Purpose This paper aims to identify and compare the graphical shapes and meanings attributed to place/city by the designer/creative/author of a city visual identity (VI) and by the client and designer’s peers. Design/methodology/approach To identify and compare the graphical shapes and meanings attributed to place/city by the designer/creative/author of a city VI and by the client and designer’s peers. Findings This paper analysed the way the visual culture of different stakeholders influenced the process and the construction of the iconographic meanings. Secondly, this paper assessed how the design tools impacted the creative process in that specific context. Practical implications A demanding involvement of more participants in the design process can be worthy for a VI outcome. Visual identity of a city is both designer’s creative as a political process. The several aesthetical options decisions implied adaptation, trade-offs and negotiations. Originality/value This research explains how the design tools and forms were used in the creative process of designers when conceiving the VI of a place. This research also reveals how a design work can have an effective impact on the sensory qualities emanating from city brands which are recognized by tourists and citizens. The consideration of the designer’s tools makes a relevant contribution to understand some underlying procedural issues.
Developed within the scope of a SciTech research project, this chapter records in a procedural way the design centred on senior users for a set of three serious games for the eHealth field, designated by the authors as “Carnival.” The chapter, having as its leitmotif the project aforementioned, looking at its motivation, breaks down the systems augmented feedback interfaces—BodyGrip and SHaRe—to evaluate, rehabilitate, and monitor dexterity and manual strength. Topics related to empathy and well-being in the user experience design process, namely guidelines for empathy in different project phases, participatory design, inclusiveness, and amusement are identified. Withal listed the development phases of three games dynamics inherent to the “Carnival” set —“High Striker,” “Claw Machine,” “HotDog Sauce”—punctuating with the discussion and contributions to the e-health area describing its potential for Evaluate, rehabilitate, and monitor dexterity and manual strength.
The increasing usage of mobile technologies for service provision has created the need to understand customer mobile service experiences and to integrate designer's and technology's perspectives for the design of successful mobile services. This paper presents the results of a qualitative study with 44 mobile service customers, providing an in-depth understanding of the experience factors that contribute to design improved mobile services. The study' results indicate that traditional interface factors, such as usefulness and ease of use, continue to be important. However, the study reveals that contextual factors, such as the social environment and service atmosphere, are very important for the mobile service experience. These results reinforce the need to adopt a broader view of the experience factors for the effective design of mobile services.
Abstract. This research project aims to improve the methods for translating emotional factors experienced by users into characteristics of the mobile service interfaces.
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