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Journal articles on the topic 'Creative design'

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1

Aninditia, Vianni, and Nurina Vidya Ayuningtyas. "Biophilic Design Approach in Yogyakarta Digital Art Design." International Journal of Built Environment and Scientific Research 6, no. 1 (June 10, 2022): 55. http://dx.doi.org/10.24853/ijbesr.6.1.55-60.

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The creative industry based on digital technology is the current strength of the creative industry in improving the national economy. In creating a national creative industry, every region in Indonesia is required to create space for creative industry players. The Digital Art Center is a building typology that can accommodate digital creative industry players to carry out all their activities. In the midst of the significant development of the creative industry, a healthy psychological and physical condition is needed to increase the creativity and productivity of industry players. Biophilic Design can help humans achieve prosperity and comfort, as well as increase creativity and productivity of creative industry players by shaping the built environment by creating human interaction with the surrounding natural elements. In addition, creating a space for interaction between humans can increase the sense of kinship and shape the user's psychology to be more positive. Thus, the design of the Yogyakarta Digital Art Center is expected to create human interaction with nature and human interaction that can increase the productivity and creativity of its users.
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Shaw, M. C. "Creative Design." CIRP Annals 35, no. 2 (1986): 461–66. http://dx.doi.org/10.1016/s0007-8506(07)60194-2.

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Salah, Feda, and Hassan Abdalla. "Creative design tools (CDT): stimulating creative design thinking." International Journal of Design Engineering 1, no. 2 (2008): 125. http://dx.doi.org/10.1504/ijde.2008.021167.

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B.R., Haqberdiyev, and Rustamov U. "CREATIVE DESIGN OF BUILDINGS AND STRUCTURES." CURRENT RESEARCH JOURNAL OF PEDAGOGICS 02, no. 09 (September 30, 2021): 76–78. http://dx.doi.org/10.37547/pedagogics-crjp-02-09-16.

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This article provides information on the design and efficient use of buildings and structures to improve the integration of engineering graphics and design sciences, the construction of quality housing. The article in your hand is drawing and design in a cycle of engineering graphics and design sciences on improving the integration of themes, in which architectural approaches are described by nature in relation to the set of colors used by artists as well as modest decorators, architects and designers. buildings are also covered.
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B.R., Haqberdiyev, and Rustamov U. "CREATIVE DESIGN OF BUILDINGS AND STRUCTURES." CURRENT RESEARCH JOURNAL OF PEDAGOGICS 02, no. 09 (September 30, 2021): 76–78. http://dx.doi.org/10.37547/pedagogics-crjp-02-09-16.

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This article provides information on the design and efficient use of buildings and structures to improve the integration of engineering graphics and design sciences, the construction of quality housing. The article in your hand is drawing and design in a cycle of engineering graphics and design sciences on improving the integration of themes, in which architectural approaches are described by nature in relation to the set of colors used by artists as well as modest decorators, architects and designers. buildings are also covered.
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OHBUCHI, Yoshifumi, and Haruhiko IIDA. "Creative Activities Using “CREATIVE DESIGN ATELIER”." Journal of JSEE 58, no. 4 (2010): 121–26. http://dx.doi.org/10.4307/jsee.58.4_121.

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Ibrahim, Mohammad, Marie Bassford, Helen Ackerley, and Vincent Cornelius. "Creative design dynamics and creative systems." IEEE Aerospace and Electronic Systems Magazine 25, no. 6 (June 2010): 30–34. http://dx.doi.org/10.1109/maes.2010.5525318.

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Foley, Joseph Timothy, and Sigrún Harðardóttir. "Creative Axiomatic Design." Procedia CIRP 50 (2016): 240–45. http://dx.doi.org/10.1016/j.procir.2016.04.116.

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Şatır, Seçil. "Imaginations of creative design on the basis of sustainable design." New Trends and Issues Proceedings on Humanities and Social Sciences 2, no. 1 (February 19, 2016): 470–77. http://dx.doi.org/10.18844/gjhss.v2i1.332.

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Setiawan, Hendra. "Study of Milton Glaser's Creative Process In Creating Design." VCD 3, no. 1 (April 15, 2019): 13–20. http://dx.doi.org/10.37715/vcd.v3i1.798.

