https://datjournal.anhembi.br/dat/issue/feed DAT Journal 2025-01-09T11:11:10-03:00 PPGDESIGN [email protected] Open Journal Systems <p>DATJournal is a quarterly publication of the Graduate Program in Design (Master, and Doctorate), from Anhembi Morumbi University. The acronym DAT refers to Design, Art, and Technology - the program's central concern. </p> https://datjournal.anhembi.br/dat/article/view/913 PPDESDI: design, technology and society 2024-12-26T07:30:12-03:00 Guilherme Altmayer [email protected] Ricardo Artur Pereira Carvalho [email protected] Marcio Baraco [email protected] <p>This article opens the dossier on the Graduate Programme in Design at Rio de Janeiro State University (PPDESDI/UERJ). It presents the general lines of the current post-graduation programme - its mission, objectives and main focus, as well as a brief history of the last 20 years of work in design research. Then it describes the self-assessment process that led to the redesign of the four new lines of research in 2023, paving the way for four other articles aimed at presenting their different approaches and practices.</p> 2024-12-26T00:00:00-03:00 Copyright (c) 2024 DAT Journal https://datjournal.anhembi.br/dat/article/view/922 Design, Territorialities and Anthropocene 2024-12-26T07:30:10-03:00 André Luiz Carvalho Cardoso [email protected] Barbara P. Szaniecki [email protected] Daniel B. Portugal [email protected] Gabriel Schvarsberg [email protected] Zoy Anastassakis [email protected] <p>The article presents the line of research Design, Territorialities, and the Anthropocene, proposed in 2024 as part of the reformulation of the Graduate Program in Design of the Design School of the State University of Rio de Janeiro. This line of research aims to gather studies investigating the practice of design in the Anthropocene, dwelling, and territorialities, focusing on controversies on making, territorial disputes, social struggles, and the colonial matrix of power, highlighting the political dimension of design. Organized into three parts, the article first outlines how the research line explores the relationships between design and various disciplinary fields such as anthropology, philosophy, history, architecture, urbanism, and art. The second part advocates for situated theoretical-methodological approaches, worked within the line through speculative, critical, collaborative, cartographic, or project-based forms. The third part presents examples of how these perspectives intertwine in different compositions within the groups and laboratories that make up the research line, experimenting with ways to imagine, narrate, fabulate, fiction, and contest paths for the future.</p> 2024-12-26T00:00:00-03:00 Copyright (c) 2024 DAT Journal https://datjournal.anhembi.br/dat/article/view/929 Design, politics and subjectivization 2025-01-09T11:11:10-03:00 Ricardo Artur Pereira Carvalho [email protected] Barbara Necyk [email protected] Bianca Martins [email protected] Guilherme Altmayer [email protected] <p>The article presents the line of research Design, Politics and Subjectivation, linked to the Graduate Program in Design at Rio de Janeiro State University (PPDESDI/ UERJ). Firstly, the context and formation process of this line of research is presented. Next, the foundations that characterize and guide the line are presented. Finally, the research strands of the line are presented, namely: Design in educational practices; Design, body and technopolitics; Design, technicities and sensitivities; Design and oppression.</p> 2024-12-26T00:00:00-03:00 Copyright (c) 2024 DAT Journal https://datjournal.anhembi.br/dat/article/view/936 Design, Management and Innovation 2024-12-26T07:30:07-03:00 André Ribeiro de Oliveira [email protected] André Soares Monat [email protected] Dércio Santiago da Silva Jr [email protected] Pedro Zöhrer [email protected] Thais Spiegel [email protected] <p>This article addresses the historical foundations of industrial design, exploring the development of design from the division of labor in factories to the consolidation of design as a scientific discipline that has formalized traditional areas such as product and service design. Emphasis is placed on the importance of sustainability in design and the holistic approach that, by considering the life cycle of products and services, integrates innovation management and entrepreneurship as a means to guide design practices within institutions. The dialogue between design and management is systematized through a methodological approach known as design science, which aims to bridge theory and practice, seeking solutions applicable to the real world. Finally, the text discusses the strategic importance of design, aligning project vision with the long-term objectives of institutions, and integrating operational, tactical, and strategic dimensions. The impact of Generative Artificial Intelligence (GAI) on contemporary design is also highlighted, illustrating how these technologies are transforming the creative process.