Revista de Design, Tecnologia e Sociedade
The Design, Technology and Society Journal is an academic journal that aims to stimulate and disseminate theoretical, practical, historical, critical, aesthetic and ethical studies in the area of design and its relation with technology, culture, education, government and society. The Design, Technology and Society Journal seeks to publish original national and international studies focused on information design, interaction design, product design, service design and sustainable design, among others.
Programa de Pós-Graduação em Design, Departamento de Design/Instituto de Artes-UnB
Authors retain the copyright and grant the journal the right of first publication, with the work simultaneously licensed under the Creative Commons Attribution License which allows the sharing of work with acknowledgment of authorship and initial publication in this journal.
Copyright (c) 2025 Revista de Design, Tecnologia e Sociedade http://creativecommons.org/licenses/by-nc-nd/4.0
This study proposes a critical reflection on the role of design in contemporary society, considering its transition from a practice centered on the production of material artifacts to a strategic, systemic, and relational approach. Based on interdisciplinary theoretical frameworks, design is analyzed as both a language and a process that contributes to the construction of meaningful experiences, especially within the post-industrial context marked by fluidity, digitalization, and the centrality of services. The research discusses the dematerialization of design and its convergence with the human sciences, emphasizing the importance of understanding individuals, social contexts, and cultural dynamics. From this perspective, the designer ceases to be merely an executor of visual solutions and instead takes on the role of a facilitator of collaborative processes, working within complex networks that involve institutions, communities, and users. The study contributes to broadening the understanding of design as an ethical, aesthetic, and transformative tool capable of proposing new materialities and generating cultural, symbolic, and social value in everyday interactions.
Audiovisual Production Design Experience Design Interdisciplinary Design Multicultural Design
This article offers a critical reflection on the multiple meanings attributed to the design profession, with an emphasis on the educational challenges and the conceptual and institutional ambiguities surrounding its practice. Using graphic design as an illustrative field, the text discusses how this practice articulates technical, creative, symbolic, and market-oriented dimensions. The investigation adopts a qualitative approach, based on bibliographic and documentary review, encompassing legislation, occupational classifications, and academic publications. By analyzing the tensions between formal and informal education, the impacts of technological transformations, and the demands of the labor market, the study seeks to understand how professionals build their trajectories in a context of constant reinvention. It concludes that design, more than a technical activity, constitutes a plural and dynamic field, shaped by symbolic disputes and complex social demands, requiring critical perspectives and adaptive educational strategies.
Inclusion and Higher Education: learning objects for faculty professional development
This article reflects on inclusion in higher education and the need to offer materials for ongoing teacher training. Although some universities provide didactic material to guide teachers on inclusion, this content has not been sufficient. Thus, empathetic and continuous solutions to instruct teachers become necessary. Through a partnership between an institutional student support service and a project-based Design course, students were challenged to create learning objects during the second semester of 2024. The process employed by the discipline was based on instructional design, involved research, interviews, co-creation, and testing, resulting in analog, digital, and audiovisual materials. The article details the theoretical bases, the method adopted, and the promising results for the project's continuity.
Design instrucional; Objetos de aprendizagem; Inclusão; Neurodiversidade; Design thinking.
Uma abordagem qualitativa para inteligência artificial generativa Firefly, criada pela Adobe Systems Incorporated
Avanços disruptivos no mundo digital estão transformando as técnicas de criação visual. Uma das ferramentas atuais mais desenvolvidas é a Inteligência Artificial Generativa Firefly do Adobe. Para identificar suas possibilidades para ambientes imersivos para o contexto do metaverso, foi desenvolvida a seguinte abordagem: De que maneira a Inteligência Artificial Generativa k do Adobe cria ambientes virtuais e imersivos? Sua metodologia consistiu na criação de 300 imagens em formato equrretangular. Os resultados avaliaram seu desempenho em dispositivos com diferentes qualidades de tela; suas vantagens foram identificadas pela criação de imagens 360º em 72 pixels e liberdade de autoria. Seus efeitos incluíam diversas variáveis, uma galeria de imagens de referência e uma seção específica para criação de fontes de texto. Entretanto, nenhum resultado positivo foi obtido em telas maiores que 2688 × 1536 pixels e foram encontradas limitações na precisão de seu tamanho e projeção para um ambiente imersivo.
