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Carla V. Leite (PhD Student) participated in a Erasmus+ funded Design Thinking training course that took place in Zagreb, Croatia, from November 16 to 22. The Agora Aveiro, a local NGO, was responsible for selecting and sending 4 Portuguese participants, and the course was organised and provided by Brodoto, a social impact agency, committed to support ideas to be both competitive and socially responsible and included participants from 5 different countries: Portugal, Greece, Lithuania, Romania, and Croatia.

Goals of the course:

– How to use design thinking, a methodology based on creativity that approaches problem solving and project-based work in a practical and creative way focused entirely on the end-user experience.

– How to introduce critical thinking, entrepreneurial skills, finding innovative and creative solutions, and empathy in the process of designing activities, and connecting with their targeted audience.

All mornings were filled with workshops run by Prof. Gordana Ćorić (VERN’ University of Applied Sciences), an external expert and trainer specialized on the design thinking methodology. The afternoon sessions were dedicated to non-formal learning techniques such as group work and discussions.

Liliana Gonçalves’s online PhD defense takes place on the 2nd December, at 09:30 a.m., with the topic SHARING KNOWLEDGE THROUGH DIGITAL PLATFORMS: The wildfires case | A PARTILHA DE CONHECIMENTO ATRAVÉS DAS PLATAFORMAS DIGITAIS: O caso dos Incêndios Rurais.

Liliana Gonçalves is a student of the PhD programme in Information and Communication in Digital Platforms and her supervisor is Lídia Oliveira (DigiMedia, UA)

DigiMedia members are invited to  participate in this important moment.

 

Abstract:

This investigation focuses on the potential to share and co-create knowledge in digital contexts to foster literacy on wildfires, specifically concerning prevention. The case studies that embody this thesis include the Central Region of Portugal and the municipalities of Pedrogão Grande, and São Pedro do Sul. Using a mixed methodology, by combining qualitative and quantitative analysis, the investigation draws a holistic scenario on the infocommunicational context of wildfires in Portugal, particularly in the Central Region. From here, the Hive Model is outlined, a digital communication model that facilitates the knowledge flow between different actors in the context of wildfires. This model is based on the main trends evidenced in state of the art and on the needs and desires of local communities, local and regional stakeholders, and the scientific community. As the natural hives composed of a net of combs, the Hive Model integrates multiple characteristics, understood as Fire Awareness Valorization Opportunities. Those features are adaptable to real contexts and designed to incorporate a digital platform specifically to share and co-create knowledge on wildfire prevention, where all actors play an active role.

Keywords:

Comunicação de Ciência, Plataformas Digitais, Incêndios Rurais, Partilha de Conhecimento, Cocriação de Conhecimento, Modelo Colmeia, Plataforma FAVO

To participate follow the link: https://videoconf-colibri.zoom.us/j/82668817457

On November 18, 2021,  the PhD Defense of Cláudia Barbosa, supervised by Luís Pedro (DigiMedia), took place. Claúdia was a PhD student from the Doctoral Program Multimedia in Education and developed a research thesis on the topic  “Media Use and Media Multitasking Habits of Students and Teaching Staff of the University of Aveiro”.

Abstract:

Digital consumer devices have penetrated our everyday lives, providing a platform to – among others – solve problems, communicate, exchange information, and participate in remote activities. This increasing popularity provides the impetus for a rising dependency to the extent that multitasking with different types of media (be it more of a more traditional or newer nature) has become a reality that can no longer be ignored in any professional setting – including the academic one.

Setting out with the main objective of identifying and understanding the media use and media multitasking habits of the academic staff and student population of the University of Aveiro, this study (using a survey methodology) has attempted to analyse in detail whether differences in media use habits exist in relation to the participants’ academic profile, scientific area, gender, age, geographical origin, and also in what concerns the type of media used. In order to do so, three media-related aspects were assessed: media ownership, media use, and media multitasking.

