Comunicación Gráfica

Procesos de aprendizaje experiencial creativo en estudiantes de pregrado

Esta investigación, permite entender los métodos de estudio innovadores en la academia. Su objetivo expone la creatividad como potencializadora en el aprendizaje experiencial. Desde una metodología cualitativa, con entrevistas a profesionales y encuestas a estudiantes de pregrado en diferentes universidades. Se identifica que la presencia de actividades novedosas, alcanzan mejores resultados y apropiación del conocimiento. […]

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Autopresentación y engagement de las políticas de izquierda en Tiktok e Instagram: un estudio comparado entre diputadas de Argentina y España

Se presenta un estudio comparado de la comunicación de dos diputadas españolas y dos argentinas de izquierda en Instagram y Tiktok. La investigación analiza cómo construyen su imagen pública en estas plataformas, qué temáticas feministas abordan y qué engagement alcanzan sus publicaciones. El método combina el análisis de contenido cuantitativo y cualitativo de sus perfiles

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Introducing maker culture in Design through a neocraft hydraulic tile workshop

This paper proposes a strategy for introducing maker culture in higher education in non-technological environments through a case study in the context of the bachelor’s degree in Design. The objectives were: (1) to investigate how the introduction of maker culture through a collaborative workshop in an artistic context of higher education contributes to the acquisition

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Auri: a game to promote awareness and inclusion of children with autism in schools

This project aims to improve the quality of life for children with autism in school environments and promote inclusive education from an early age through play.Through the study of the topic and contact with people with autism and their families, we were able to understand the main challenges that children with autism face, such as

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Principles of Good Design: A Guide for Developing Visual Identities

Graphic design plays an essential role in visual communication, especially in branding. However, the lack of unified criteria and prevailing subjectivity complicate objective design evaluation, ultimately affecting the quality and performance of brands. This article aims to establish principles of Good Design applicable to the creation of visual identities.A qualitative, exploratory methodology was employed, involving

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Stadium pop and giant robots: graphic analysis of the stage design of Take That’s Progress Live

In 2011 Take That broke attendance and box office records with their Progress Live tour. The stage design was the work of Es Devlin, who designed a main stage dominated by a 30-meter-high half-human body sculpture known as “Big Man” and a 21-meter-high mechanical robot that would stand up and open its arms, which she

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Analysis of Tim Walker’s images for the development of current artistic creation projects. Reflections on the analog value of the image, its application to pictorial projects and its scenographic dimension

For the development of projects current artistic creation, it is of utmost interest to know the conception of the images developed by Tim Walker over the last decades. The reports created by this photographer and this art director for magazines such as Vogue, W or Harper’s Bazaar have established themselves as some of the great

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Critical analysis of the classification of the audiovisual creations selected for the Madrid Fashion Film Festival (2013 – 2018)

The purpose of this research is to distinguish the authentic fashion films from the rest of the audiovisual creations selected for the Madrid Fashion Film Festival (2013 – 2018). This festival has been selected for being a pioneering initiative in the spreading of this audiovisual format in Spain. The main objective is to verify whether

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