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Historicamente, engenheiros e designers possuem visões divergentes acerca da inovação, resultantes de formação e abordagem distintas quanto à resolução de problemas. Tal entendimento sofreu a ação de evidências obtidas pela associação... more
Historicamente, engenheiros e designers possuem visões divergentes acerca da inovação, resultantes de formação e abordagem distintas quanto à resolução de problemas. Tal entendimento sofreu a ação de evidências obtidas pela associação interdisciplinar entre áreas. Validando essa perspectiva, o presente artigo apresenta o resultado de uma pesquisa conduzida junto a engenheiros (profissionais e estudantes) para determinar a relevância do design no processo de obtenção da inovação. A investigação foi direcionada a profissionais que atuam ou atuaram em ambientes de inovação, empresas do Vale do Paraíba, acadêmicos e estudantes da área, entre outros. Resultados mostraram que a inovação se encontra presente em 57% das atividades relacionadas à atuação dos engenheiros que estão no mercado de trabalho e em formação, e que 74% deles consideram os conceitos trazidos da área de design como, no mínimo, relevantes para o sucesso dos projetos que estão ou estarão envolvidos. A efetividade do desi...
O trabalho em home office transformou-se em rotina no cotidiano da sociedade global, em decorrência da pandemia da covid-19. No novo contexto, os espaços familiares de moradia e convivência tiveram de ser adaptados para atividades remotas... more
O trabalho em home office transformou-se em rotina no cotidiano da sociedade global, em decorrência da pandemia da covid-19. No novo contexto, os espaços familiares de moradia e convivência tiveram de ser adaptados para atividades remotas on-line. Inicialmente positiva, essa modalidade foi impactada pelo ambiente inadequado e pela ergonomia, afetando a saúde física e mental dos indivíduos, causando ansiedade, insegurança quanto aos objetivos e às metas a serem alcançados e, consequentemente, diminuindo a satisfação inicial e apresentando oscilações de produtividade. Com base em pesquisa realizada junto aos usuários de home office, este artigo traz a análise da percepção desses indivíduos sobre a produtividade obtida nos espaços adaptados e demonstra que a visão sobre a constituição desse local de trabalho não corresponde ao que a literatura preconiza como agradável e produtivo. Como resultado da pesquisa, o artigo apresenta uma forma de melhorar e aumentar a produtividade e a saúde ...
The use of headphones was accentuated starting from the year 2020, inserted in the online universe of meetings, conferences, congresses, lives, classes, and videos, in the home office system, due to social isolation, resource resulting... more
The use of headphones was accentuated starting from the year 2020, inserted in the online universe of meetings, conferences, congresses, lives, classes, and videos, in the home office system, due to social isolation, resource resulting from health recommendations, pandemic of Covid 19. The purpose of this work is based on the response of the survey carried out with users to assist the design when elaborating the headphones project, considering the usability and choice factors from the perspective of the user’s perception. Based on a literature review, a questionnaire was designed aimed at the perception of the fundamental requirements of the device, which led to essential factors directing future design projects, in which there is alignment between physical and cognitive ergonomics, aiming at comfort, usage satisfaction, and health of its users.
The Design for today’s complex world requires a cross-disciplinary and multidisciplinary approach involving several domains of science and learning. Sharing knowledge has aroused a great deal of interest in Design Thinking that has been... more
The Design for today’s complex world requires a cross-disciplinary and multidisciplinary approach involving several domains of science and learning. Sharing knowledge has aroused a great deal of interest in Design Thinking that has been applied in many organizations and institutions in attempt to acquire creative thinking and a wide-ranged vision broader problem-solving for user-centered innovation. Adopted by individuals, public and private companies, geared towards entrepreneurial initiative, management, use of technology, systems and engineering in the corporate world, its influence has also extended to curricula of university programs. A brief analysis of DT’s indexes showed an increase of 50 to 100% in the search for the term Design Thinking, and indicates that the interest in this methodological tool has intensified in recent years, reaching a considerable growth with expressive levels. This article identifies the bias of the usage application and verifies if DT is a trend, or an asset in addition to a methodology and seeks to determine its real applicability by designers and other areas and segments where strategic human factors are essential.