</p> 2024-12-26T00:00:00-03:00 Copyright (c) 2024 DAT Journal https://datjournal.anhembi.br/dat/article/view/943 Design, Culture and Visuality 2024-12-26T07:30:05-03:00 Helena de Barros Ezequiel [email protected] Barbara Pires e Castro [email protected] Noni Geiger [email protected] Marcos André Franco Martins [email protected] Almir Mirabeau da Fonseca Neto [email protected] Lucy Carlinda da Rocha de Niemeyer [email protected] <p>The article presents the research area of Design, Culture and Visuality, proposed in 2024 as part of the reformulation of the Graduate Program in Design of the Design School of the State University of Rio de Janeiro. This research field of Design brings together studies that reflect on different manifestations of visuality and image technologies, as well as the relationship between design and history and material culture; it investigates visual and performing arts, material and digital technologies, moving image processes, printing processes, typography, data visualization, artificial intelligence, media and interfaces. It focuses on investigations into audiovisual expressions of academic research, design, art and media: discourses and practices, art, aesthetic experience, data and technology, history and graphic memory. It seeks to establish connections between these manifestations, communication processes and their social impact. It also addresses investigations into writing, the archive, the relationship between text and image and the dynamics of contemporary media.</p> 2024-12-26T00:00:00-03:00 Copyright (c) 2024 DAT Journal https://datjournal.anhembi.br/dat/article/view/950 Editorial 2024-12-24T10:23:37-03:00 Gilbertto Prado [email protected] Sérgio Nesteriuk [email protected] <p>In this issue of the DATJournal, in addition to the texts selected regularly by the journal, we have one additional dossier.</p> <p>The dossier of this DATJournal has guest editor Guilherme Altmayer that presents design research at the Graduate Program at Universidade do Estado do Rio de Janeiro (PPDESDI/UERJ).</p> <p>This dossier continues the DATJournal special series on Postgraduate Programs in Design in Brazil, which are invited to present their trajectories, characteristics and strength lines. With this initiative, we intend, more than mapping and celebrating the strength and diversity of these Programs, to stimulate the exchange between Postgraduate Programs in Design in Brazil.</p> <p>We appreciate all contributions and wish you a good reading.</p> 2024-12-26T00:00:00-03:00 Copyright (c) 2024 DAT Journal https://datjournal.anhembi.br/dat/article/view/957 Sumário 2024-12-24T10:27:31-03:00 Dat Journal [email protected] 2024-12-26T00:00:00-03:00 Copyright (c) 2024 DAT Journal https://datjournal.anhembi.br/dat/article/view/904 Games for change oriented towards human and social values: A proposal for Undergraduate Design students 2024-12-26T07:30:13-03:00 Delmar Galisi Domingues [email protected] <p>The first commercial video games emerged in the late 1970s as simple means of entertainment, consisting of elementary rules and a focus on gameplay. In the following years, they also became powerful vehicles for transmitting significant messages. As in any form of communication, the messages present in games can disseminate ethical, human and social values. On the other hand, the so-called games for change correspond to a category of game that proposes a change in player behavior through its message, then they naturally provide the expression of values. What is in question is whether Design courses focused on game development include this approach in their curriculum. Thus, this work aims to evaluate the application of an undergraduate project that offers the opportunity for students to reflect on the values they are dealing with when developing a game for change. This research presents results that reinforce the importance of this proposal, as it allows design students to actively understand the potential of games as persuasive means.