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Those in the art and design field, such as graphic designers, should be creative and inspired, and they usually have their own ways to be creative. Yet, some designers are considered to be so outstanding that they receive such recognition in their creative process. One of them is Milton Glaser. He has been considered one of the first rank designers for decades. Therefore, it is really appropriate and wise for young designers to recognize Glaser’s creative process in order that they could learn and be inspired by his experience. This study focuses in the examination of Milton Glaser’s creative process gained from interviews conducted by the media. The short-term goal of this study is to learn the creative process of a design expert, which hopefully would inspire and open the mind of young designers in their work. After gaining inspiration from this creative process, hopefully the young designers would be much more creative and easily inspired in developing their idea, which is the long-term goal of this study.
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ZAKARIYA, KHALILAH, MAZLINA MANSOR, and NOR ZALINA HARUN. "Mapping: A Speculative and Creative Design Tool." Creative Space 3, no. 1 (July 2, 2015): 1–12. http://dx.doi.org/10.15415/cs.2015.31001.

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Purik, E. E., M. L. Akhmadullin, M. G. Shakirova, and V. R. Shakirov. "THE METHODS OF DEVELOPING COMPOSITIONAL THINKING OF DESIGN STUDENTS." Bulletin USPTU Science education economy Series economy 4, no. 42 (2022): 168–78. http://dx.doi.org/10.17122/2541-8904-2022-4-42-168-178.

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The article deals the problems of professional artistic training of design students in the process of teaching composition. The composition studies the laws of the creation of an artistic form and the means of artistic expression, organization of image perception. Compositional activity has an artistic and plastic character; it relies on the use of the language of art and consists in creating a new, holistic, original artistic image. The authors identify compositional thinking as one of the most important professional qualities of an artist and designer and reveal the methodology of its formation among students. The process of teaching composition – creating a painting, drawing, sculpture or design object – cannot be built as a simple linear process of learning image methods, compositional rules and techniques. The author's methodology is based on the method of problem tasks, which involves the formulation of an educational and creative task, the creation of a problem situation; comprehension, acceptance and resolution of the problem, during which students master generalized methods of artistic and creative activity. At the same time, the creative process is considered as a series of successive stages associated with the work of productive or creative imagination, and requiring the provision of visual or other information in the process of work. The article presents the results of the ascertaining and formative stages of experimental work on the development of compositional thinking of art students in the process of mastering expressive means, such as line, spot, texture, color, as well as compositional techniques and rules (static, dynamics, dominant, rhythm, etc.). The authors have developed a series of creative exercises, described the methodology of their implementation and the criteria are proposed to determine the level of development of students' compositional thinking based on the evaluation of their creative works.
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毛, 慧娟. "Design Development and Design Strategies of Japanese Cultural and Creative Products." Design 09, no. 01 (2024): 740–48. http://dx.doi.org/10.12677/design.2024.91089.

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Shuo, Yang, and Zhang Chao. "Creative Product Design Based on Dong Culture Creative." E3S Web of Conferences 179 (2020): 02116. http://dx.doi.org/10.1051/e3sconf/202017902116.

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The study of Dong ethnic cultural resources provides the experience basis and method path for the designing and development of cultural and creative products with Dong ethnic-cultural characteristics. In the research, first of all, the Dong culture is mainly taken as the core and the Dong cultural resources are classified. Secondly, it studies the attributes of cultural and creative products and designs and combs the cultural and creative products of Dong nationality. Furthermore, the creative product design model of Dong ethnic culture is constructed, and eye tracking technology is taken as an example to accurately extract the cultural identification characteristics of cultural materials through modern science and technology, and the specific case design is carried out. Through the excavation, arrangement, and induction of Dong ethnic cultural resources, the attributes of cultural and creative products are analyzed, and the design model is constructed to provide ideas for the design of Dong ethnic cultural and creative products, which is conducive to enhancing the value of Dong ethnic culture and cultural and creative products and provides references for the cultural development of other ethnic minorities.
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Li, Haibing, and Roland Lachmayer. "Generative Design Approach for Modeling Creative Designs." IOP Conference Series: Materials Science and Engineering 408 (October 1, 2018): 012035. http://dx.doi.org/10.1088/1757-899x/408/1/012035.

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UTEShEVA, G. T. "PROJECT-DESIGN METHODS IN THE SYSTEM OF DESIGN EDUCATION AT EURASIAN NATIONAL UNIVERSITY NAMED AFTER L. GUMILYOV." Urban construction and architecture 1, no. 4 (December 15, 2011): 34–37. http://dx.doi.org/10.17673/vestnik.2011.04.7.