The advancement of technology and the evolution of the means of communication have enabled the proliferation and diversification of access to information, and the use of videos stood out among them. Through this media, thousands of people... more
The advancement of technology and the evolution of the means of communication have enabled the proliferation and diversification of access to information, and the use of videos stood out among them. Through this media, thousands of people broadcast the entire range of content, from makeup tutorials to political debates. One of the best known websites for this is YOUTUBE, where, in recent years, there has been an increasing number of videos with children’s content and produced for, or by, children. This article presents an analysis of the channels of child youtubers and their content, based on a survey carried out with people responsible for children between 4 and 13 years old. In view of the results, it identifies the opinion of the parents regarding the quality of the content available, as well as the influence that the channels that stand out on the website have on the culture of youtubers.
Universities’ websites operate as channels of efficient communication with society, providing essential information for the community. However, if they do not present a suitable user interface design (UI) or user interface engineering... more
Universities’ websites operate as channels of efficient communication with society, providing essential information for the community. However, if they do not present a suitable user interface design (UI) or user interface engineering that expedites its own comprehensibility, they damage the brand and the image of the institution. This article presents an analysis of the website of a famous Brazilian multicampi University, using Nielsen and Molich method, to identify the factors that influence the cognition and the effective interactivity of the subjects. The methodology adopted made use of an online questionnaire, totalizing 40 respondents, in which the results indicated that, at least, half of the participants face difficulties to find basic information, and about 2/3 report problems when accessing specific pages to locate the desired information contained in the sites, indicating the need for changes and adjustments.
The Universities’ websites get each day more importance by acting as a communication channel that offers the most different information, reaching users in large scale. Websites are usually the first contact with the institution, or source... more
The Universities’ websites get each day more importance by acting as a communication channel that offers the most different information, reaching users in large scale. Websites are usually the first contact with the institution, or source of relevant data. Its value goes beyond the initial intention and purpose, becoming a vital part of the University’s personality. This article presents the outcome of a research made with 100 persons, where 85% having the most basic level of instructions, and 15% having Ph.D. title. The research sized people’s first reactions by accessing websites of the five biggest and most renowned Universities around the world, according to international rankings. Data analysis was focused on identifying the support to people’s expectations and needs, besides the facility of use, the interest aroused and respect to user’s time, not mattering user’s experience on using internet. The adoption of an unprecedented methodology that finds points where the interface designers must act to improve the usability and the results obtained showed the existence of a big field to be improved by websites designers when the focus of this communication channel is the user.
Science Parks are sustainable environments where design, aligned with engineering, can achieve its maximum concept by linking scientific research and practical application. This action can facilitate implementation of new sustainable... more
Science Parks are sustainable environments where design, aligned with engineering, can achieve its maximum concept by linking scientific research and practical application. This action can facilitate implementation of new sustainable systems and methodologies in project areas as “design process” and “design driven Innovation”. The development of products focusing on R&D mixing engineering and design can produce conscious sustainable technological innovation. In Neo-Schumpeterian view, the development and evolutionary economics require constant innovation. Innovation creates new research-based frameworks applied in R&D. It allows the scientific production associated with scientific results, tested by design concepts and techniques and associated to engineering technical basis. The return of knowledge in a continuous systemic transfer system of science and practice in design promotes the improvement of the innovative technology in a more conscious way, which excels for verifying the theories and innovative ideas. in a more conscious contemporary lifetime.
This article aims to demonstrate the relationship between language and thought in the eastern culture. Given this relationship, it should examine how ideogrammatic writing influences the visual identity of Japanese packaging. The... more
This article aims to demonstrate the relationship between language and thought in the eastern culture. Given this relationship, it should examine how ideogrammatic writing influences the visual identity of Japanese packaging. The objective of this research is to identify the relationship between ideographic writing and the visual identity of Japanese packaging. It also try to determine at which level and aspect, the ideogrammatic language affects favorably or prejudice the design and the visual identity of the packaging of a product. This characteristic includes concepts of emotional and affective design and the messages they can transfer to the users. Established this association, it should consider how the diagrammatic writing influences the visual identity of the Japanese packaging.
Predictions about increasing longevity in the world indicate we will live with more than 40% of the population over 45 years. Composed of proactive and active individuals, this “mature” society is focused on healthy habits, disease... more
Predictions about increasing longevity in the world indicate we will live with more than 40% of the population over 45 years. Composed of proactive and active individuals, this “mature” society is focused on healthy habits, disease prevention and the practice of physical activities. These individuals will be exercising increasingly and require a garment suitable for the purpose, within their physiological, sensorial, and emotional demands. This brief study, conducted in Brazil, analyzed a specific group of users and their expectations, with respect to the perception of comfort, style, performance, and suitability of sportive/fitness apparel. The research identified that this segment over 45 years, demonstrate greater interest in comfort, quality, technology, and practicality, rather than fashion details. These characteristics are not recognized yet by the productive market. There is a gap in the targeted supply, and the available clothing is restricted to offer items adapted with a ...
