Papers by Daniela Kutschat Hanns
VI Colóquio Internacional sobre Comércio e Cidade, 2018
One’s multidimensional representations (between real, virtual
and present) in digital culture (vi... more One’s multidimensional representations (between real, virtual
and present) in digital culture (via the internet, cell phone, social
networks) summons “new / other” critical statements for
reflection on the current society. The objective of this text is
to present a discussion on platforms of commerce and digital
consumption (e-commerce), having as object of study sales
platforms and information collection systems. A paradox in
face of notions as commerce, consumption and management
will be noticed, since in the contemporary platforms, obtained
information about user-interactors, either by site navigation,
or by images choices in an Instagram list, leave the characteristics
of specific interests and generate consumer profiles,
contact and consumption management. We will address
knowledge and subjectivity to (re) dimension the commercial
management in the context of the contemporary city.
In the last decades, there has been a growing interest in the use of geographic information for h... more In the last decades, there has been a growing interest in the use of geographic information for historical research. Parallel to that, there has also been an increasing interest for data visualiza-tion as an aspect of information design, leading to a significant number of studies and developments in the field of cartographic design. The main argument of this essay is that historical GIS and spatial history are relevant approaches for design history. This is demonstrated with examples of research on the history of typography and print that benefited from the use of analogical and digital maps.
O objetivo deste artigo é identificar as principais estratégias de atribuição de sentido aos ... more O objetivo deste artigo é identificar as principais estratégias de atribuição de sentido aos emojis, ampliando a compreensão acerca da interação entre elementos verbais e não-verbais na linguagem digital cotidiana. Para isso, foi elaborado um instrumento de análise próprio a partir de Bonsiepe (2011), aplicado em um conjunto de capturas de tela de quatro usuários em condições próximas (idade, atuação e software). Como resultado, foram elaboradas algumas hipóteses acerca do uso dos signos digitais, indicando possibilidades para o campo do Design.
Design Principles and Practices, 2016
Transparência Hacker (Transparency Hacker or THacker), a community that promotes a variety of onl... more Transparência Hacker (Transparency Hacker or THacker), a community that promotes a variety of online and offline actions designed to open up public data resources to citizens and to encourage citizens participation in civil rights and lawmaking. In this paper THacker acts as a case study of projects focused on social innovation within the context of eGovernment, open data and transparency.
Revista POLÊMICA; Revista eletrônica POLÊMICA, 2004
Anais do Museu Paulista: História e Cultura Material, 2004
... Daniela Kutschat Hanns Mídias Interativas da Pós-Graduação em Comunicação e Artes do Senac ..... more ... Daniela Kutschat Hanns Mídias Interativas da Pós-Graduação em Comunicação e Artes do Senac ... meio de sistemas de interconexão entre computadores (redes), a capacidade de armazenamento e troca de dados se amplia exponencialmente, atualizando o velho conceito da ...
Books by Daniela Kutschat Hanns
The book Possible Futures: art, museums and digital archives is dedicated to the discussion of pr... more The book Possible Futures: art, museums and digital archives is dedicated to the discussion of preserving digital memory and culture, bringing together internationally renowned experts of the field of conservation of digital art, collections digitization, database politics and aesthetics. It is published by Editora Peirópolis and Edusp and it is available in paperback and ebook editions.
Conference Proceedings by Daniela Kutschat Hanns
V Simpósio de Internacional de Inovação em Mídias Interativas, 2018
Abstract This investigation aims to (re)think the technological sublime and the enaction from an ... more Abstract This investigation aims to (re)think the technological sublime and the enaction from an artistic proposal that involves the perception and proprioception in the interaction of the body with space, smells and shards. Object of study for this discussion is the exhibition and installation Teto de Vidro, by artist Josely Carvalho (MAC USP, Sede Ibirapuera, from March to May 2018), that – in front of collection obtained in a collab-orative way including broken glasses, reports, prints and memories of various people – develops smells like Pleasure, Emptyness, Absence, Illusion and Persistence. And, therefore, proposes participation and connections with the visitor in immersive and spatial experience. The guiding thread is the contact with created scents, as well as connections activated by relations and memory. Here, the enactment occurs via re
Anais do IV Simpósio Interdesigners, 2018
This paper looks at photographic documentation as a resource for detecting errors, identifying po... more This paper looks at photographic documentation as a resource for detecting errors, identifying possible design principles and providing guidance for the development of student projects in the course AUP2418 – Three Dimensional Models of the undergraduate curriculum at the Faculty of Architecture and Urban Studies at USP in São Paulo, Brazil. This article deals with teaching industrial design models and describes the methodological basis adopted. It also offers examples and analyzes the construction and use of models in order to demonstrate the relevance of photographic documentation during the design process.