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Designers creative imagination is considered as constructive purposeful process aimed at creating new mental objects. Creative imagination allows to make the recombination of already known principle concepts, combine new knowledge and to master methods of creative design activity.
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Lepeshkin, I. A., and S. M. Kruglov. "Design process model in transportation design." Izvestiya MGTU MAMI 9, no. 4-1 (February 20, 2015): 109–16. http://dx.doi.org/10.17816/2074-0530-67245.

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This article describes the historical analysis of design methods that allowed creating an original design model of creative process, consists of three different layers of factors that influence design- er’s work - environmental, basic and shaping factors.
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18

李, 霞. "Research on Cultural and Creative Product Design Based on Participatory Design Theory." Design 09, no. 01 (2024): 1186–93. http://dx.doi.org/10.12677/design.2024.91141.

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Campays, Philippe, Bruno Marques, and Jacqueline McIntosh. "Creative design studios: converting vulnerability into creative intensity." International Journal of Innovation in Education 7, no. 2 (2021): 102. http://dx.doi.org/10.1504/ijiie.2021.10041596.

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Marques, Bruno, Jacqueline McIntosh, and Philippe Campays. "Creative design studios: converting vulnerability into creative intensity." International Journal of Innovation in Education 7, no. 2 (2021): 102. http://dx.doi.org/10.1504/ijiie.2021.118037.

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Stevens, Quentin. "Creative Milieux: How Urban Design Nurtures Creative Clusters." Journal of Urban Design 20, no. 1 (January 2015): 1–7. http://dx.doi.org/10.1080/13574809.2015.981393.

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Jo, Oknim. "Design Curating: Creative Potential." International Journal of Design in Society 6, no. 2 (2013): 67–80. http://dx.doi.org/10.18848/2325-1328/cgp/v06i02/38496.

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23

Wiltschnig, Stefan. "Imagination in Creative Design." International Journal of Knowledge and Systems Science 2, no. 2 (April 2011): 16–30. http://dx.doi.org/10.4018/jkss.2011040102.

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This paper unpacks the notion of imagination presented in the I5-system of knowledge creation along several theoretical contributions and process models from “knowledge science”, creativity research and design studies. It aims at conceptual clarification and integration around the key notion of “insight moments” across various levels of abstraction from system perspectives through foci on groups and individuals to mental activity. This work is meant to serve as a conceptual foundation for micro-analyses of in-vivo data of creative design processes based on protocols of participatory ethnographic research and interview accounts from first, second and third person perspectives.
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Rogers, Maggie. "Creative design skill development." Five to Eleven 2, no. 8 (February 2003): xxvi—xxviii. http://dx.doi.org/10.12968/ftoe.2003.2.8.xxvi.

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Macke, David C., Steve E. Watkins, and Thomas Rehmeier. "Creative Interdisciplinary UAV Design." IEEE Potentials 33, no. 1 (January 2014): 12–15. http://dx.doi.org/10.1109/mpot.2013.2255518.

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Borkowski, Adam, Cherif Branki, Ewa Grabska, and Wojciech Palacz. "Towards collaborative creative design." Automation in Construction 10, no. 5 (July 2001): 607–16. http://dx.doi.org/10.1016/s0926-5805(00)00070-4.

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陈, 剑. "Exploring Tujia Cultural and Creative Product Design in Symbiosis Perspective." Design 08, no. 01 (2023): 65–71. http://dx.doi.org/10.12677/design.2023.81010.

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陈, 婧. "Nanfeng Nuo Mask Game Chess Cultural and Creative Product Design." Design 09, no. 01 (2024): 1208–16. http://dx.doi.org/10.12677/design.2024.91144.

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李, 筱彦. "The Application of Animal Bionic Elements in Creative Women’s Wear." Design 09, no. 02 (2024): 462–71. http://dx.doi.org/10.12677/design.2024.92233.

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30

Bailey, Mark, Emmanouil Chatzakis, Nicholas Spencer, Kate Lampitt Adey, Nate Sterling, and Neil Smith. "A design-led approach to transforming wicked problems into design situations and opportunities." Journal of Design, Business & Society 5, no. 1 (March 1, 2019): 95–127. http://dx.doi.org/10.1386/dbs.5.1.95_1.

