Communication Design and User Interface
From Digital Culture & Society
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- | **[[ | + | **[[In ''Evolution towards smart home environments: empirical evaluation of three user interfaces. Personal and Ubiquitous Computing''.]] |
*Effecting Social Development | *Effecting Social Development | ||
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Revision as of 12:31, 26 March 2018
About This Subject
Communication Design is a discipline that looks into the distribution of information and design, and how the information is distributed. There are many criteria’s that fall in to this topic, but some of the categories we discuss on this page are:
- the influence of television shows
- on career choices
- on self esteem and perception
- personal branding
- personal branding on LinkedIn
- online celebrity depictions
- snap chat use & design
- social media and marketing
- fashion, film and marketing
- Virtual Reality and Mental Health
(when writting your topic discussion please give a brief description to how it relates to communication design and it's importance to the WIKI page. Thank you)
Topics
Heavy Consumptions of Television Dramas and the Effect of Choosing a Career
When choosing a profession, Gen Z and Millennials can be influenced by what they are viewing on television. Heavy consumption of certain television dramas may cultivate a false perception leading individuals into the wrong career for the wrong reasons.
Perception is mostly defined as a mental image one has of his/her interpretation of something through his/her own knowledge, experience, and beliefs. Career choices are made through our perception of the fields we are interested in. By using different channels of communication, we gain more knowledge about different fields of education. These articles show how students use media, such as television series, to gain knowledge on medical professions.
Personal Branding
Social media has transformed it's interfacing and attitude in many different ways. One of the main purposes of this platform has now become personal branding, whether this may be for a company or an individual representing their lifestyle. Now individuals use these types of platforms to share their style, amongst many personal traits, to learn, grow and state opinions.
Articles
Machaz H., Shokoofh, K. (2016). Personal Branding: An Essential Choice? Carmen Kang
Machaz H, Shokoofh, K. (2016). Personal Branding: An Essential Choice? Amanda Caron
Personal Branding on LinkedIn
LinkedIn is a business-focused social networking website, that allows professionals to brand themselves towards employers, clients, colleagues and other business associates from various organizations and industries. The site has become more prominent for professionals over time in order to seek employment opportunities and maintain business connections with other users.
By: Natasha Bloomfield (Student #5735840)
Articles
Article 1 - Tifferet, S., & Vilnai-Yavetz, I. (2018). Self-presentation in LinkedIn portraits: Common features, gender, and occupational differences. Computers In Human Behavior, 80, 33-48.
Article 2 - Slone, A. R., & Gaffney, A. H. (2016). Assessing Students' Use of LinkedIn in a Business and Professional Communication Course. Communication Teacher, 30(4), 206-214.
Article 3 - Hodd, K., Robles, M., & Hopkins, C., (2014). Personal Branding and Social Media for Students in Today’s Competitive Job Market. Journal For Research In Business Education, 56(2), 33-47.
Article 4 - Parsi, N. (2017). The Missing Links: LinkedIn's new look forced project teams to alter the speed at which they deliver change. PM Network, 31(8), 60-67.
Online Celebrity
2-3 sentence description of the topic
Articles
Ephemeral Communication Use & Design
Younger generations such as millennials use social media, particularly Snapchat, as a serious mode of communication. Uses of Snapchat for these age groups are influenced by ephemeral photo and video sharing due to its close associations with face-to-face communication and the simulated effect of "being present" in real time.
Articles
Social Media and Marketing
Social media allows brands to reach a wider audience and promote their products or services to either potential new consumers, or current followers. In addition, social media allows for two-way communciation for brands to ask their followers for input and vice versa.
Articles
Saravanakumar, M., SuganthaLakshmi, T. (2012). Social Media Marketing. Amanda Caron
Fashion, Film, and Marketing
In the last decade, fashion film has become increasingly utilized to further extend fashion shows, the retail experience as well as the overall fashion brand to provide an immersive and layered form of media that has crossed over into digital spaces.
Articles
Díaz Soloaga, P. & García Guerrero, L. (2016). Fashion films as a new communication format to build fashion brands. Communication & Society 29(2), 45-61 Kiyosha Teixeira
Church Gibson, P. (2017). The fashion narratives of tom ford: Nocturnal animals and contemporary cinema. Fashion Theory, 21(6), 629-646. Kiyosha Teixeira
Virtual Reality and Mental Health
Virtual Reality has been on the rise in popularity for gaming, but there are other uses that could help others with very serious matters. The articles discuss the use of virtual reality and how it can assist those with mental disorders.
By: Rachel Ruskoff (Student #: 6033849))
Articles
Device Culture
By: Mia Mambella
As information and communication technologies are increasingly being integrated into society, it is important to understand why and to what effect. To develop these understandings, the term device includes and electronic piece of equipment with single or multiple functions. Additionally, the term culture will refer to the norms, behaviours and challenges that have stemmed from increased integration and use."
Device culture is not simply more teens using cellphones, as what might be commonly portrayed in the media. Devices and their uses and appropriations can be seen across almost every aspect of daily life in certain socio-economic and geological areas across the globe.
Evidence of device culture can be found:
- At Work
- [[In Assessing the growth of remote working and its consequences for effort, well‐being and work‐life balance]]
- At Home
- [[In Evolution towards smart home environments: empirical evaluation of three user interfaces. Personal and Ubiquitous Computing.]]
- Effecting Social Development
- [[In Examination of the relationship between technology use of 5–6 year-old children and their social skills and social status]]
- In Schools
- [[In "Personal Devices in Public Settings: Lessons Learned from an iPod Touch/iPad Project]]