Anais do IX Encontro de Pesquisadores de Comunicação e Cultura: culture digital - imagines, narratives e espaços
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Papers by Daniela Kutschat Hanns
and present) in digital culture (via the internet, cell phone, social
networks) summons “new / other” critical statements for
reflection on the current society. The objective of this text is
to present a discussion on platforms of commerce and digital
consumption (e-commerce), having as object of study sales
platforms and information collection systems. A paradox in
face of notions as commerce, consumption and management
will be noticed, since in the contemporary platforms, obtained
information about user-interactors, either by site navigation,
or by images choices in an Instagram list, leave the characteristics
of specific interests and generate consumer profiles,
contact and consumption management. We will address
knowledge and subjectivity to (re) dimension the commercial
management in the context of the contemporary city.
Books by Daniela Kutschat Hanns
Conference Proceedings by Daniela Kutschat Hanns
and present) in digital culture (via the internet, cell phone, social
networks) summons “new / other” critical statements for
reflection on the current society. The objective of this text is
to present a discussion on platforms of commerce and digital
consumption (e-commerce), having as object of study sales
platforms and information collection systems. A paradox in
face of notions as commerce, consumption and management
will be noticed, since in the contemporary platforms, obtained
information about user-interactors, either by site navigation,
or by images choices in an Instagram list, leave the characteristics
of specific interests and generate consumer profiles,
contact and consumption management. We will address
knowledge and subjectivity to (re) dimension the commercial
management in the context of the contemporary city.
form and language, and among them is the field of game design. Games present characteristics from both the
digital medium and expressive mediums such as literature and cinema, because aside from their structuring in
rules of interaction, they also present the narrative as a major component (MURRAY, 1997; SCHELL, 2008).
Thus, game design is intrinsically related to the interactive narrative, which requires unique methodologies,
criteria, form and language.
Therefore, this project’s proposal was to study interactive narrative via the production of a game, from the
designer’s point of view. In order to accomplish so, the following activities were done: a theoretical research,
with the finality to formalise concepts and methodologies about games, narratives and digital interfaces; a
review of the state-of-the-art, in order to analyse the usage of concepts studied during the theoretical research
and to create a repertoire of narrative elements that are present in games; and the development of a game,
structured by the theoretical research and the review of the state-of-the-art.
As result a game project was developed. In it the plot varies according to the player’s interaction with its
characters. The story, the exploring of places and characters, the visual interface and the mechanics; they
were all done so as to offer the player the appropriate narrative experience, based on the criteria brought up
during the previous steps of research and game reviewing. The project’s development allowed the practical
comprehension of the studied material, but failed in its actual implementation due to the lack of time available
for prototyping.
The activities of the first year of Scientific Initiation summed up in two stages: the stage of research, in the first half, and the stage of project definition in the second half. Some concepts presented were "cognition, learning and play", "interface and experience", "history and design education" and "visual language", studied according to Richard Sennett (2009), Bruno Munari (1981), Alan Kay (1972), Donald A. Norman (2004), Lupton Ellen (2008), Wassily Kandinsky (1997), Armin Hofmann (1965), Josef Muller-Brockmann (1961) and Wucius Wong (1998). Elements to the game design including principles of interface design and interaction from case studies of Bill Buxton (2007) were also presented.
The interaction with the touchscreen technology is modern and experimental, but at the same time, restricts certain physical interactions that only with common and simple objects could be possible. Under the influence of so much criticism regarding the way they were inherited knowledge of the Bauhaus, it is of great importance to the project consider some interactive object in addition to a mobile device.
composição musical. No game, o jogador navega em um espaço tridimensional, interferindo nos parâmetros visuais e musicais desse espaço. A trilha sonora é gerada em tempo real pelo game, seguindo um conjunto de regras que utiliza números aleatórios gerados por computador e inputs do jogador para selecionar notas de escalas musicais. Apesar da ausência de metas ou de um sistema de pontuação no game, se constatou seu potencial de imersão durante sua exibição.
formas de apreensão da informação (cognição) a partir de componentes não exclusivamente visuais. O artigo será dedicado à apresentação da interface de visualização de ocorrências em ambiente monitorado em desenvolvimento para o ambiente.