scholarly journals ANALISA KUALITAS ESTETIS BRANDED GOODS DENGAN TEORI DESIGN SYNTACTIC FORM

2020 ◽  
Vol 1 (2) ◽  
pp. 13-21
Author(s):  
Devanny Gumulya

Product with good aesthetic appearance increases the consumer attractiveness and create memorable product experience. The paper discusses how the design element and the configuration can shape someone’s visual perception with syntactic design form theory, gestalt theory, and product gist method. Using these three approaches, two international bag brand is selected as study cases: Anya Hindmarch and Kate Spade. The study results are material, and the color design element can be continuously changed according to the trend, but the shape proportion and the configuration between the design elements need to be consistent.  So the brand will still look coherent visually. By using this strategy, these two brands stay competitive and favorable in the market.

Database ◽  
2020 ◽  
Vol 2020 ◽  
Author(s):  
Janno Harjes ◽  
Anton Link ◽  
Tanja Weibulat ◽  
Dagmar Triebel ◽  
Gerhard Rambold

Abstract Repeatability of study setups and reproducibility of research results by underlying data are major requirements in science. Until now, abstract models for describing the structural logic of studies in environmental sciences are lacking and tools for data management are insufficient. Mandatory for repeatability and reproducibility is the use of sophisticated data management solutions going beyond data file sharing. Particularly, it implies maintenance of coherent data along workflows. Design data concern elements from elementary domains of operations being transformation, measurement and transaction. Operation design elements and method information are specified for each consecutive workflow segment from field to laboratory campaigns. The strict linkage of operation design element values, operation values and objects is essential. For enabling coherence of corresponding objects along consecutive workflow segments, the assignment of unique identifiers and the specification of their relations are mandatory. The abstract model presented here addresses these aspects, and the software DiversityDescriptions (DWB-DD) facilitates the management of thusly connected digital data objects and structures. DWB-DD allows for an individual specification of operation design elements and their linking to objects. Two workflow design use cases, one for DNA barcoding and another for cultivation of fungal isolates, are given. To publish those structured data, standard schema mapping and XML-provision of digital objects are essential. Schemas useful for this mapping include the Ecological Markup Language, the Schema for Meta-omics Data of Collection Objects and the Standard for Structured Descriptive Data. Data pipelines with DWB-DD include the mapping and conversion between schemas and functions for data publishing and archiving according to the Open Archival Information System standard. The setting allows for repeatability of study setups, reproducibility of study results and for supporting work groups to structure and maintain their data from the beginning of a study. The theory of ‘FAIR++’ digital objects is introduced.


2021 ◽  
Vol 13 (8) ◽  
pp. 4175
Author(s):  
Islam Boukhelkhal ◽  
Fatiha Bourbia

The building envelope is the barrier between the interior and exterior environments. It has many important functions, including protecting the interior space from the climatic variations through its envelope materials and design elements, as well as reduction of energy consumption and improving indoor thermal comfort. Furthermore, exterior building sidings, in addition to their aesthetic appearance, can have useful textures for reducing solar gains and providing good thermal insulation performance. This research examined and evaluated the effect of external siding texture and geometry on energy performance. For this objective, a field in situ testing and investigation of surface temperature was carried out on four samples (test boxes) with different exterior textures and different orientations, under the climate zone of Constantine–Algeria during the summer period. The results indicated significant dependability between the exterior texture geometry, the percentage of shadow projected, and external surface temperature. The second part of the research involved a similar approach, exploring the effect of three types of particles with the same appearance but with different thermal characteristics. It was concluded that the natural plant aggregates “palm particles” had the best performance, which contributed to a significant reduction of external surface temperature reaching 4.3 °C, which meant decreasing the energy consumption.


