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Motion design and visual communication in the era of ‘diffuse design’ paradigm: analysis and evaluation of a didactic experiment

Published online by Cambridge University Press:  23 August 2022

Vincenzo Maselli*
Affiliation:
Department of Planning, Design, Technology of Architecture, Sapienza University of Rome, Rome, Italy
Giulia Panadisi
Affiliation:
Department of Architecture, University G. D’Annunzio of Chieti-Pescara, Pescara, Italy
*
Corresponding author V. Maselli vincenzo.maselli@uniroma1.it
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Abstract

In recent years, co-creation and collaboration platforms to create and deliver new products and services have taken a step forward; this has led to the development of a new active involvement of users, who from co-designers have become independent designers, even if not experts. Co-design is dynamic and provides the tools to generate democratic design processes guided by the users themselves. The democratization of design tools is the premise for a new paradigm defined ‘Diffuse Design’ by Manzini (2015). This contribution explores the approaches of open design and open production with particular attention to the field of visual communication and the production of motion design artifacts. After an introduction to the co-design framework, the main open-production visual communication platforms are presented to offer an overview of the topic. Next, the potential of online platforms to enable non-designers to produce animated artifacts is explored by examining student projects in a motion design University course. The most significant outputs of the student experience are then described and critically analyzed. Finally, the conclusions investigate the different perspectives for reading the democratization of tools for creating visual artifacts and lay the foundations for future lines of research.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2022. Published by Cambridge University Press
Figure 0

Figure 1. Evolution of animation data management. Source: Liang et al. (2016) ‘Computer animation data management: Review of evolution phases and emerging issues’.

Figure 1

Figure 2. Students’ motion design video maker projects classified according to two parameters: 1) platforms’ technical and/or functional innovation; 2) definition of the itarget, ranging between generalist (versatile platform for creating animated videos addressing different contents) and specific (for the creation of themed animated videos).

Figure 2

Figure 3. Students’ project. PSY JELLY is a thematic platform on the topic of autism designed for children and psychoterapists.

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Figure 4. Students’ project. ANIVERSE is a generalist platform: its peculiarity is that backgrounds, tools and characters are modeled in a three-dimensional environment.

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Figure 5. Students’ project. HOOP is a platform designed for coaches and referees to help them represent play patterns, training and tactics.