The Sketching as a research method in design
This article investigates the use of sketching as a research method in design, highlighting its ability to articulate observation, analysis, and imagination in field investigations. Although traditionally associated with creative synthesis, sketching is repositioned as a methodological tool for documentation, interpretation, and data generation in design projects. Based on a literature review, pedagogical experiences that have integrated sketching into the practice of design research are analyzed. The results indicate that the flexibility and adaptability of sketching enable the creation of hybrid systems of representation combining visual, textual, and symbolic elements, fostering collaborative data production and encouraging non-linear interpretations, thus avoiding premature fixation on complex problems. It is concluded that the adoption of sketching in the teaching of design research enhances observational acuity, sensitivity to contextual aspects, and problem-solving skills, expanding the methodological repertoire and strengthening the training of designer-researchers prepared for complex and challenging contexts.
O projeto Inventário Botânico Afetivo explora a antotipia, técnica fotográfica ancestral que utiliza pigmentos naturais extraídos de plantas para criar imagens sensíveis e únicas. A partir de pesquisa e experimentação, busca-se resgatar esse processo e evidenciar seu potencial artístico e ecológico. Utilizando a vegetação de Caruaru, no Agreste Pernambucano, como fonte de pigmentos, o projeto resultou em um acervo que documenta a diversidade da flora local e suas possibilidades expressivas. Cada imagem revela a interação entre luz, planta e papel, destacando a beleza e a singularidade da natureza. Além de seu valor estético, a proposta reflete sobre a sustentabilidade e o vínculo humano com o ambiente. A metodologia baseia-se na A/r/tografia, que integra arte, pesquisa e ensino, articulando imersão teórica, experimentação com espécies vegetais e produção de um inventário fotográfico.
The present study aims to analyze the underlying motivations behind the growing consumption of second-hand luxury goods by Generation Z. To this end, a bibliographical research of a descriptive and exploratory nature was conducted, based on a non-systematic review of relevant scientific literature. Additionally, podcasts and the expansion of companies such as TROC, Etiqueta Única, and Gringa, which have shown significant growth in the Brazilian market, were examined to complement the theoretical findings. As a result, four determining factors for the behavior in question were identified: (I) environmental awareness; (II) belonging to a social group; (III) digital influence; and (IV) desire for authenticity. The main contribution of this work lies in the analysis of the marketing impact and the academic deepening of the luxury resale market and the consumption behavior of the indicated generation.
With the advancement and dissemination of digital manufacturing technologies, the methods of designing and producing have undergone significant transformations. This article, based on a master's research that starts from a practical case study in the production of Flat Pack designs for local marketing, presents a qualitative approach that integrates theoretical review and experimental analysis through digital prototyping and simulations. The objective is to generate design guidelines that promote more sustainable practices in digital manufacturing, aligned with the principles of Ecodesign. The results obtained highlight the potential of digital manufacturing to offer innovative products and systems that reduce environmental impacts, optimize the use of materials and promote productive efficiency.
O Pensamento Rizomático Aplicado Ao Design
Design as a field of knowledge is based on structuralist notions in the conception of Artifacts, creating systems of groupings and generalities to guide reading and manipulate discourse. Rhizomatic thinking aims to break with these generalities and expand the field of Design. Deleuze and Guattari's Rhizomatic thinking is applied to Design through the theory of multiplicities, built on subtracting the unit and mapping the symbolic and semantic connections of the Artifact. From a rhizomatic method, it is possible to understand the Artifact as a totality and thus expand the imagetic-discursive reading of Artifacts in Design.
This article describes the experience of the creation process of the main character of the Legend of Tereza Bicuda. The decisive factor in reinterpreting the protagonist's image is to solve the problem that there are many versions of the narrative, but they differ greatly from each other, making it more difficult to have a solid idea of Tereza Bicuda's personality. The objective is to create a unique visual identity for the story through drawings and research based on theories related to character design. The result presents an account of the process that involves the author's creative experience, from the first concepts to the construction of the project's initial artwork.
This article investigates the creation of a solo adventure as a strategy for cultural appreciation, focusing on the city of Goiânia. Based on Manzini’s (2008) contributions regarding the importance of design in promoting social transformations, a project was developed to foster the national gamebook and interactive narrative market. The methodology followed the Design Thinking stages proposed by Ambrose and Harris (2011), including bibliographic research, empirical on-site investigation, and prototyping. The result is a material that references significant locations in the capital of Goiás, associated with the character Tamires (SANTOS, 2024), whose storyline was adapted. Preliminary tests demonstrated satisfactory engagement and indications of pedagogical potential. The study highlights the importance of initiatives that combine playfulness, interactive storytelling, and the dissemination of local cultural heritage. It is concluded that this type of approach can contribute to strengthening the solo adventure market while preserving and spreading cultural aspects.
