scholarly journals E-Marketplace as a Tool for the Revitalization of Portuguese Craft Industry: The Design Process in the Development of an Online Platform

2020 ◽  
Vol 12 (11) ◽  
pp. 195
Author(s):  
Nuno Martins ◽  
Daniel Brandão ◽  
Heitor Alvelos ◽  
Sara Silva

The craft trade in Portugal faces challenges that compromise its productive and economic sustainability and may result in the disappearance of millenary techniques, traditions, and industrial practices of high symbolic and historical value. The growing incompatibility of these traditional activities with digital technologies, the lack of resources, and a growing age gap are among the main problems identified. This situation made worse by various restrictions pertaining to the COVID-19 pandemic points towards the possibility of extinction of this type of manual arts. The goal of this research is to demonstrate how the design process of an e-marketplace platform, throughout its different phases, may contribute to the revitalization of traditional industries. The methodologies adopted in the framework consisted in the study of UX and UI best design practices, including wireframe design, user flows, definition of personas, development of prototypes, and style guides. The results of the conducted usability tests to the prototype allowed a gradual improvement of the solution, culminating in the confirmation of its effectiveness. The study concluded that digital technology, namely a designed e-marketplace solution, could potentially bring buyers and sellers closer together, thus being a tool with high potential for the dissemination and sustainability of the craft industry.

Author(s):  
Silas DENZ ◽  
Wouter EGGINK

Conventional design practices regard gender as a given precondition defined by femininity and masculinity. To shift these strategies to include non-heteronormative or queer users, queer theory served as a source of inspiration as well as user sensitive design techniques. As a result, a co-design workshop was developed and executed. Participants supported claims that gender scripts in designed artefacts uphold gender norms. The practice did not specify a definition of a queer design style. However, the co-design practice opened up the design process to non-normative gender scripts by unmasking binary gender dichotomies in industrial design.


2020 ◽  
Vol 26 (5) ◽  
pp. 1186-1204
Author(s):  
A.V. Fedorov ◽  
Zh.S. Peredera

Subject. The article reviews distinctions of M&A deals in innovation and technology. Objectives. We determine the specifics of innovative and technological companies and its impact on the synergy, process, finance, valuation of M&A deals. Methods. The article employs methods of generalization, comprehensive analysis, systematization, specification, comparison, study into trends and the structure. Graphics and tables are used to display the findings. Results. We conducted the content analysis of the term Mergers & Acquisitions, thus finding the divergence of foreign and the Russian approaches. We provide our own definition of the concept and analyzed the dynamics of the overall M&A market and the innovation and technological sector. The article describes operational distinctions of innovative and technological companies and compares them with conventional sectors. The article determined the specifics of synergy, process, finance, valuation of M&A deals in innovation and technology. Conclusions and Relevance. The innovation and technology sector saw M&A deals become more frequent for the recent five years. What distinguishes them is the number of startups and infant businesses, large M&A deals in order to develop their ecosystems, involve digital technology companies. Traditional approaches should be adapted for structuring M&A deals, their arrangement, financing and valuation of target companies. The findings can lay the groundwork for further studies into the specifics of the innovation and technology sector, M&A deals, and set up the methodological framework for the valuation of innovative and technological companies. The findings can also immediately support parties of M&A deals from theoretical perspectives.


Author(s):  
Andrea Renda

This chapter assesses Europe’s efforts in developing a full-fledged strategy on the human and ethical implications of artificial intelligence (AI). The strong focus on ethics in the European Union’s AI strategy should be seen in the context of an overall strategy that aims at protecting citizens and civil society from abuses of digital technology but also as part of a competitiveness-oriented strategy aimed at raising the standards for access to Europe’s wealthy Single Market. In this context, one of the most peculiar steps in the European Union’s strategy was the creation of an independent High-Level Expert Group on AI (AI HLEG), accompanied by the launch of an AI Alliance, which quickly attracted several hundred participants. The AI HLEG, a multistakeholder group including fifty-two experts, was tasked with the definition of Ethics Guidelines as well as with the formulation of “Policy and Investment Recommendations.” With the advice of the AI HLEG, the European Commission put forward ethical guidelines for Trustworthy AI—which are now paving the way for a comprehensive, risk-based policy framework.


2021 ◽  
Vol 1 ◽  
pp. 2571-2580
Author(s):  
Filip Valjak ◽  
Angelica Lindwall

AbstractThe advent of additive manufacturing (AM) in recent years have had a significant impact on the design process. Because of new manufacturing technology, a new area of research emerged – Design for Additive Manufacturing (DfAM) with newly developed design support methods and tools. This paper looks into the current status of the field regarding the conceptual design of AM products, with the focus on how literature sources treat design heuristics and design principles in the context of DfAM. To answer the research question, a systematic literature review was conducted. The results are analysed, compared and discussed on three main points: the definition of the design heuristics and the design principles, level of support they provide, as well as where and how they are used inside the design process. The paper highlights the similarities and differences between design heuristics and design principles in the context of DfAM.