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This article argues that using a design-led approach is highly beneficial when tackling complex problems to transform ambiguity into actionable design briefs and solution opportunities. This is evidenced by way of an ongoing project with a large public-sector organization. Northumbria University’s School of Design academic experts use design-led approaches to innovation that promotes ‘creative fusion’ between diverse stakeholders in order to tackle ‘wicked problems’. The authors continue this work as part of an Arts and Humanities Research Council/ European Regional Development Fund-funded programme entitled Creative Fuse North East (CFNE), involving five regional universities, of which the project discussed here is a part. The main objectives of CFNE are to develop and deploy approaches to innovation that apply skills from creative graduates to benefit the wider creative economy, address barriers to innovation and promote growth and sustainability within and without the Creative, Digital and IT sector (CDIT). The authors propose that to do this it is vital to convert stakeholders into co-creation activists empowered with the creative confidence and tools required to speculate about uncertain futures.
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Zaeva, Nadezda A., and Alla G. Bezdenezhnykh. "STRUCTURING THE CREATIVE PROCESS IN JEWELLERY DESIGN." Technologies & Quality 59, no. 1 (June 14, 2023): 61–66. http://dx.doi.org/10.34216/2587-6147-2023-1-59-61-66.

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The article examines the process of creating emotionally coloured products that would carry a certain informational message to the viewer, arouse a desire to empathise, participate in the creative process, and popularise the topic touched upon by the author. It is proposed to use the technique of structuring the creative process when creating modern design objects, as one of the ways to activate creative consciousness. The ways of forming thematic information-rich objects are considered, when rethinking the images of the world, through the projected object, the author builds a relationship between the image itself and the idea of it. Several variants of design solutions for a specific creative task are considered.
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Lee, Jong Seok, Richard Baskerville, and Jan Pries-Heje. "The creativity passdown effect: applying design theory in creating instance design." Information Technology & People 28, no. 3 (August 3, 2015): 529–43. http://dx.doi.org/10.1108/itp-04-2013-0080.

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Purpose – The purpose of this paper is to suggest that translating a design theory (DT) into practice (e.g. creating an instance design artifact (IDA)) is hardly straight-forward and requires substantial creativity. Specifically the authors suggest that adopting a DT embodies a creativity passdown effect in which the creative thinking of a team of design theorist(s) inherent in DT invokes a creative mind of a team of artifact instance designer(s) in creating an IDA. In this study, the authors empirically investigate the creativity passdown effect through an action case in which a DT (DT nexus) was applied in creating an IDA (multi-outsourcing decision-making tool). Design/methodology/approach – The case methodology applied here is described as an action case. An action case is a hybrid research approach that combines action research and interpretive case approaches. It combines intervention and interpretation in order to achieve both change and understanding. It is a form of soft field experiment with less emphasis on iteration and learning and more on trial and making. The approach is holistic in philosophy, and prediction is not emphasized. The intervention in the case was that of an instance designer team introducing a previously published DT as a basis for creating an IDA. Findings – The experience in the action case suggests that using a DT in creating an IDA may encourage design thinking, and in certain way increase its power and practical relevance by fostering the creative mind of instance designers. Indeed, DTs provide a scientific basis for dealing with an instance problem, and this evokes the creativity mind of instance designers. Without such a scientific basis, it is a lot more challenging for instance artifact designers to deal with instance problems. Research limitations/implications – This study contributes to the literature concerning design science research, as it challenges the notion that adopting scientific design knowledge limits creativity inherent in creating IDA by illustrating creative elements involved in adopting DT as a basis for creating IDAs. Practical implications – This study offers implications to practice, as it provides new insights regarding how DT can be used in instance design activities. Originality/value – A report of this research previously appeared as a conference paper. However, the attached journal version has been completely rewritten to additionally contribute to the literature concerning design science research beyond the conference version. More specifically, in this version, the authors conceptualize adopting a DT to build an IDA as a theoretical basis, and the authors challenge the notion that adopting scientific design knowledge limits creativity inherent in creating IDA by illustrating creative elements involved in executing DT as a basis for creating IDAs.
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Chen, Xinyi. "Campus Cultural and Creative Design based on Narrative Concepts." Highlights in Art and Design 5, no. 2 (February 28, 2024): 20–23. http://dx.doi.org/10.54097/10.54097/hiaad.v5n2.04.