2012 ◽  
Vol 8 (1) ◽  
pp. 35-53 ◽  
Author(s):  
Constantinos K. Coursaris ◽  
Konstantinos Kripintris

Usability has been an essential component of the Web User Experience (UX) and a focal research topic. In recent years, the penetration of interactive technologies in all aspects of everyday life challenges the way UX is understood and designed. The past decade, Human-Computer Interaction (HCI) scholars have been continuously attempting to introduce and explore new and non-traditional factors in the UX arena, such as aesthetics, emotions, affect, and trust. This study contributes to the field by exploring the relationship between aesthetics and UX; specifically the impact of the classical design element of white space on the perceived attractiveness and perceived usability of an e-commerce website. A between-subject research design involves the manipulation a website’s white space. Three different versions were constructed using 25, 50 and 75% of the white space, respectively. Findings offer support for the relationship between aesthetics and the perceived usability of a website. The study results suggest that the usability of a website is impacted negatively when white space increases over 50%. Practitioners should consider that in the context of eCommerce Web design, reduction of content and shrinking of visual elements, in favor of white space, is likely to negatively impact the usability of a website.


2019 ◽  
Vol 4 (1) ◽  
pp. 17
Author(s):  
Rina Carina

<strong>Abstract</strong><br />The Decorative Letters Application in Kinetic Typography. Typography is a design element that is very important and widely used in animation, which is known as kinetic typography, where the letters move and become the main visual element in conveying information. Decorative letters are now more diverse, some are easy to read, but many of them are difficult to read. The developing of decorative lettes will certainly affect the visual. The purpose of this study is to see the development of decorative letters<br />application in kinetic typography. This art-based research uses qualitative research method by analyze the decorative letters as design elements based on basic typographic theory. The result is a conclusion of the achievement of delivering information through the decorative letters, especially in kinetic typography and open to further study.<br />Hope that this research can enrich designer’s references in applying typography as an important and informative design element.<br /><div> </div><div> </div><strong>Abstrak</strong><br />Penggunaan Huruf Dekoratif dalam Tipografi Kinetis. Tipografi merupakan sebuah elemen desain yang sangat penting dan banyak digunakan dalam media animasi, yang dikenal dengan sebutan tipografi kinetis, di mana huruf-huruf tersebut bergerak dan menjadi elemen visual utama dalam menyampaikan sebuah informasi. Bentuk huruf dekoratif pun kini semakin beragam, ada yang mudah dibaca, namun tidak sedikit<br />yang sulit dibaca. Semakin banyaknya suguhan bentuk huruf dekoratif tentunya akan mempengaruhi desain visual yang dihasilkan. Tujuan dari penelitian ini adalah untuk mengetahui perkembangan penggunaan huruf dekoratif pada tipografi kinetis. Penelitian berbasis seni ini menggunakan metode riset kualitatif, dengan menganalisis huruf dekoratif sebagai elemen desain berdasarkan teori dasar tipografi. Hasil dari<br />penelitian ini adalah berupa kesimpulan mengenai keberhasilan penyampaian informasi melalui huruf dekoratif, khususnya dalam karya tipografi kinetis dan terbuka untuk penelitian lebih lanjut. Melalui penelitian ini diharapkan dapat memperkaya referensi para desainer dalam menggunakan tipografi sebagai elemen desain yang penting dan<br />informatif.<br /><br />


Energies ◽  
2020 ◽  
Vol 13 (7) ◽  
pp. 1546
Author(s):  
Seung-Joon Lee ◽  
Kyu-Jin Kim ◽  
Da-Sol Kim ◽  
Eui-Hwan Ryu ◽  
Jae Lee

Traditionally, studies on the power generation performance analysis of the photovoltaic (PV) modules used in building-integrated PV (BIPV) systems have been based on computer simulations and actual experiments with constraints, resulting in the results being inaccurate and limited. This paper proposes a two-step analysis method that results in a more versatile and reliable means of analysis. The steps are: (1) construction of a mock-up test building in the form of BIPV systems and the collection of a massive amount of operational data for one year; and (2) a statistical analysis of the acquired data using Minitab software (Version: 17, Manufacturer: Minitab Inc., State College, PA, USA) to examine the power generation performance. The constructed BIPV mock-up applies design elements such as material types (c-Si and a-Si) and various directions and angles for different module installations. Prior to the analysis, the reliability of the large database (DB) constructed from the acquired data is statistically validated. Then, from the statistical correlation analysis of the DB, several plots that visualize the performance characteristics governed by design elements, including contour plots that show the region of higher performance, are generated. Further, a regression model equation for power generation performance is derived and verified. The results of this study will be useful in determining whether a BIPV system should be adopted in a building’s architectural design and, subsequently, selecting design element values for an actual BIPV system.


