of clothes were very practical and primitive. Semiotics is defined as the review and recognition of signs and symbols and their use or interpretation. By recognising the garment product features / elements of design for preferred of the garment product in women's wear range. A designer uses product semantics to express the communication that reaches a user. It can further be used as a tool for designers to develop a greater understanding of a product, its utility, emotional response etc. The proficiency of a designer lies in the fact they can communicate through form. The images / photograph of garment examined here lay a foundation to interpret meaning and recognition. An online structured questionnaire was used as tool for 27 participants / respondents through non-probability sampling method and convenience sampling. Fashion clothing products - Jeans, Jacket, T shirt, Trouser, Kurti were studied. The findings highlighted that the semiotic and semantic meaning of fashion garment products can be broadly defined and can comprise as fashion clothing importance, symbolic meaning attached, elements of design and context plays an important role in conveying meanings to the viewer as well as user.
Omani Men’s Head Cover (Kumma): A History, a Tradition, and an Inspiration for Contemporary Fashion View Digital Media
Paper Presentation in a Themed Session Rehab Ragab Hassaan
Humanity cultural heritage carries a great deal of power, considered a boundless source for artists and designers’ inspirations. Furthermore, experiments of re-inventing the cultural heritage into contemporary forms considers a progressive vision of future. This paper presents an experience to extend boundaries of fashion, examines power of continuity and power of change. The objectives can be summarized in two main points: First, documenting the Omani men’s traditional head cover (Kumma) through museums, references, and the author description, second is inspiring contemporary women fashion by Kumma. The study highlights one piece of Omani traditional costumes, carrying rich historical, aesthetical, and technical dimensions. The re-inventing experiments had been represented in women fashion, through the de-constructive and re-constructive approach. Opinion questionnaire of proposed designs had been applied on a sample of Omani and non-Omani women, measuring the acceptance rate of heritage re-inventing. Statistical results indicated high acceptance rate of non-Omani for heritage renewing and reformulating, considering this as a type of keeping pace with the global devolving, on the contrary, 83% of Omani community preferred to transform Kumma artistic folk motifs on women Abaya through printing or through embroidering techniques, means their tendency for inspiring by Omani Kumma in conceptuality not materiality. The study recommends for intensive keeping of cultural heritage through real and virtual specific banks, in same time, encouraging young designers for considering artistic traditional cultural heritage in proposing modern designs.
Understanding User Expectation for Sustainable Wearables View Digital Media
Paper Presentation in a Themed Session Ahmet Baskan, Gozde Goncu-Berk
Wearable technologies display a fast-growing market trajectory, with predictions of market for wearables will reach $138bn by 2025. Although there is increasing demand for wearable technologies especially for performance, health and wellbeing, the biggest obstacle to sustainability of wearables is that these products are abandoned by users after a short use period. One of the most important reasons for this situation is the negative experiences of the users while using these products such as battery life, usability, etc. The user experience progresses in a process over time in stages of before use, during use, and after use of products. The important point of the pre-use experience is the expectations and needs of users from a product. Expectations are an important factor for user experience, expectations will affect the overall experience. The before-use experience is directly related to users' expectations from wearable technologies. This study aims to identify user expectations from wearable technology that could lead to longer-term product-user attachment, minimizing abandonments. We surveyed 400 people focusing on pragmatic and hedonic expectations from wearable technology used for sports performance. The participants included individuals who have prior experience in using wearable technology products as well as those with no experience. Expectations related to pragmatic experiences such as usability, wearability, and hedonic experiences such as emotion and self-expression have been analyzed statistically using an independent t-test. Results indicated that there is no significant difference between the expectations of people who have used wearable technologies before and those who have not used them.