</p> 2024-12-26T00:00:00-03:00 Copyright (c) 2024 DAT Journal https://datjournal.anhembi.br/dat/article/view/893 The visual induction of music through projection mapping 2024-12-26T07:30:15-03:00 Giovani Veras Fantinati [email protected] Antenor Ferreira Corrêa [email protected] <p>In this article, we consider the technique of projecting images onto non-flat surfaces called projection mapping. Although pioneering in 1969, this technique only recently acquired better defined artistic contours, thus giving new meaning to spaces and forms of interactions with other artistic languages. In view of this, we propose the following question: how the projection mapping technique has been approached in academic literature in Brazil? Based on this question, the article was structured in three moments: bibliographic survey, synthesis of the bibliographic material collected, and analysis of a work that uses the projection mapping technique. This analysis aimed to understand the relationship between image and sound.</p> 2024-12-26T00:00:00-03:00 Copyright (c) 2024 DAT Journal https://datjournal.anhembi.br/dat/article/view/833 Design and Music: creating an audiovisual bridge between generation Z and the legacy of Raul Seixas 2024-12-26T07:30:23-03:00 Camila Pereira Melo [email protected] Fabiane Fernandes [email protected] <p>Music and design possess the ability to convey messages through aesthetic experiences. When combined, they give rise to audiovisual design, widely present in the music industry and dedicated to creating impactful narratives with graphic elements. Animation, one form of audiovisual design, brings static images to life and raises a relevant question: why does Generation Z show little interest in Brazilian music from past decades? To investigate this relationship, we developed an animation based on a song by Raul Seixas, using the animation production methodology proposed by Winder and Dowlatabadi (2011), adapted with design tools. Simultaneously, we conducted a survey to collect data on social media consumption, music preferences, and perceptions of the animation. The results helped establish connections between the consumption of music and audiovisuals and the perception of the animation across different age groups. This article explores the synergy between sound and image to discover how we can spark Generation Z’s interest in the richness of Brazilian music from the past.</p> 2024-12-26T00:00:00-03:00 Copyright (c) 2024 DAT Journal https://datjournal.anhembi.br/dat/article/view/841 Motion Capture and Animation: set of procedures for converting motion capture using inertial sensors from the MVN Studio PRO (Xsens) software to MotionBuilder 2024-12-26T07:30:18-03:00 Ana Cristina Alves Piza Duarte [email protected] Irandir Izaquiel Paulo [email protected] César Nunes Giracca [email protected] Eugenio Andrés Díaz Merino [email protected] Giselle Schmidt Alves Díaz Merino [email protected] <p>Motion capture is an efficient technique for quickly producing realistic animations. In light of this, this article aims to develop a set of procedures for converting data captured by inertial sensors from the MVN Studio PRO (Xsens) software into movements applied to 3D characters using the MotionBuilder software. The steps of exporting, importing, skeleton definition, synchronization with characters, and movement editing are detailed, providing a guide for animation professionals. The methodology included an Integrative Literature Review (Theoretical Phase) and the development of the set of procedures (Practical Phase). The results demonstrate that the integration between the software allows for fluid and high-fidelity animation, offering a viable alternative to traditional frame-by-frame animation methods. In conclusion, the use of motion capture and the correct application of the developed procedures optimize the workflow in 3D animation.</p> 2024-12-26T00:00:00-03:00 Copyright (c) 2024 DAT Journal https://datjournal.anhembi.br/dat/article/view/822 Paving the path: a design team’s perceptions on the use of open design practices 2024-12-26T07:30:31-03:00 Lara Souza Benedet [email protected] Berenice Santos Gonçalves [email protected] Cristiano José Castro de Almeida Cunha [email protected] Solange Maria da Silva [email protected] <p>This article aimed to understand the perceptions of a design team regarding the use of open design practices. To this end, after a brief review of open design and open design practices, interviews were carried out with members of the design team of an extension project focused on the production of open educational resources within the scope of professional and technological training. The project dynamics and the open practices adopted are addressed, in order to explain the context in which the interviewees are inserted, and consequently, some of their prior knowledge on the topic. The results show that designers see several potentialities in open design practices, however they also encounter some limitations, such as the difficulty in searching for images with an open license and the lack of knowledge regarding open software, mainly due to the lack of information on the topic to be discussed at your disposal.