2015 ◽  
Vol 75 (3) ◽  
Author(s):  
Mohd Hafiz Faizal Mohamad Kamil ◽  
Azizah Jaafar

Products selection approach is subjective to each consumer and this issue becomes a problem to product manufacturers, particularly package label designer to determine the best design model for their product labels. Usability is identified as among the main criteria that determine the effectiveness of a product label design to the consumer.  Other criteria such as awareness and trust may contribute to accurate and correct decisions by the consumers based on informative label design. This study proposed a conceptual framework for the criteria of usability, awareness and trust on product label design that may affect the purchase decision by consumers. A survey adapted from previous study, was conducted on experts to determine the criteria of design elements for product label design specifically to assist in product purchase. Our study found that, a total number of 18 characteristics were included in high category of the three design element criteria with 76% means score. These types of characteristics may enhance customer confidence during purchasing process.


2014 ◽  
Vol 14 (3) ◽  
pp. 317-326
Author(s):  
Lee, Won Cheol ◽  
KIMHyungGi ◽  
Jung, Changyong

Author(s):  
Sean Maw

In the Fall 2010 semester, Mount Royal University’s Engineering Transfer Program ran its first version of a new Engineering Design course that combined two term courses into one. The course consisted of integrated Technical Writing, Technical Drawing and Sketching, and Design elements. The Design element, consisting of three hours/week of in-class activities, focused on the introduction of elements of the design process, activities to expose students to the real-life aspects of each stage of the process, and a term project that brought all elements of the course together in one real-life application. The term project was the (re)design of a pedestrian footbridge on the Mount Royal (MRU) campus. The existing bridge, approximately 3.5 m long by 2 m wide, spans a man-made gulley and joins two parts of a pedestrian walkway. Relevant MRU grounds staff were involved in the project as clients and more than 100 students worked in small groups (3-5 members each) to design and then build a 1/3rd scale model of their bridge design using a somewhat constrained materials list and basic wood shop facilities. Components of the project were also integrated with other courses in the curriculum, such as Statics. This paper details the logistics of the course and of the project, as well as the lessons learned in terms of things that worked well and those that did not. Overall, the project was deemed a solid success based on feedback from students, clients and instructors. This kind of project could also be carried out at other Canadian university campuses with minimal alterations.


Author(s):  
Greta Hoffmann ◽  
Jella Pfeiffer

AbstractMunicipal waste sorting is an important but neglected topic within sustainability-oriented Information Systems research. Most waste management systems depend on the quality of their citizens pre-sorting but lack teaching resources. Thus, it is important to raise awareness and knowledge on correct waste sorting to strengthen current efforts. Having shown promising results in raising learning outcomes and motivation in domains like health and economics, gamification is an auspicious approach to address this problem. The paper explores the effectiveness of gameful design on learning outcomes of waste sorting knowledge with a mobile game app that implements two different learning strategies: repetition and elaboration. In a laboratory experiment, the overall learning outcome of participants who trained with the game was compared to that of participants who trained with standard analogue non-game materials. Furthermore, the effects of two additional, learning-enhancing design elements – repetition and look-up – were analyzed. Learning outcome in terms of long-term retention and knowledge transfer were evaluated through three different testing measures two weeks after the training: in-game, through a multiple-choice test and real-life sorting. The results show that the game significantly enhanced the learning outcome of waste sorting knowledge for all measures, which is particularly remarkable for the real-life measure, as similar studies were not successful with regard to knowledge transfer to real life. Furthermore, look-up is found to be a promising game design element that is not yet established in IS literature and therefore should be considered more thoroughly in future research and practical implementations alike.


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