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Campus cultural creation marks an essential part of cultural and creative design. Its innovative development is conducive to enhancing the campus brand image, spreading campus culture, and improving the reputation and popularity of universities. Campus cultural creation is a product of the integration of culture and design. Cultural products convey the intrinsic value of culture in the form of design and have dual symbols of culture and emotion. Creating campus cultural products by integrating narrative concepts can better arouse users' emotions, thereby in While giving cultural product design some special symbolic connotation and profound meaning, we can experience the social role and emotional power of design as spiritual culture.
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Gale, Colin, Gaopeng Zhang, and Yu Shi. "Co-design: a novel approach to create value-added products in the creative fashion industry." Journal of Textile Engineering & Fashion Technology 7, no. 4 (August 16, 2021): 134–41. http://dx.doi.org/10.15406/jteft.2021.07.00280.

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Additional value creation is a critical characteristic of innovative products. Co-design is regarded as an effective approach to creating additional experience value through customer engagement in the product development process. It does not only benefit the comprehension of customer desires but also the inspiration for creating and increasing customer loyalty. However, some barriers may exist in value-creation chains in many creative industries, such as the designer-driven product design, forecast-based marketing, homogeneity of products, long product and development cycles, mass production and so forth. As a typical creation-intensive industry, the fashion industry is focused on in this paper to be surveyed in terms of practices of co-design. This paper has analysed the co-design practices in the fashion industry in terms of market research, design model and manufacturing. Several practitioners who implement co-design strategy in fashion product development have been observed and analysed from the perspective of the value creation chain. The study result demonstrates that customer involvement, co-creating design method, collaborative product development mechanism are the essential aspects of the implementation of co-design in the fashion industry. The significance of this study is not only to offer an effective approach for the fashion industry to survive in increasingly competitive markets but also to point out the developing direction of the relative creative industries. In the conclusion, the paper suggests that further studies related to co-design need to be addressed and would primarily concern themes about the various additional values for innovative products and services and mass customization in creative industries.
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Burlov, Dmitry I., and Vladimir A. Shamakhov. "SERVICE DESIGN IN THE CREATIVE INDUSTRIES." EKONOMIKA I UPRAVLENIE: PROBLEMY, RESHENIYA 11/2, no. 140 (2023): 183–90. http://dx.doi.org/10.36871/ek.up.p.r.2023.11.02.023.

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The article analyzes the theoretical aspects and practical application of service design in the context of the development of creative industries. The basic principles of service design for the creative sector of the economy are considered, such as user focus, collaboration, and iterative process. Particular attention is paid to the integration of service design into the tourism sector, which plays an important role in the growth of the creative economy. The potential of service design for creating unique tourist experiences, increasing competitiveness and stimulating industry development is shown. The conclusion is drawn about the importance of improving service design mechanisms for the growth of creative industries and related sectors of the economy.
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钱, 锦璐. "Exploration on the Forms of Creative Thinking in Contemporary Jewelry Design." Design 08, no. 03 (2023): 1113–19. http://dx.doi.org/10.12677/design.2023.83136.

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高, 于欣. "Innovation of Yue Kiln Celadon Patterns in Cultural and Creative Products." Design 09, no. 01 (2024): 909–16. http://dx.doi.org/10.12677/design.2024.91109.

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武, 锦华. "The Reapplication of Qiang Ethnic Patterns in Cultural and Creative Design." Design 09, no. 01 (2024): 928–36. http://dx.doi.org/10.12677/design.2024.91112.

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杨, 蒋龙. "Research on Creative Design and Application of San Sui Bamboo Weaving." Design 09, no. 02 (2024): 790–98. http://dx.doi.org/10.12677/design.2024.92271.

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Wang, Jian Wei. "An Intelligent Human-Computer Collaborative Method for Creative Design." Applied Mechanics and Materials 644-650 (September 2014): 3235–40. http://dx.doi.org/10.4028/www.scientific.net/amm.644-650.3235.

