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2021 ◽  
Vol 3 (3) ◽  
pp. 318-328
Author(s):  
Qamar Ali ◽  
Muhammad Naveed Aslam ◽  
Sahar Hafeez

The purpose of this study is to explore the aesthetical features of corporate recruitment websites, including the website design, style, and color, and to investigate their impact on organizational attractiveness and applicants' intention to apply. By doing so, the study also examines the effects of corporate websites on applicants' perception of the corporate culture and measures the mediating impact of perceptions of organizational culture on organizational attractiveness and applicants' intention to apply for the jobs in the context of Pakistan. The study is based on a laboratory experiment with three hundred undergraduate business students conducted at a university computer lab. Correlation, Independent T-test, One-way ANOVA, and Simple Linear Regression were applied to analyze variables using SPSS. The findings of this study support the hypothesis that website features have a significant positive impact on applicants' perceived organizational attractiveness. However, the website's design does not seem to impact applicants' intentions to apply for the job substantially. The regression analysis results also revealed that the perceived organizational culture partially mediates the relationship between website features and organizational attractiveness and fully mediates the relationship between website features and intentions to Apply.


2021 ◽  
Vol 13 (20) ◽  
pp. 11303
Author(s):  
Xin Zhang ◽  
Jiaming Liu ◽  
He Zhu ◽  
Zongcai Huang ◽  
Shuying Zhang ◽  
...  

The differences between urban and rural B&Bs should be emphasized, which is critical for the sustainable development of the B&B industry. This study identified and compared the topics that customers were concerned about for urban and rural B&Bs in Beijing by analyzing 13,241 online reviews obtained from the website Ctrip. The results showed that customers focused on 10 common topics: “room”, “location”, “host”, “experience”, “surroundings”, “facilities”, “service”, “design/style”, “value”, and “entertainment”. However, the importance of each topic varied between urban and rural B&Bs. Customers paid more attention to the room. Urban B&B customers were more concerned about location. The convenience of urban B&Bs was more prominent than that of rural B&Bs, especially in terms of public transportation and commercial services. While rural B&B customers were more concerned about experience, service, design/style, and entertainment. In addition, the “host” is the most crucial and influential factor in the development of B&Bs. This study made contributions to customer perceptions of B&Bs from a comparative perspective and enriched the understanding of the characteristics of urban and rural B&Bs. In the part of practice, this study might provide enlightenment for B&B operators and local governments to take measures for B&Bs sustainable development.


2021 ◽  
Vol 5 (2) ◽  
pp. 12-24
Author(s):  
Satyaning Maharani

ABSTRACT  The Korean vocabulary card game Nolja is a game designed to assist the learning process of Korean vocabulary in an interactive way and suitable for women aged 15-25 years. However, as a new game, Nolja has a fatal problem with its design, namely, the placement of illustrations on the player card which makes the game finish too quickly, there are no tools to assess language proficiency on the card, the typeface on the card is less legible, and strokes on the illustration are too thin, Therefore, it is necessary to design a visual asset for the Nolja vocabulary card game. Visual asset design for Nolja includes game theme design, illustration, educational game system, layout, and content arrangement. This design aims to produce a Nolja card game design that is interactive, educational, and suitable for women aged 15-25 years who have the motivation and function to convey Korean language subject matter well. The design is carried out by qualitative methods through interviews with experts and extreme users in the game and learning the Korean language, distributing surveys to 100 target markets. This design is also supported by data collection from literature studies from books, journals, and articles from the Internet. The design produces a visual asset for the Nolja vocabulary card game with a stronger educational game system and a design style that matches the target market's wishes so that it can be well received by the market.   Keyword: Korean language, Visual learning media, Flashcards, Picture card games, Visual assets.


2021 ◽  
Vol 5 (2) ◽  
pp. 25-37
Author(s):  
Muhammad Ainur Ridho

ABSTRACT  The purpose of this study is to determine the responses of potential consumers on Instagram to the business value of Semandtik as a social brand. The research method used is the Quantitative Method by conducting questionnaires to 70 respondents and Qualitative Methods to 3 Expert Users, 3 Extreme Users, online observation of 2 competitors, as well as literature and journal studies that can support this research. The results of the study can be concluded that Feeds containing neatly arranged photo/video content and informative and communicative instastories content that can also be accessed are highlighted on profiles are the main factors that make them aware of a brand. Then IGTV and GUIDES features. This is a consideration for semandtik in the future to pay attention to and develop a design and communication strategy in the two Feeds and instastory features, especially in the key-visual and content timeline. On the guides and IGTV features, attention should also be paid to the audience's reference material. Then the majority of respondents are aware of the value brought by semandtik through the statements listed in the semandtik instagram bio and consider the available links to make it easier to access and learn more about semandtik and consider the content presented by semandtik to be quite interesting. Furthermore, Whatsapp is the media most often used to communicate further to a brand on Instagram followed by DM, marketplace, and Website. Keyword: design style, brand Activation, strategic media, batik, artisan.


