design for children
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2021 ◽  
Vol 9 (2) ◽  
pp. 943-965
Author(s):  
Nihan Ünal ◽  
Esin Sarıman Özen
Keyword(s):  

2021 ◽  
Vol 9 (4) ◽  
pp. 427-434
Author(s):  
Anton V. Kruglov ◽  
Gregory A. Lein

BACKGROUND: Traditional cosmetic prosthetic designs for a long shoulder stump in children have several disadvantages, such as a rigid uncomfortable receiving socket, the need to use a strap fastening, and the non-cosmetic product due to the disproportionate shoulder and forearm length compared with the preserved limb. AIM: This study aimed to design, manufacture, and test a prototype of the shoulder stump liner-socket. MATERIALS AND METHODS: A new liner-socket of a shoulder cosmetic prosthesis has been developed, confirmed by a Russian Federation patent for an invention, which for the first time, in the practice of domestic prosthetics, is made of two types of silicone and has been successfully used in cosmetic prosthetics for 17 children, of whom 10 previously used traditional long stump prosthesis. Satisfaction with new liner-socket prosthesis was analyzed using a psychometric scale compared with a conventional prosthesis. RESULTS: The developed design combines both the inner socket function, which allows the elbow hinge to be attached to it and the liner properties, which ensures a comfortable stay of the stump in the receiving socket due to the properties of silicone and excludes the use of traditional bandages. CONCLUSIONS: The presented medical and technical solution ensures the simplicity and reliability of fastening the cosmetic shoulder stump prosthesis, including on the long shoulder stump, without disturbing the relatively healthy limb proportions, as well as wearing comfort.


2021 ◽  
Vol 2 (1) ◽  
pp. 1-17
Author(s):  
Zamzam Mustofa ◽  
Dica Nurul Azizah ◽  
Ruaidatul Fitriyah

Early Childhood Education is education at an early stage, in early childhood, children learn from those who cannot until they can. Of course, to teach children, teachers who are able to educate children well. As a good educator, he must have a learning model or design to support the teacher when teaching children. With this the purpose of this research is written to find out how to model and design good learning for children. Moreover, during a pandemic like this, the teacher must choose the appropriate and suitable learning model and design for children while studying at home. By using descriptive methods we can find out how an educator applies models and designs for early childhood. This research results that learning models and designs are very important for early childhood. learning models and designs such as role models or guidelines used by educators when carrying out learning activities for early childhood at school. If educators do not have a learning model or design that is suitable for early childhood, the teachers / educators will be confused about what kind of learning is appropriate and suitable for early childhood. As well as learning models and designs that are appropriate to use during a pandemic like this is to create a sense of comfort and safety even though they continue to carry out learning activities at home. Teachers / educators must prepare effective and efficient work programs so that they can improve the skills and intelligence of their students when studying at home.


2021 ◽  
Vol 8 (3) ◽  
pp. 60-73
Author(s):  
Hülya YAVUZ ÖDEN

Design elements such as typography, illustration, and photography used in graphic design can also be used indoors on surfaces and reinforcement elements. Original designs support the creation of the identity of the place. It is of great importance to use visual arts in the space. One of the areas of design that greatly affects people in the illustration. Whatever the content of the illustration, it can include different visual styles that can be expressed artistically. The art of illustration can express difficult concepts quickly. For this reason, illustrations are used in different techniques. Thus, it can be used to create unique designs that can reveal the difference of the brand. The uniqueness of the illustration used in the interior design is also effective in the formation of space's own identity. Illustrations that are uniquely designed based on the user's wishes should be used. Instead of fashionable design trends, the application of the appropriate forms to the concept of the space ensures the creation of the original space. The research aims to examine the use of graphic elements used in interior design, which is one of the factors that affect the formation of children's identity, on space surfaces. Qualitative methods were used as a method, and a literature review was made on graphic design and space design for children. The analyzed examples are limited to the use of typography and illustration on the walls and reinforcement element surfaces in the interior design of the children's room. The application images in the personal archive were used. Besides, internet resources were searched and the samples of the children's room were examined.