Exploring IoT and analysis of the representational scenario of the show's episode
The Internet of Things (IoT) has been gaining popularity in everyday life in recent years, mainly through smart home devices. In this context, the main objective of the current research is to conduct a reflective analysis of the possible impacts of IoT, raising questions about the changes it may bring to society, such as data access, data security, and user surveillance. The research methodology is divided into two parts: the first involves a survey of concepts and potential pathways for IoT and its relationship with users; the second consists of a commented analysis of the fictional piece "Automated Customer Service" from the series Love, Death, and Robots. The use of representational scenario analysis from the series allows for anticipating questions about IoT in daily life. It aids in the debate regarding data preservation and the responsibilities of companies and developers in the tech field.
Child Safety: A Systematic Review of the Design and Evaluation Process of Products for Children
Annually, more than 3,300 children die, with accidents involving suffocation and toy poisoning among the most fatal, according to the Safe Kids Organization. This work presents a Literature Review on the design and evaluation process of children's products, focusing on child safety. The objective is to understand the current stage of intellectual production, the methodological design process of toys, and the established safety criteria. An integrative review was conducted using the Capes Portal, Scielo, and the Brazilian Digital Library of Theses and Dissertations, resulting in the selection of 12 studies. Seven of these focused on toy safety and development, while five focused on design methodology. We conclude that there is a scarcity of studies in this area, but existing works offer good methods applicable to the industry and Design education.
Design de serviços: estudo de caso do Instituto Refazer
The study explores the role of service design in promoting social innovations within Brazilian Non-Governmental Organizations (NGOs), focusing specifically on Instituto Refazer, an organization supporting families in vulnerable situations. The Sustainable Development Goals (SDGs) and the demand for innovative social solutions frame the context. The objective was to investigate how service design can optimize value delivery and positively impact organizational culture. Using qualitative research methodologies, including in-depth interviews and institutional document analysis, the research mapped key points of interaction and communication between staff and beneficiaries. Key findings highlight the importance of strategic alignment between leadership and volunteers and the need for more structured internal processes. Recommendations include implementing onboarding processes, improving internal communication, and creating an intranet for organizational documentation.
O design de serviços como ferramenta para promoção de inovação social no terceiro setor
O artigo[1] apresenta o design de serviços como uma ferramenta para promover a inovação social alinhada com os Objetivos de Desenvolvimento Sustentável (ODS). Através da revisão da literatura e de entrevistas com líderes de ONGs a pesquisa explicita como o design de serviço pode ser um ativo importante para resolução de problemas, contribuindo para a criação de soluções mais eficazes e sustentáveis. Conceitos como inovação social, design para inovação social (DfSI) e para base da pirâmide são explorados, evidenciando a importância da participação das comunidades, da cocriação e da resolução de problemas complexos. As entrevistas demonstraram uma lacuna significativa no uso estratégico do design de serviços entre as ONGs entrevistadas, onde o conceito é frequentemente confundido com gestão de processos e comunicação visual. Além disso, a gestão de voluntários foi destacada como um desafio,especialmente pela presença de "voluntários-assistidos" — indivíduos que possuem necessidades pessoais semelhantes às dos beneficiários. [1] Esta pesquisa, realizada no ciclo 2022/2023, decorrente da bolsa de pesquisa oriunda do edital Faperj nº 07/2022 – Pesquisador na Empresa – 2022, teve como campo associado o ecossistema interno do Instituto Refazer. Foram priorizados os colaboradores, voluntários e a direção, pois são esses atores os responsáveis pela entrega dos serviços na organização. O artigo produzido como produto do Pós-Doutorado no PPDESDI/UERJ consolidou os resultados desta investigação.
Divulgação científica do Design para todos:
This study is an excerpt from a doctoral research that aims to discuss the relationship between Design and Scientific Dissemination. Specifically, the objective is to present the Design (cons)ciência - Information and critical thinking project, which is a scientific dissemination platform that aims to bring science in the area of ​​Design to everyone. It is understood that communication is one of the main items for scientific dissemination, as, through language, it is possible to bring accessible information to society. Therefore, the Design (cons)science brand has four pillars: science, society, design and communication. Based on a bibliographical survey, quantitative and qualitative research and an evaluation carried out by professionals in the field, teachers and researchers, this experimental project was tested, applied and is now available on social networks as a relevant scientific dissemination platform.
Technological Evolution of Tools: the case of drawing
This paper presents the technological evolution of a specific tool for artistic and design creation: drawing. As a means of visual representation of the physical and symbolic world, drawing emerged to aid in mutual understanding among members of a group or society, developing alongside humanity. Thus, a process of evolution occurred with this tool from the emergence of other graphic devices. The advent of computers and graphic editing software and, currently, the advancement of generative media of Artificial Intelligence stood out for their impact on the attributions of use of drawing. The presentation of the processes and elements that formed this evolution are the result of the study presented here.