In relation to the association between academic profile and media use and multitasking, results of the study verify differences in the teaching staff and student groups in relation to how many media devices they own, for how long they engage in different media-related activities and how they do so, with teaching staff owning more devices, but students using media for longer periods and combining them more heavily.

In what concerns the scientific area of the participants, results indicate a higher  degree of homogeneity between groups, with the exception of ownership of specific media types (such as, e.g., Tablets in the Social Sciences and Humanities and E-Book readers in the Humanities) and a remarkably lower media use and media multitasking by the Engineering group.

Gender has been widely associated with multitasking behaviours, with results of this study indicating that females and males in our sample differ in relation to the devices owned (more ownership recorded by males), hours of engagement with different media (higher emphasis on communicative media by females) and multitasking intensity (with females recording higher multitasking values with the majority of the primary media and globally).

Recorded differences in media behaviours in relation to age are significant when either one of the older generations (birth year 1946-1964 and 1965-1980) is compared to either one of the younger generations (1981-1995 and post-1995) and vice versa. Older generations tend to use more traditional media, while the youngest generations tend towards newer media, and records substantially higher media use and media multitasking values.

In what concerns origin as a variable (as in a geographically-defined time orientation where monochronic participants tend towards doing one thing at a time and polychronic participants engage in several actions at once): monochronic participants are more associated with traditional media, while polychrons report spending more time using media in general (especially with communicative media-types) and engage in more media multitasking.

In relation to media use by type of media, the study indicates that participants tend to read and communicate with more traditional media types (print media and telephone), and play games and watch television with newer formats (online TV and online games).

The DigiMedia Dialogs#4 took place on November 17 with a surprising and creative session on the topic Extra cold DigiMedia – How to break the ice in Antarctica?. Catarina Lelis, Hélder Caixinha and Pedro Cardoso made us travel into a narrative that included both personal and research interests and that allowed a participated discussion on several topics on Communication Sciences and Technologies.

 

The article “The Use of ICT for Communication between Teachers and Students in the Context of Higher Education Institutions” by João Batista (DigiMedia member), Helena Santos and Rui Pedro Marques was published in the Journal Information 2021.

Abstract:

Recently, the communication paradigm has been changing in society in the higher education context because of the ease of access to the Internet and the high number of mobile devices. Thus, universities have increased their interest in accepting different and sophisticated communication technologies to improve student participation in the educational process. This study aimed to assess how students and teachers use communication technologies to communicate with each other and what their expectations, satisfaction, and attitudes regarding the results of this use are. An analysis model was used in a case study at the University of Aveiro to support the study. Data were obtained through an online questionnaire, which collected 570 responses from students and 172 responses from teachers. These data were processed through descriptive statistics techniques and inference tests (t-tests). The primary outcomes are that publishing and sharing technologies and electronic mail are the most commonly used communication technologies by students and teachers, suggesting that their use will not decline soon. However, other communication technologies were also revealed to be widely used and accepted, with excellent levels of confirmation of expectation.

Citation:

Batista, J.; Santos, H.; Marques, R.P. The Use of ICT for Communication between Teachers and Students in the Context of Higher Education Institutions. Information 202112(11), 479. MDPI AG. https://doi.org/10.3390/info12110479

More information available HERE

The article “Supporting the Construction of Mobile Games Interfaces: The Gamers4Nature Mobile Game Guidelines Cards Set” by Sofia Ribeiro, Pedro Beça, Mónica Aresta, Rita Santos and Ana Isabel Veloso was published in Advances in Design and Digital Communication IIProceedings of the 5th International Conference on Design and Digital Communication, DIGICOM 2021, November 4–6, 2021, Barcelos, Portugal.