Author(s):  
Betania Groba ◽  
Laura Nieto-Riveiro ◽  
Nereida Canosa ◽  
Patricia Concheiro-Moscoso ◽  
María del Carmen Miranda-Duro ◽  
...  

The development of digital supports for people with autism has increased considerably in recent years. Technology designers and developers have interpreted the needs and learning styles of people with autism in different ways. As a result, there are generic, non-specific or heterogeneous guidelines for the design and development of technology for people with autism. This study aims to identify and describe the recommended elements to support graphical user interface design for children with Autism Spectrum Disorder (ASD), considering the stakeholders’ perspective, engaged in a computer application development. A qualitative, longitudinal, multicentre study was carried out. A sample of 39 participants belonging to four groups of stakeholders participated: children with autism, family members, professionals with experience in the intervention with children with autism, and professionals with expertise in the design and development of assistive technology. The techniques used to formalise the collection of information from participants were semi-structured interviews and observation. MAXQDA 2020 software (Verbi Software, Berlin, Germany) was used to analyse the data. The result is a guide with suggestions to support an interface design that emerges from the stakeholder perspectives. This study provides useful information to offer alternatives for children with ASD and facilitate the understanding of daily life.


2021 ◽  
Vol 10 (2) ◽  
pp. 149
Author(s):  
Pakinee Plengdisakul ◽  
Souneth Phothisane ◽  
Nirat Soodsang

The study of 'Graphic design for children with learning disabilities' is a study that delves into learning-disabled children in the Isaan region. The author used the survey to formulate a graphic and media design model to enhance LD children's learning. This paper is a qualitative study of the data retrieved from the literature review and field data. Target groups include experts, practitioners, and stakeholders. Research instruments are structured and non-structured interviews, observation forms, and tests. The collected data were then analyzed using the 'information processing theory,' 'structural-functional theory,' product design principle, and graphic design element principle. The paper presents the result using descriptive analysis. Based on the study, it was found that the cause for learning disabilities in children living in Isaan mostly concerns with environmental learning disabilities. The best period for children with learning disabilities to effectively receive help is during their early primary or elementary education. The types of learning disabilities that can be found in children in the Isaan region are mostly reading and writing disabilities. Further, it was also revealed that Nakhonratchasima Primary Education Service Area 2 has the highest rate of learning-disabled children in Isaan. Most of the children with learning disabilities did not receive proper care from their caretakers. To identifying children with learning disabilities, the author collaborated with the children's caretakers, schools, Special Education Bureau, and hospitals. Common classroom behaviors among these children are their inability to read and write; this includes difficulties in social interactions and activity participation. As for the learning materials, it is clear that the materials used did not correspond with their special needs due to their disabilities. It is clear that these children need materials made for individual use that does not require participation in front of the class or learning through multimedia. The discovery can be used as a guideline in formulating graphic design. The graphic design should make insignificant information less distinct while reinforcing the main contents with bold lines, complementary colors, page distance, pictures used in representing alphabets, and the adoption of fun and creative characters. As for the material design guideline, the media should focus on one story for individual use. Students should also learn through playing, repeated reading, writing practice, using materials repeatedly without being bored, and can memorize the lessons when participating in hands-on activities.   Received: 23 December 2020 / Accepted: 11 February 2021 / Published: 5 March 2021


2021 ◽  
Vol 236 ◽  
pp. 05076
Author(s):  
Yang Feng

Digital technology promotes the innovation and development of design. With the development of science and technology, design has changed the traditional design mode. We must stimulate the innovative potential of design and let digital technology play a greater driving force.The current era of "internet of all things" is also a new challenge to the development of human civilization. Game design as an important part of modern design, its design innovation is worth thinking about: How to use the rapidly changing Science and Technology; how to organically connect the real world with the virtual world; how to skillfully integrate human care into the game design; how to use the game to pay attention to special groups; how to make the function of the game get multi-dimensional presentation and other aspects are worth discussing.


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