Motion Design as a tool for the design of an immersive website about J.R.R Tolkien's Middle Earth
Motion design is a form of visual expression transmitted through movement. It is considered an effective approach in the development of immersive websites because it has the ability to enhance the user experience by directing the user's attention, helping to build a narrative, promoting feedback on actions or bringing clarity to navigation. This research investigates the relationship between motion design and user experience (UX) and how both can contribute to the construction of interfaces, using the development of an immersive website based on J.R.R. Tolkien's Middle-earth universe as the research object. The project uses Garrett's methodology (2011), where different strategies for animating scenarios and interface components were presented and validated. As a result of this research, an immersive website was obtained that applies motion design, generating an increase in the perception of the user experience.
Copyright (c) 2024 Revista de Design, Tecnologia e Sociedade http://creativecommons.org/licenses/by-nc-nd/4.0
Anemoia: a comunicação visual da cultura jovem de fãs do fenômeno K-pop
A principal questão desta pesquisa coloca-se na compreensão da consciência subjetiva e desempenho político dos atores do fenômeno K-pop que são considerados como “limitados”, principalmente por aqueles atores que não os conhecem. O objetivo se põe, portanto, em ampliar a discussão acerca das possíveis reivindicações políticas que comunidade de fãs de K-pop dispõe diante dos contextos atuais. Para tal, é trazido os estudos de Cultura Jovem (CLARKE et. al, 2003) em suas perspectivas sociais, políticas e históricas e também, a análise genealógica de produções autorais e de consumo autônomo da comunidade de fãs do fenômeno K-pop e do movimento Punk ao movimento pós-moderno através de Poynor (2010), que permite investigar as possíveis aproximações entre os fenômenos.
Tradicionalmente, indivíduos cegos enfrentam barreiras significativas ao acessar experiências culturais visuais, devido à falta de recursos adaptados em museus e exposições. No entanto, o design contemporâneo surge como uma resposta inovadora, oferecendo novas estratégias, conceitos e ferramentas para criar artefatos e serviços acessíveis em espaços culturais. Este artigo exploratório investiga a integração da impressão 3D como recurso inclusivo para usuários cegos, destacando a importância da inovação e inclusão para desenvolver materiais que atendam às necessidades sensoriais e estéticas desses indivíduos. Com base em estudos de autores especializados, o estudo aborda temas como design gráfico inclusivo, visualidade háptica e tecnologia de impressão 3D e Foram incorporados conceitos e análises de autores como Griffin e Gerber (1996), Silva (2017), Dondis (2015) e Ventola (2014). O objetivo central é de compreender e analisar as potencialidades da impressão 3D como recurso inclusivo para usuários cegos em ambientes museais, demonstrando também como o design gráfico inclusivo e a inovação podem ampliar o acesso e a experiência dos deficientes visuais em ambientes culturais.
Comunicação visual, Cegueira, Design inclusivo, Impressão 3D, Imagens hápticas, Espaços museais.
Análises dos desafios enfrentados na produção de móveis sustentáveis em Macapá
The aim of this study was to analyze the challenges faced in the production of sustainable furniture in Macapá, based on a case study with Movelaria Tucuju. The main aim was to understand how companies in Macapá are responding to the demand for more sustainable products in this sector. Based on the analysis of data collected through interviews and bibliographical research, it was shown that demand for sustainable furniture is still low due to a number of factors. This is due to the lack of information on the part of consumers about the production processes and costs of these products, the scarcity of certified materials, the lack of government incentives and appropriate public policies to drive growth in the furniture sector. In this way, the work aims to understand how all these legal and illegal issues can impact on the daily life of a furniture store.
Thamilis Caroline Fortunato do Nascimento
O Ecodesign e sua aproximação ao campo da Ciência, Tecnologia e Sociedade
The environmental crisis is a consequence of the uncontrolled use of natural resources, from the industrial revolution to the present, in order to meet the demands of mass consumption. However, studies in the field of Science, Technology and Society (STS) are important to understand the impacts of technologies on society and nature. In this Context, this article discusses the relationships between design and STS, reflecting on socio-environmental issues in the development of sustainable products (ecodesign). To this end, bibliographical research was used, which brought together a theoretical contribution from the STS field in dialogue with the concepts of ecodesign. As a result, a very close relationship was observed between ecodesign and STS, mainly regarding technological innovations that impact society in its social, economic and natural aspects.