</p> 2024-12-26T00:00:00-03:00 Copyright (c) 2024 DAT Journal https://datjournal.anhembi.br/dat/article/view/828 Design art, and Maker culture: the reinterpretation of ceramic craft through the lens of designer Olivier van Herpt 2024-12-26T07:30:28-03:00 Fernanda Dolabella [email protected] Adriana Dornas [email protected] <p>This article analyzes the intersection between digital 3D printing technology and ceramic design by contextualizing contemporary authorial production. This approach highlights the current blurring of boundaries between art and design, guided by the principles of Maker culture, which fosters autonomy in execution combined with creative potential. The qualitative research is grounded in a theoretical framework, supported by a bibliographic survey, and complemented by a case study of a hybrid work that explores post-industrial design paradigms in both productive and aesthetic dimensions. The reference work is by designer Olivier van Herpt, who innovates by reinterpreting the traditional ceramic craft.</p> 2024-12-26T00:00:00-03:00 Copyright (c) 2024 DAT Journal https://datjournal.anhembi.br/dat/article/view/832 Structure design based on Miura-ori origami: performance and applicability in fashion design 2024-12-26T07:30:25-03:00 Jéssica de Oliveira [email protected] Luis Carlos Paschoarelli [email protected] <p>The Miura-Ori origami pattern is a structural alternative for fashion design. However, some fabric properties (composition) and process (cooking time) can influence its performance and applicability. The aim of this study was to verify the performance and applicability of the Miura-Ori origami pattern for different fabric compositions and cooking times. For the experiment, samples obtained using a “sandwich stylemould” were analysed, with 100% Cotton, 100% Polyester and 97-3% Polyester-Elastane fabrics, which were subjected to three different cooking times (30, 60 and 90 seconds) at an average temperature of 150°C. After tensile tests (leaving the natural position) and compression tests (returning to the natural position), which verified shape memory, the polyester samples performed better, requiring less pressing/cooking time. Its use in a prototype helped to understand the behaviour of Miura-ori origami, demonstrating its applicability in fashion design.</p> 2024-12-26T00:00:00-03:00 Copyright (c) 2024 DAT Journal https://datjournal.anhembi.br/dat/article/view/834 Tactile representations: a look from the perspective of cultural inclusion 2024-12-26T07:30:21-03:00 Samuel Renato de Oliveira Silva [email protected] Ivana Marcia Maia [email protected] <p>Aiming not only at accessibility, but at evoking visual memories and cultural inclusion of individuals deprived of sight, this study presents a qualitative analysis of the interaction of people with visual impairments and tactile graphics on colonial tiles. For the research, a phytomorphic pattern and a geometric pattern were selected, in order to promote diverse tactile experiences. The tactile graphics with the chosen patterns were prototyped on polylactic acid (PLA) filament and paper and were tested with fifteen visually impaired people, whose interactions demonstrated varied approaches and preferences. The analysis of these interactions highlighted the importance of previous individual experiences, such as knowledge of reading Braille, in interpreting graphic elements. It is noteworthy that the majority preference fell on the prototype with less graphic complexity, emphasizing the texture and perceptibility of tactile information, relevant instructions for the inclusive solutions development.