The design is defined as an interdisciplinary activity that always kept wide relations with different areas of knowledge. For this reason, the parameters and approaches between its different aspects vary such as physiological, historical,... more
The design is defined as an interdisciplinary activity that always kept wide relations with different areas of knowledge. For this reason, the parameters and approaches between its different aspects vary such as physiological, historical, theoretical, technical, human-physical and others. One of the authors that have excelled in Brazil, in the study of these approaches was Joaquim Redig, which in the late 70’s searched to elucidate and conceptualize the principles of the Industrial Design, hereafter Design. In its proposal, published by ESDI in 1977, Redig defined six principles such as thematically axes for the understanding of Design. This article is based on the analysis of one of those proposed axes: the concept of “Anthropology”. Through bibliographic and bibliometric review, the study aims to measure and draw a parallel comparison of the trajectory of this approach, comparing the author’s vision in the late 70’s with the actual vision, in regard to its use as an applicable pri...
The technological production in projection design combined with interactive features has been offering alternatives to the consumption market, to strengthen and expand the identification with consumers. In this context, changes in facades... more
The technological production in projection design combined with interactive features has been offering alternatives to the consumption market, to strengthen and expand the identification with consumers. In this context, changes in facades added value to products and business, surprising through innovation and art. These interventions, which create new ways of thinking and relate to the concept of product and business can be described as a "collision" between technology, art, media, architecture, trade and innovation that impacts through design, image and excite-ment stimulated by interactive technology resources. This study is a description of the scenario applied in innovative media facades, checking its fit to the expectations of users in the consumer market. Examines the impact of media tech-nologies focused on interaction, checking if this feature acts as conceptual entertainment and interactivity and shows itself as a catalyst in the public space of cities. Index Term...
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The strong technological development in the use of virtual images has allowed science, associated with design, to integrate them to different applications in the physical field, interacting with the real world, proposing metaphors and... more
The strong technological development in the use of virtual images has allowed science, associated with design, to integrate them to different applications in the physical field, interacting with the real world, proposing metaphors and innovative optical representation of imagery processes, redefining and challenging the logic consciousness. With the evolution of 3D systems, the images were projected to the outside of the screens, earned dimensions beyond the right plan and a concept of "live”, not previously possible. This trend for innovation has carried parts of the holographic universe for interactive applications, where it becomes necessary to achieve and support technology by design projects and the domain anthropometric systems and processes, adapting and integrating the hologram in real time, scale and actual situation. Interactive digital display systems, with picture effects in 3D hyper-reality, require new platforms that enable seamless interaction between the physica...
The proposal of a game is to provide entertainment and leisure to the user, impacting him with images, scenarios and characters inserted in a content of actions and effects that fully capture their attention. In its use, satisfactory... more
The proposal of a game is to provide entertainment and leisure to the user, impacting him with images, scenarios and characters inserted in a content of actions and effects that fully capture their attention. In its use, satisfactory aspects such as reaction agility, problem-solving skills and strategic thinking are acquired and recognized. In this decade, the games were mirrored in the audiovisual expression of other media, with more complex and interactive narratives, portraying the real world with a hyper realistic aesthetic, provided by the advancement of technology and use of resources of film industry with extreme visual and sonic realism. This article presents the evolution analysis of graphic techniques in games, from arcades to the online games. It discusses the impact of the images and the excess of visual realism, that can determine a setback, and analyzes the user's role in the evolution and the graphics of this form of technological, artistic and cultural leisure activity.

O objetivo dos jogos eletrônicos é proporcionar entretenimento e lazer impactando usuários com imagens, cenários e personagens inseridos em um conteúdo de ações e efeitos que captem totalmente sua atenção. Por meio de sua utilização, aspectos satisfatórios tais como agilidade de reação, habilidade para a solução de problemas e raciocínio estratégico são adquiridos e reconhecidos. Nesta década, os jogos se espelharam na expressão audiovisual de outras mídias, com narrativas mais complexas e interativas, retratando o mundo real com estética hiper-realista, proporcionada pelo avanço da tecnologia e pelo uso de recursos da indústria cinematográfica com extremo realismo visual e sonoro. Este artigo apresenta a análise da evolução das técnicas gráficas dos arcades aos jogos on-line e multiplataforma. Discute se o impacto das imagens e o excesso de realismo visual podem determinar um revés, analisando o papel do usuário na evolução dos gráficos dessa diversão tecnológica, artística e cultural.
