visual design
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2022 ◽  
Vol 2022 ◽  
pp. 1-8
Gao Chaomeng ◽  
Wang Yonggang

With the continuous development of China’s social economy, the competitiveness of brand market is gradually increasing. In order to improve their own level in brand building, major enterprises gradually explore and study visual communication design. Brand visual design has also received more and more attention. Building a complete and rich visual design system can improve the brand level and attract users to consume. Based on the abovementioned situation, this paper proposes to use collaborative filtering algorithm to analyze and study brand visual design. Firstly, a solution is proposed to solve the problem of low accuracy of general recommendation algorithm in brand goods. Collaborative filtering algorithm is used to analyze the visual communication design process of enterprise brand. Research on personalized image design according to consumers’ trust and recognition of brand design is conducted. In traditional craft brand visual design, we mainly study the impact of image design on consumer behavior. The brand loyalty model is used to predict and analyze the visual design effect. Also, the user’s evaluation coefficient is taken as the expression of brand visual design recognition. Finally, the collaborative filtering algorithm is optimized to improve the consumer similarity based on the original algorithm. The results show that the brand visual design using collaborative filtering algorithm can help enterprises obtain greater benefits in their own brand construction. It provides effective data help in the development of traditional craft brands.

2022 ◽  
Ugur Bakan ◽  
Ufuk Bakan ◽  

The change and increasing diversity in communication tools with globalization have ensured the universal presentation of visual elements shaped by local cultural patterns. Today, design products have turned into a strategic tool for many countries in order to reach higher competitive power. As the visual design industry contributes as an important visual communication and marketing tool for different industries within and outside the creative sector, its role in ensuring sustainability becomes even more important. Graphic design is much more effective, direct, and fast than other means of information in order to develop environmental awareness and motivate desired behaviors. The biomimetic graphic is a design process and style that has been spread and passed along throughout today’s culture and society via various channels and networks of communication. In today's world, where globalization and associated social and environmental problems are increasing, design education plays an important role in the development of sustainable design products. In design education, the students should be taught the concepts of ecological material selection, environmentally friendly energy use, recycling, reconsideration, and reuse. In this study, the role of biomimicry in visual design education will be examined with sample applications. In addition to new skills and knowledge in design education, sustainability will emerge as an important feature sought in designers soon.

2022 ◽  
Mihaela Motaianu ◽  
Cornelia Motaianu ◽  

Although we have the impression that we understand the urban texture in which we live, the city still holds surprises in the way it communicates everyday aspects, situations, and cultural history.The experience of the urban explorer, that flâneur/stroller mentioned by Guy Debord (1955) and the Situationist school, was until recently only a literary experience. The emotion of discovering the unusual in the urban daily life was communicated only in the form of textual narratives (Sinclair, 1997). Recently the psychogeographical approach to the city has become again a topic of interest. Although contemporary design transposed the behavioral codes of urban life into signs, it did not propose emoticons for the phenomenological experience of one who experiences the city. The original purpose of this paper is to translate the phenomenological experience of the urban explorer into infographics (which translates complex concepts into signs with condensed meaning) and to quantify and communicate emotionally and visually, the experience of the "invisible" [out of sight] cultural details to the hurried passerby. This paper will discuss the phenomenological (psychogeographical) experience of the city transferred into visual signs will be presented. The authors insist on the communicative value of infographics in making visible the hidden beauty of the city, the historical and esthetical details that are not seen by the passersby on the street, proposing a new urban visual language accompanied by visual design theory and cultural history explanations.

2022 ◽  
Vol 2022 ◽  
pp. 1-6
Ling He ◽  
Shanshan Zhu

Within a few decades of development, Internet is been refreshing the world’s awareness of its development and potentials at an unexpected speed. In recent years, virtual reality technology has begun to be applied to more and more fields. Especially in instant transmission of information, the applications of VR are incomparable. Akin to the wide-ranged advantages of the technology in education and health, the applications of VR in the art of artistic image designing need to be addressed. With this research work, a comprehensive study is presented about the applications of virtual reality in the art of image visualization. The research intends to analyze the possibility of intermingling modern image visualization with the emerging VR technology. Following a systematic approach, the history and development of display design are reviewed besides studying the artistry techniques used in the technology of art image visualization design. The interdisciplinary association of the two fields is explored with the help of relevant algorithms. The model proposed in the paper for the design of art image is based on the visual interactive process, rigorous assembly sequence, and appropriate equipment mode. As a result, the whole design process is more controllable and feasible. The suggested design concept is verified dynamically. Through the collection and comparison of feedback information, the hypothesis algorithm of the model is updated to accommodate the dynamic information so that to reflect the complete image design process. To assess performance of the model, evaluation was conducted from various perspectives. The three basic image operations such as illumination change, occlusion change, and color change were performed by using the two technologies such as the traditional image design and VR-based image design. From the comparison of experimental data, it was revealed that the effects of traditional art image visualization products produced by the art image visualization and that of VR technology are quite different. For instance, the visualization score achieved for the lighting change operation using the VR technology was 95.48%, whereas 85.57% was obtained for the same operation using the traditional image design technology. Similarly, while adding visual effects using the VR technology, an average of 9% higher score was obtained for the said image operations. The promising results attained for the VR-based design testify that the technology is feasible and suitable to be intermingled with the visual design of art image. As a whole, the findings justify that the proposed approach is quite applicable in visual design of art image systems. In view of the significance of the research, the study can be extended to related domains of computer-based designing and visualization as well.