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Two intelligent models for creative thinking, which are conceptual restructuring and space exploration, are studied based on artificial intelligent and cognitive psychology. The characteristics of the models and their applications are analyzed. A human-computer collaborative creative model is presented, which combines the nonlogical creation typified by conceptual restructuring, and logic creation typified by space exploration on the basis of visualization. The human-computer collaborative model for product creative design is also proposed, and the key technologies for realizing the human-computer collaboration for creative design are provided. A prototype system of car body design is developed to testify the effectiveness of the proposed method.
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Sakinah, Sakinah, Dita Kurnia Sari Sembiring, and Suhairi Suhairi. "Effective Design and Visual Aids." Mimbar Kampus: Jurnal Pendidikan dan Agama Islam 20, no. 2 (August 3, 2021): 125–36. http://dx.doi.org/10.47467/mk.v20i2.434.

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The actualization of visual communication can’t be separated from bussines and aesthetic design. The sense is important role in creation. If it doesn’t, it will be treatise tragedy. The product of visual communication can’t be separated from media, as a mediation place among product, services, even self actualization with social community who became target. The presence of sense on every element in the design will frame the concept of design. Research methods uses a qualitative approach with emphasis on observation and documentation. The analize data uses case study. Creating with sense is appreciation problems, because every action of human involve all five senses. The appreciation through the imagination manifested visually may experience stylized, distortion, and adaptation. But interestingly, designer is able to capture the essence, so the sense be more involved in the creation process. The sense of design is the result of the appreciation that includes creative activity. The creative, expression, perception, character, productive, inventive, innovation, inspiration, and emergentif aspects that present in the overall design concept focused on achieving aesthetic value. The design of visual communications show the sense of the process until the final design. The sense of design is present in every element of the design such as illustration, typography, color, and layout.
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张, 佳林. "Research on the Application Design of Dong Architectural Culture in Cultural and Creative Design." Design 08, no. 04 (2023): 3888–94. http://dx.doi.org/10.12677/design.2023.84479.

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朱, 冰. "Research on the Design of Tibetan Cultural and Creative Products Based on Design Semiotics." Design 09, no. 02 (2024): 554–60. http://dx.doi.org/10.12677/design.2024.92245.

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Shaoqiang Chen. "Genetic Algorithm Based on Operator Optimization in Illustration Art Design." Journal of Electrical Systems 20, no. 6s (April 29, 2024): 337–42. http://dx.doi.org/10.52783/jes.2647.

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The current research explores the use of Genetic Algorithm (GA) Based on Operator Optimization in graphic art design, to improve the creative process using computational methods. By improving genetic operators such as crossover and mutation, the technique streamlines the creation of visually appealing artwork, allowing artists to efficiently express their distinctive vision. Through testing and research, the study reveals the effectiveness of this strategy in automating repetitive processes, exploring new creative pathways, and creating audience-resonant artwork. The combination of computational intelligence and creative intuition improves efficiency while also encouraging creativity and experimentation in the realm of graphic art design. The work sheds light on the revolutionary potential of Genetic algorithms (GA) based on Operator Optimization, highlighting areas for future research and development at the interface of technology and artistic effort. The results indicate that a better genetic algorithm (GA) provides efficacy and optimizes the operator in art design using a genetic algorithm.
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马, 雪芬. "Creative Thinking of the Product Modern Design in the Distributed Resource Environment." Design 04, no. 03 (2019): 22–26. http://dx.doi.org/10.12677/design.2019.43006.

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陈, 思阳. "Research on Urban Cultural and Creative Design Strategies Based on Narrative Theory." Design 08, no. 03 (2023): 1678–86. http://dx.doi.org/10.12677/design.2023.83203.

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李, 甜. "Research on the Application of Surprise Emotion in Cultural and Creative Design." Design 08, no. 02 (2023): 430–37. http://dx.doi.org/10.12677/design.2023.82057.

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张, 思琪. "Design Analysis of Campus Cultural and Creative Products Based on Identity Theory." Design 08, no. 03 (2023): 836–41. http://dx.doi.org/10.12677/design.2023.83102.

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王, 文昭. "Research on the Emotional Design of Cultural and Creative Products in Museums." Design 08, no. 04 (2023): 4157–65. http://dx.doi.org/10.12677/design.2023.84508.

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徐, 丁瑶. "Research on the Design of Cultural and Creative IP of Publishing Organizations in the Background of Cultural and Creative Empowerment—Taking People’s Literature Publishing House as an Example." Design 09, no. 03 (2024): 264–73. http://dx.doi.org/10.12677/design.2024.93316.

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