Abstract:

Research indicates that engaging younger audiences in the creation of their own digital games for learning may increase the interest towards the addressed theme and a better understanding of the value of what is learned. Giving young creators the tools needed to develop good games emerges as a key point for the success of this kind of activity. Toolkits, due to its problem-solving features and support materials, are often seen as powerful learning and teaching tools, assisting in the production of interactive artefacts. Taking this into consideration, the Gamers4Nature project developed a Toolkit to support youngsters in the creation of mobile games. The Gamers4Nature Toolkit to Game Design includes resources developed to support younger audiences in the creation of digital games: a game construction cards set, a rapid game design document, a set of thematic cards addressing environmental awareness theme and a set of cards presenting guidelines to be followed when developing mobile games interfaces. This paper describes the Mobile Game Design Guidelines cards development and validation process. The cards were developed following a User-Centered Design approach and validated through Expert Evaluation, with industry and academic experts in game design and development (N = 9) invited to analyze and validate the Guidelines Cards. Although additional tests are still needed, namely with the target audience, preliminary results indicate that the guidelines presented in the cards can be a useful guide along the process of constructing a game while promoting the acquisition of knowledge related to the mobile interface design field.

Citation:

Ribeiro S., Beça P., Aresta M., Santos R., Veloso A.I. (2022) Supporting the Construction of Mobile Games Interfaces: The Gamers4Nature Mobile Game Guidelines Cards Set. In: Martins N., Brandão D. (eds) Advances in Design and Digital Communication II. DIGICOM 2021. Springer Series in Design and Innovation, vol 19, pp. 209-222. Springer, Cham. https://doi.org/10.1007/978-3-030-89735-2_18

More information available HERE

The article “Character Design: The Case of Characters in a Hybrid Serious Game Called FlavourGame” by Dalila Martins, Leonardo Pereira, Ana Patrícia Oliveira and Nelson Zagalo was published in Advances in Design and Digital Communication IIProceedings of the 5th International Conference on Design and Digital Communication, DIGICOM 2021, November 4–6, 2021, Barcelos, Portugal.

Abstract:

FlavourGame is a hybrid board game, from the serious games category, which aims to promote among children, discussion and awareness for taking correct choices in their nutrition. As part of this project, the design of the characters that make up the game’s narrative is being developed. This process, which is still undergoing, so far involved, in a first stage, a small literature review on the process of Character Design, in order to identify the existence of some kind of transversal methodology to follow. In a second stage, the main psychological and emotional characteristics of the characters were determined, so that, in a third stage, the visual design of these characters was studied. Finally, and in a fourth stage, different components of the Design of the characters were evaluated with three samples of the target audience. Thus, this article presents the theoretical framework connected to character design, describes the so far undergone creative and design process of FlavourGame’s characters and presents three small stages of the characters’ design assessment with children between the ages of 10 to 12. Throughout the article, we also identify and describe the iterations and changes that were made to the character design according to both the opinions expressed by the children regarding their preferences and the collaboration of a graphic designer in the character design process.

Citation:

Martins D., Pereira L., Oliveira A.P., Zagalo N. (2022) Character Design: The Case of Characters in a Hybrid Serious Game Called FlavourGame. In: Martins N., Brandão D. (eds) Advances in Design and Digital Communication II. DIGICOM 2021. Springer Series in Design and Innovation, vol 19, pp. 183-194. Springer, Cham. https://doi.org/10.1007/978-3-030-89735-2_16

More information available HERE

The article “The Heritage and Identity of the Pmate Project: Critical Factors for the Redesign” by Catarina Ramos, Ana Margarida Almeida (DigiMedia member) and  Gonçalo Gomes was published in Advances in Design and Digital Communication IIProceedings of the 5th International Conference on Design and Digital Communication, DIGICOM 2021, November 4–6, 2021, Barcelos, Portugal.