RESUMO O mundo está envelhecendo. Assim, estudos que venham contribuir para o desenvolvimento de produtos e serviços que possam integrar os usuários idosos ao meio tecnológico da melhor forma possível, garantindo a eficiência das questões... more
RESUMO O mundo está envelhecendo. Assim, estudos que venham contribuir para o desenvolvimento de produtos e serviços que possam integrar os usuários idosos ao meio tecnológico da melhor forma possível, garantindo a eficiência das questões de usabilidade e respeitando as limitações de declínios motor e cognitivo inerentes ao avanço da idade, tornam-se relevantes. Este artigo traz à luz a questão das barreiras que se apresentam na inclusão digital de idosos considerando como ferramenta os computadores desktop (PCs). Este artigo discute o uso de computadores para suprir a necessidade de interação dos idosos, concentrando, especificamente, nos computadores pessoais (PCs) modelo de mesa e mostra, especificamente, o mouse como um empecilho neste processo por não estar adaptado à necessidade desse público. ABSTRACT The world is aging. Thus, studies that contribute to the development of products and services that can integrate the elderly users of technological means in the best possible way, ensuring the efficiency of usability issues and respecting the limitations of motor and cognitive declines inherent to aging, make it relevant. This article brings to light the question of the barriers that arise in digital inclusion of elderly considering as a tool desktop computers (PCs). This article discusses the use of computers to meet the need for interaction of the elderly, focusing specifically on personal computers (PC) desktop model and shows specifically the mouse as a stumbling block in the process for not being adapted to the needs of these people.
The hologram provides a metaphorical and metaphysical reality compatible with the interests of contemporary society by visual and communication impact systems. In association with Design has enabled a repertoire of diverse innovation from... more
The hologram provides a metaphorical and metaphysical reality compatible with the interests of contemporary society by visual and communication impact systems. In association with Design has enabled a repertoire of diverse innovation from poetic and creative to interactive holograms and technological developments, culminating in the innovative Microsoft Hololens. In addition to virtual reality, holography has become a new area of research and essential development to the use of 3D images. Being an optical representation that refers to elements of science fiction, this complex meta-structure proposes imagery metaphors and innovative optical processes that defy logic. The merger between Design and holography has allowed different applications in the physical field, interacting with the real world and enabling results implementing virtual reality, contributing in different areas, from arts to medical diagnostics. Such applications allow seamless interaction between the physical body and the hologram providing a "live" communication concept experience. This article aims to present an overview of the use of holography in Design from its initial understanding until the present, demonstrating that it meets the expectations for technological innovation in step with scientific developments.
his article aims to present a study about the training project and social reintegration developed by FUNAP for prisoners and former convicts. The project consists on learning through the Design, Arts and Crafts, conceived as a potential... more
his article aims to present a study about the training project and social reintegration developed by FUNAP for prisoners and former convicts. The project consists on learning through the Design, Arts and Crafts, conceived as a potential tool for rehabilitation programs in prisons of the State of São Paulo where handcraft workshops develop objects and sustainable products of popular and cultural appeal. Social programs with this profile contribute to the recovery and social inclusion; acquires training and employment opportunity; results in the elevation of the moral and physical level of people gathered in the prison units; generates a future perspective of job placement and improvement of life quality; reframe the symbolic dimension of the popular handmade objects through the visceral and reflective Design that brings forth a solution bias and popular handcraft revival, based on the local art of diversity and identity of national culture.
Research Interests:
The technological production in projection design combined with interactive features has been offering alternatives to the consumption market, to strengthen and expand the identification with consumers. In this context, changes in facades... more
The technological production in projection design combined with interactive features has been offering alternatives to the consumption market, to strengthen and expand the identification with consumers. In this context, changes in facades added value to products and business, surprising through innovation and art. These interventions, which create new ways of thinking and relate to the concept of product and business can be described as a "collision" between technology, art, media, architecture, trade and innovation that impacts through design, image and excitement stimulated by interactive technology resources. This study is a description of the scenario applied in innovative media facades, checking its fit to the expectations of users in the consumer market. Examines the impact of media technologies focused on interaction, checking if this feature acts as conceptual entertainment and interactivity and shows itself as a catalyst in the public space of cities.