</p> 2024-12-26T00:00:00-03:00 Copyright (c) 2024 DAT Journal https://datjournal.anhembi.br/dat/article/view/831 Humanization and playfulness in children’s oncology treatment wards: design recommendations for environments 2024-12-26T07:30:27-03:00 Camila Lima Aredes [email protected] Iara Sousa Castro [email protected] <p>The theme of this article approaches humanization and playfulness applicable to children’s oncology environments. The objective is to develop design guidelines aimed at humanization and playfulness so that environmental designers can apply those in pediatric ward designs of oncology hospitals. A qualitative and exploratory nature methodology was organized into stages of bibliographic review, documental analysis, data collection made through a questionnaire and the visual selection, analysis and discussion of the collected data. Results present design recommendations, arising from humanization focused on ergonomics, layout, comfort, lighting, landscaping and the medical team training, in addition to recommendations, arising from playfulness related to the use of colors and the creation of spaces for socialization. The conclusion highlights the relevance of intangible elements in pediatric hospital spaces, standing out the importance of considering humanization and playfulness in the design of children’s oncology environments.</p> 2024-12-26T00:00:00-03:00 Copyright (c) 2024 DAT Journal https://datjournal.anhembi.br/dat/article/view/826 Design and Amazonian nature: An illustrative study on commercial fruits from the Amazonia 2024-12-26T07:30:29-03:00 Almir de Souza Pacheco [email protected] Thomás Carvalho Xavier de Vasconcelos [email protected] Adriel Matheus de Lima Reis [email protected] Carla Beatriz Amorim da Silva [email protected] <p>The objective of the study is to value commercial Amazon fruits through Design. The research has an exploratory nature, in addition to a quali-quantitative approach. Using bibliographic review and questionnaire methods, data on fruits and the general population’s knowledge of these foods were obtained; to produce the illustrations, Péon (2003) methodology was used in an adapted form using its three stages: problematization, conception, specification. Throughout the research it was observed that these foods are unknown by the population as well as in academic works, in addition to being little used in the food base of people in cities. According to the results obtained, it’s feasible to say that there is a great potential for commercial, nutritional and visual applications of the fruits studied. Therefore, illustrations, icons and visual patterns were created for use in numerous future projects, helping to present these foods to the academic community and the population.</p> 2024-12-26T00:00:00-03:00 Copyright (c) 2024 DAT Journal https://datjournal.anhembi.br/dat/article/view/838 Identity, Power, and Property: an analysis of storefronts by semiotics of culture 2024-12-26T07:30:20-03:00 Mateus Francisco Feitosa [email protected] Ana Carolina Kalume Maranhão [email protected] Pedro Davi Russi Duarte [email protected] <p>The present work aims to undertake an analysis of sponsored storefronts in the axis between the cities of Goiânia and Alexânia through the semiotics of culture in a decolonial bias, from the modernity/coloniality group. It is assumed that these storefronts are inserted in the visual construction of culture by design. To this end, the semiotics of culture was used as a method of analysis and an element of connection between culture, colonialism and modernity. The results show a Eurocentric view based on the power relations between sponsor and sponsored, reflected in most of the storefronts found in the cities surveyed.</p> 2024-12-26T00:00:00-03:00 Copyright (c) 2024 DAT Journal https://datjournal.anhembi.br/dat/article/view/885 Values in Board Games: conscientious design as an alternative to the colonial hegemony of the industry 2024-12-26T07:30:17-03:00 Pedro Podboy Monfort [email protected] Sérgio Nesteriuk Gallo [email protected] <p>This study analyzes the work of Flannagan and Nissenbaum (2016) on values in games, with the aim of recognizing the process of production of meaning in design and, through a comparative analysis, creating a relationship with the historical research on the theme of colonization in board games present in the books of Torner, Waldron and Trammell (2016, 2017 and 2019). Through this relation, we seek to highlight the problems in this industry – originating from a colonial thinking inherited from Europe in the 20th century, more specifically from Germany in the post-war period. In a proactive manner, we identify ways in which conscientious design can be used as a tool to avoid the repetition of hegemonic tropes, propose thematic and formal innovations in the field of boardgame design.</p> 2024-12-26T00:00:00-03:00 Copyright (c) 2024 DAT Journal