Abstract:

This study aims to analyse, describe and reflect on how Mathematics and Teaching Project (Pmate) history can influence the most relevant creative decisions when restructuring and redesigning it. Pmate is a 32-year-old research project based on an online platform created and coordinated by a team from the University of Aveiro. Its mission is to achieve academic success and promote scientific culture through the development of content and its application by technologies. In this article, relevant moments of Pmate’s history and the evolution of its identity are identified, defined and discussed through the collection of information, specifically through interviews with people involved in the project during its implementation and the analysis of graphic documentation produced. The result is the outline of the relevant critical factors guiding the new updated Pmate’s brand and service.

Citation:

Ramos C., Almeida A.M., Gomes G. (2022) The Heritage and Identity of the Pmate Project: Critical Factors for the Redesign. In: Martins N., Brandão D. (eds) Advances in Design and Digital Communication II. DIGICOM 2021. Springer Series in Design and Innovation, vol 19, pp. 665-676. Springer, Cham. https://doi.org/10.1007/978-3-030-89735-2_54

More information available HERE

The article “Mobile Application of Communitarian Participation Oriented to the Prevention of Forest Fires in Portugal” by Manuel Gil, Liliana Gonçalves (DigiMedia PhD student) and Lídia Oliveira (DigiMedia member) was published in Advances in Design and Digital Communication IIProceedings of the 5th International Conference on Design and Digital Communication, DIGICOM 2021, November 4–6, 2021, Barcelos, Portugal.

Abstract:

Forest fires have caused devastating social and economic damage in the forest-dependent regions of Portugal. This phenomenon can accentuate in the following years due to many factors that can aggravate conditions like extreme drought, lousy forest management, or interior depopulation. On digital platforms, forest fires are a target of investigation and analysis. The results point to few varieties of applications, most of them focused on the combat phase. The ones about prevention are limited and with little interaction. This work summarizes the Portuguese situation respecting forest fires and presents a study of the country’s existing apps and prevention campaigns. Based on the analysis of interviews conducted by the orientation team, a mobile application oriented to the active participation of the community in the prevention of forest fires was conceptualized, prototyped, and tested. This app lets users add Alerts or Public Actions on a map and give them space for discussion and useful information.

Citation:

Gil M., Gonçalves L., Oliveira L. (2022) Mobile Application of Communitarian Participation Oriented to the Prevention of Forest Fires in Portugal. In: Martins N., Brandão D. (eds) Advances in Design and Digital Communication II. DIGICOM 2021. Springer Series in Design and Innovation, vol 19, pp. 109-121. Springer, Cham. https://doi.org/10.1007/978-3-030-89735-2_10

More information available HERE

The article “Interaction Design to Female Technological Collective Activism: Geek Girls Portugal Case Study” by Renata Frade (DigiMedia PhD student) and Mário Vairinhos (DigiMedia member) was published in Advances in Design and Digital Communication IIProceedings of the 5th International Conference on Design and Digital Communication, DIGICOM 2021, November 4–6, 2021, Barcelos, Portugal.

Abstract:

This work aims to reflect on the collective female activism in technology under the prism of human-computational interaction, the culture of participation and cyberfeminism from Geek Girls Portugal community (the first launched in the country) ethnographic case study. From the monitoring of the group’s digital platforms, information was collected to configure an organizational and communicational system, as well as allowing reflection on the autonomy of members’ decisions, using tools of non-discretionary use for the inclusion of women in technology in one of the domains in which patriarchy dominates. Conceptual paradoxes about the culture of participation and the emergence of digital platforms, from the launch of the Web in parallel to the beginning of cyberfeminism, will be presented. This article will also present preliminary results of doctoral research on how female technological communities play a catalytic role in the inclusion, education and activism of Brazilian and Portuguese women in technology.

Citation:

Frade R., Vairinhos M. (2022) Interaction Design to Female Technological Collective Activism: Geek Girls Portugal Case Study. In: Martins N., Brandão D. (eds) Advances in Design and Digital Communication II. DIGICOM 2021. Springer Series in Design and Innovation, vol 19, pp 492-504. Springer, Cham. https://doi.org/10.1007/978-3-030-89735-2_40

More information available HERE

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