Padrões de design de mobiliário e de composição do quarto infantil
The purpose of this article is to identify the current furniture design patterns and compositions that have been established for children's bedrooms in the city of Rio de Janeiro. The research was based on the collection and analysis of data about children's furniture offered by manufacturers of this category. Starting from the understanding that the concept of childhood is a social construct, we weave the history of the emergence of this idea in western society, relating it to furniture aimed at this age group. Analysis of the results reveals the equipment considered essential; the predominant aesthetic aspects; the influence of Maria Montessori's method and the development of playful and multifunctional furniture, in addition to discussing its implications. It is also noteworthy that the subdivision of childhood into different phases represents an opportunity for both the production and consumption of differentiated furniture and may lead to functional obsolescence of children´s bedroom
Jogos sérios para a atenção ao câncer infantil: uma revisão sistemática da literatura
Explorar alternativas para promover o bem-estar de pacientes oncopediátricos é um desafio contínuo. A utilização de atividades lúdicas, como os jogos sérios, pode contribuir de forma positiva no tratamento e enfrentamento da doença. Os “jogos sérios” vão além do entretenimento, visando o aprendizado e/ou o desenvolvimento de habilidades. São recursos que podem auxiliar as crianças a compreenderem o diagnóstico, tratamento, ambiente hospitalar e as emoções associadas à doença. Este estudo dedicou-se a mapear a pesquisa sobre o uso de jogos sérios no tratamento do câncer infantil, através de uma revisão sistemática da literatura. Destacando a construção dos jogos sérios, impactos físicos e psicossociais, instrumentos de avaliação, origem dos estudos e financiamento, os resultados revelaram uma lacuna na pesquisa nessa área, destacando a importância de iniciativas futuras. Dos artigos em análise, 42,86% (n=6) mensuraram os efeitos dos jogos no tratamento, ressaltando impactos positivos em variáveis como ansiedade, depressão e autoconceito. As variáveis observadas foram: ansiedade, depressão, agressividade, comportamento disruptivo, autoconceito, adesão ao tratamento, emoções positivas e negativas. A pesquisa realizada identificou 22 artigos publicados entre 2011 e 2023. Após triagem, segundo critérios de inclusão e exclusão, 14 artigos foram selecionados para análise.
Linhas do patrimônio arquitetônico do Rio de Janeiro: Proposta de redesign para uma bolsa porta bengala
Neste artigo, apresenta-se o percurso criativo do redesign e da aplicação da estamparia manual de uma bolsa porta bengala desenvolvida por um estudante cego do Curso (suprimido para revisão cega) do (suprimido para revisão cega). A partir das proposições metodológicas de projeto de produto elaboradas por Löback (2008) e Ruschival (2012), foi elaborada a sistematização metodológica para o desenvolvimento do redesign da bolsa porta bengala e do processo de estamparia manual. A execução das etapas da metodologia de projeto propostas resultou em um processo criativo acessível carregado de sentidos e significados expressados em um produto que faz parte da vida cotidiana do estudante.
Uma metodologia de desenvolvimento para um jogo de educação corporativa
This article presents the methods derived from informational ergonomics used to develop the card game Productive Conversations (Conversas Produtivas), intended for corporate education. The research regards the field of information design and its interface with teaching-learning. The game was the object of a Master's project through bibliographical research, primary data collection and detailed analysis for the development of its content and visual identity of the cards. The Production Test and the Election Test were applied to guide the design of the artifact, with the aim of evaluating a variety of icons and illustrations that portrayed soft skills and diversity, focusing on comprehensibility. Eventually, the letters were tested in focus groups of end users, who provided feedback for improvements to the information design. All methods have proven effective in improving game cards when applied to abstract concepts and may be applied to further projects.
Design centrado no usuário e ergonomia de concepção para o desenvolvimento de sistemas avançados de assistência ao motorista
A sobrevivência da indústria está ligada à capacidade de antecipar o futuro através das tecnologias. A automatização automotiva encontra-se no foco da indústria automobilística, haja vista a maturidade de tecnologias que dão suporte à automação. A ergonomia de concepção atua nos projetos de prospecção trazendo um olhar sobre os fatores humanos na execução das atividades futuras. Objetiva-se, com este artigo, discutir como o design centrado no usuário, aliado à ergonomia de concepção, pode melhor direcionar prospecções tecnológicas de Sistemas Avançados de Assistência ao Motorista (ADAS) cujas funções e características estejam de acordo com os fatores humanos impactados na automação veicular. Para tal, realizou-se um levantamento e análise de obras relacionadas ao tema, o que nos permitiu concluir que o design centrado no usuário se apresenta como estratégia aplicável no entendimento do usuário e, a partir dele, pode-se elencar estratégias a serem incentivadas pelos ADAS prospectados e melhor utilizadas pelos usuários.