2021 ◽  
Vol 15 (3) ◽  
pp. 481-493
Author(s):  
Yulia Aleksandrovna Podosyonova

In the period of the X-XIII centuries, among certain groups of the Finno-Ugric population, head ornaments in the shape of the moon were widely used. Among them are a group of silver products made decorated with gilding, triangles of granules, rows of filigree wires, and, often, inserts of stones or glass and beads strung on the sides of the shackle. Techniques and methods of their production are considered. Techniques and methods of decorating products are considered. The product distribution areas are also highlighted. This is the Vetluzhsko-Vyatka territory, the territories of the Northern and Middle Urals, Trans-Urals and Western Siberia. Two centers of their production are allocated. The first in the Udmurt Urals. The second in the Permian Urals. Each had its own characteristics: in form, manufacture and decoration. However, their products are united by a single design style. Also, their products are united by common technical techniques. This indicates the common roots of the origin of jewelry traditions. This also indicates a high level of development of the jewelry craft.


Author(s):  
Zhi Li ◽  

The concept of Space megastructures is originated from science fiction novels. They symbolize the material landscape form of a comprehensive advancement of intelligent civilization after the continuous development of technology. Space megacity is actually an expansion process of human development in the future. It is not only a transformation of space colonization but also a mapping of self-help homeland. Therefore, it is a symbol of technological optimism and a future utopia in the context of technology. In contemporary times, sci-fi movies use digital technology to translate the giant imagination in literature into richer digital image landscapes. Space giant cities are one of the most typical digital images with spectacle view, which reflects the impact of American sci-fi movie scene design on the landscape and preference that human will be living in the future. The aesthetic preferences and design principles of the future picture, and the aesthetic value of science fiction as a medium of imagination are revealed. The aim of this article is to explore the digital design style of space megastructure with utopia sense in science fiction movies, and analyzes its aesthetic connotation.


2021 ◽  
Vol 9 (2) ◽  
pp. 9
Author(s):  
Omar Mukhtar ◽  
Faza Wahmuda

The low interest of people in reading has closed several book publishers as their books were not in demand. Furthermore, there are some publishers who sell their books only for private users such as Zifatama book publisher in Sidoarjo. If this publisher wants to put their books at big book shops, it will get very high charge of tax. This fact has underpinned the researcher to design a portable shelf specifically for Zifatama book publisher so that it can sell the books in the interior events such as seminar, workshop, and training. To design the display shelf, the researcher employed mix method by observing various places related to display shelves and interviewing the head of Zifatama publisher. Those methods aimed to ease the researcher in developing the product through some analyses regarding the needs, activity, display product types, product placement, design style, shape, system, color, technology of information media, material, ergonomics, and product dimension. The final result obtains a product of display shelf having design concepts of informative and modern minimalist which is stackable to ease the publisher bringing it during an interior event. In addition, this display shelf presents information on Zifatama Publisher books to users.


Arta ◽  
2021 ◽  
Vol 30 (1) ◽  
pp. 87-97
Author(s):  
Lino Bianco

Although not widely acknowledged, the Republic of North Macedonia boasts a number of prolific architects who were often engaged in architectural education. Jovan Stefanovski, the author of the Millennium Cross and the National Theatre, both in the capital Skopje, is one such personality. Similar to former generations of architects, his design style conceptually recalls the traditional architecture of his homeland. Researching the Jovan Stefanovski Archive, a number of projects were identified – a sample from the case-studies covered in his doctorate thesis – and discussed with respect to the themes of ‘idea’ and ‘realisation’ in architecture. His notion of the former is akin to ‘concept’ as used in architectural design. While an idea is an expression of the unconscious, realisation is the conscious decision to execute the design idea. Stefanovski was a prolific architect and educator. His interest in traditional architecture was in line with the trends which developed in the late 1960s and early 1970s. Furthermore, in line with the architectural approaches being developed by Stefanovski’s teachers, the regionalist idiom which emerged in Macedonia, is contemporaneously evident in his work both in form and function.


2021 ◽  
Vol 1 ◽  
pp. 21-30
Author(s):  
Da Wang ◽  
Jiaqi Li ◽  
Zhen Ge ◽  
Ji Han

AbstractCreativity is crucial in design. In recent years, growing computational methods are applied to improve the creativity of design. This paper aims to explore an approach to generate creative design images with specific feature or design style. A Generative Adversarial Network model is applied in the approach to learn the specific design style. The target products will be projected into the latent space of model to transfer their styles and generate images. The generated images combine the features of the specific design style and the features of the target product. In the experiment, the approach using the generated images to inspire the human designer to generate the creative design in according styles. According to the primary verification by participants, the generated images can bring novelty and surprise to participants, which gain the positive impact on human creativity.


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