Ady Purna Kurniawan ◽  
Sritenaya Geovani Putri ◽  
Agus Pratondo ◽  
Danica Rani Intani Putri

E-learning-based learning has been widely applied in several educational institutions, one of which is Telkom University (Tel-U). Through the Center of e-Learning and Open Education (CeLOE) program established by Tel-U, network-based learning can be enjoyed by students. However, along the way, CeLOE encountered several obstacles, including the very rigid teaching materials that could have an impact on the reduced learning power of students. To solve this, it is necessary to improve the content of the material, especially learning videos by providing designs and animations for lecturer materials which on average contain full text. The approach used is the principle of visual design by utilizing motion graphics as the main aspect of material content with the ultimate goal of making learning videos more interesting and animated. Thus, the material presented can stimulate interest in learning for students at Telkom University.

Tim Kühl ◽  
Benedict C. O. F. Fehringer ◽  
Stefan Münzer

AbstractSpatial abilities have been found to interact with the design of visualizations in educational materials in different forms: (1) spatial abilities enhanced learning with optimized visual design (ability-as-enhancer) or (2) spatial abilities compensated for suboptimal visual design (ability-as-compensator). A brief review of pertinent studies suggests that these two forms are viewed as mutually exclusive. We propose a novel unifying conceptualization. This conceptualization suggests that the ability-as enhancer interaction will be found in the low-medium range of a broad ability continuum whereas the ability-as-compensator interaction will be found in the medium-high range. The largest difference in learning outcomes between visual design variations is expected for medium ability. A corresponding analytical approach is suggested that includes nonlinear quadratic interactions. The unifying conceptualization was confirmed in an experiment with a consistent visual-spatial task. In addition, the conceptualization was investigated with a reanalysis of pooled data from four multimedia learning experiments. Consistent with the conceptualization, quadratic interactions were found, meaning that interactions depended on ability range. The largest difference between visual design variations was obtained for medium ability, as expected. It is concluded that the unifying conceptualization is a useful theoretical and methodological approach to analyze and interpret aptitude-treatment interactions that go beyond linear interactions.

2022 ◽  
pp. 312-324
Elvettin Akman ◽  
Çiğdem Akman ◽  
Pelin Babaoğlu

Education on local government taken into consideration within the scope of the study was from the higher education domain offering in programs/majors in associate, bachelor, and graduate degrees in Turkey. Today, there are a number of textbooks studied in local government program, which contained 43 associate, 3 bachelors, and uncounted non-thesis or thesis master studies and a doctorate program. Therefore, it is crucially important to analyze local governments textbooks taught across these departments. Especially when significance of visual design of textbooks in student success and learning process is considered, materiality of this study could clearly be recognized. In the study, the concerned resources were accessed through library and internet, and then document analysis was carried out on masthead of textbooks and their physical and content characteristics. Also, NVivo 12 Quantitative Data Analysis Software was utilized in analysis of content characteristics.

Úrsula Bravo ◽  
Erik Bohemia

We argue that visual representations of design processes contribute toward social and material practices of design(ing). They are used as didactic devices. We will discuss them using metaphors to illustrate that they are active material devices of which circulation, production and consumption are informed and informing perceived complexities, ambiguities and paradoxes associated with design. We propose a follow-up study to investigate how teachers and designers use and interpret visual design process models. The reason is to identify how these models are informing what design is as we are interested to understand how these models are contributing to the development of Design Literacies.

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Xingyu Wen ◽  
Jing Zhang ◽  
Mincheol Whang ◽  
Kaixuan Liu

PurposeThe purpose of this paper is to discuss the relationship between bra's visual impression and bra parts, and then to explore the application of visual impression in bra design.Design/methodology/approachFirstly, 82 female undergraduates are asked to answered this questionnaire online, which is about the importance of parts in bra design. In the part of data analysis, the method of principal part analysis (PCA) are used to get the relationship between bra's parts, and reduce dimension of factors that influence bra design. After that, those group of features are further discussed from the perspective of visual design. Finally, design an application based on conclusion.FindingsTo get the influence features of bra appearance and improve the visual design effect, this paper matches the bra parts with visual features (color, texture, shape and space) and presents four main features of bra design: “color,” “visual texture,” “design shape” and “spatial expression” together with corresponding bra parts and technique of expression. Moreover, user interface in bra cloud customization is designed.Practical implicationsThe conclusion, which shows the corresponding relationship between bra visual effect and its basic parts, has an important role in bra visual design. First, it can be useful for design idea with different technique of expression, which may supply a theoretical basis for design. Secondly, the combination of bra parts and visual features can be used to evaluate the appearance.Originality/valueDiscussing the bra visual impression based on bra's basic parts and visual features provides a theoretical method for bra design and its appearance evaluation.

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