Author(s):  
Vladislav Andreyevich Shcherbakov ◽  
◽  
Svetlana Aleksandrovna Chevereva ◽  

The definition of the term Big Date is given. Particular attention is paid to how, in practice, Big Data technology is being introduced into people's lives at the state level and how it can be used for total control using the example of the People’s Republic of China.


Author(s):  
Abigail Berry

The famous anthropologist Pierre Bourdieu argued that there is an “unnatural idea of inborn culture, of a gift of culture, bestowed on certain people by Nature.” [1] Bourdieu is arguing that people, who have not been born into a higher class, or who cannot receive a high level of education, are unable to appreciate and understand art. The study of art history is expensive, and often involves extremely high travel costs, thus making it inaccessible to anybody who does not enjoy the means to pursue it. How can we address this accessibility problem in the study of art history? Is there any way to bring art to the people who do not possess “inborn culture?” Bourdieu wrote his book on art and class in 1984, at a time when the computer, and its democratizing potential, was a new and little -understood invention. My research proposes that modern technology provides an answer to this problem, which has plagued the discipline of art history. This presentation will examine three research projects that I’ve been working on at Queen’s. Each project uses digital technologies to improve the general public’s knowledge and access to art. The projects are all different: the first focuses on creating a digital model of 18th - century Canterbury Cathedral based on a book from W.D. Jordan Rare Books and Special Collections, the second project works on understanding Herstmonceux Castle and medieval England through technology, and the third involves image processing for art historical investigations. Despite their differences, each project makes art accessible to people who do not possess Bourdieu’s definition of “inborn culture.”        


2020 ◽  
Vol 11 (514) ◽  
pp. 220-230
Author(s):  
O. M. Iastremska ◽  
◽  
O. О. Iastremska ◽  

The article is concerned with the issues of determining and evaluating the economic sustainability of enterprise. The publication analyzes the views of scholars on the definition of «economic sustainability of enterprise». A closer definition of this concept is proposed, according to which under the economic sustainability of enterprise it is advisable to understand its complex ability to respond to and withstand the influence of negative relevant factors of the external and internal environment, while maintaining its internal structure, dynamics of operation, which contributes to the achievement of the main goals of functioning and development of enterprises. The main components of economic sustainability of enterprise are allocated, including: financial, industrial, personnel, organizational, marketing, social, environmental, investment, innovation. The main stages of the process of ensuring economic sustainability of enterprise are proposed, the basis of implementing which is the principles of unity – interconnectedness and subordination of all components of sustainability; complexity, which involves taking into account relevant factors of influence; continuity – implementation of the regulatory process on the basis of permanence and sustainability; adequacy, i.e. compliance of the system with patterns of enterprise development. The proposed components and stages of ensuring and determining the economic sustainability of enterprise are used as the basis of the developed methodical approach concerning its quantitative assessment, which is built up using methods of multidimensional factor, cluster analysis, additive convolution method for calculating the integral indicator of economic sustainability of enterprises. The developed methodical approach was tested on the statistical data of nine machine-building enterprises of Kharkiv region, which proved its applied value and possibility of further use.


JURNAL RUPA ◽  
2018 ◽  
Vol 2 (2) ◽  
pp. 122
Author(s):  
Noor Hasyim ◽  
Ati Bahiyati Utami Putri

Traditional games which involved fine motor skill are becoming obsolete nowadays, one of them is engklek. In addition to technological developments, the increasingly diminishing playgrounds and the growing individuality of the urban community has made traditional games much more forgotten. The preservation of engklek needs to be done through a contemporary approach involving recent technologies, one of them is using video games. Video games has potential to grow children's curiosity towards some knowledge that become increasingly rare. The aim of digitization of englek is to introduce traditional games in order to preserve the culture of traditional game for Indonesian children, especially for those whom live in urban areas today. The final result of this design process is an Android game application called PERON Engklek that would introduce traditional games through digital technology for children nowadays. By doing so, it would motivate them to play with their friends.


2021 ◽  
Vol 10 (2) ◽  
pp. 176
Author(s):  
Maira Mukhtarovna Pernekulova ◽  
Ayazhan Sagikyzy ◽  
Zhamal Bazilovna Ashirbekova ◽  
Dinara Mukhtarovna Zhanabayeva ◽  
Gaukhar Abdikarimovna Abdurazakova

Currently there are many attempts to determine virtual reality which is created by digital technologies. The present article discusses this phenomenon in the creative act. This approach gives an opportunity for the full consideration of virtual reality because the category of reality includes not only digital technologies but subjective perceptions which creates problems in its definition. According to our understanding virtual reality is determined by the relation with the person’s virtual world and digital code. The person’s creative potential is defined, in its turn, as the person’s virtual. In the creative act between virtual reality and creative potential besides homogeneous connection there is an ontological connection and then virtual reality is a medium and a tool for the person’s creative potential realization. In this case the creative act is an actualization of images or symbols, by changing the intensities of the virtual image which results in the transition of the creative potential into otherness- the virtual reality of the code. As the tool of creative reality virtual reality plays the role of the digital technology which alienates the person’s time and space.   Received: 19 November 2020 / Accepted: 4 February 2021 / Published: 5 March 2021


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