Diseño Gráfico

URI permanente para esta colecciónhttp://hdl.handle.net/11371/54

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  • Ítem
    Diseño reflexivo. Experiencias desde la comunicación gráfica en la construcción de imaginarios sensoriales en niños.
    (2024-03-06) Talero Gonzalez, Leidy Alejandra; Jurado Montoya, David Fernando
    La pérdida es un acontecimiento que hace parte del diario vivir. Cada persona tiene una manera diferente de afrontar el duelo, exteriorizando sus emociones de maneras distintas a través del tiempo; por ello, es necesario pensar en una educación u orientación adecuada sobre cómo llevar las emociones que desencadena una pérdida desde la infancia; con el fin de lograr una reflexión que permita al ser humano aprender a vivir con la ausencia de un ser querido. Teniendo en cuenta lo anterior, y cómo aporte a la disciplina del diseño, se establece una nueva metodología denominada diseño reflexivo; una mirada propia y original que será definida dentro de este documento; esta metodología plantea un cambio en el imaginario de temas controversiales como lo es la orientación de las emociones y el duelo en niños, buscando hacer un aporte a la sociedad. En esta nueva metodología, se utilizan las artes gráficas, como eje central para aportar a la construcción de imaginarios individuales; buscando que a través del diseño reflexivo el individuo cree un imaginario propio sobre sus sentimientos y como expresarlos en su diario vivir. Esto por medio de actividades de reconocimiento, dominio y reflexión sobre las emociones, que serán guiadas a través del arte manual y los recuerdos. Para lograr lo anterior, es pertinente una investigación, sobre el reconocimiento de los sentimientos, que cuente con los factores y componentes adecuados para consolidar esta metodología; mediante la implementación de conceptos relacionados con el área de la pedagogía, la sociología, la psicología y el diseño gráfico como eje central dentro del diseño reflexivo. Resaltando autores cómo David Le Breton (1992) desde la sociología del cuerpo, Gemma Vilaseca (2014) con su perspectiva de la psicología del color, Virginia Gaitán (2013) desde las técnicas de educación cómo la gamificación y Donald Norman (2004) con su metodología del diseño emocional. Permitiendo así, que los conceptos planteados cómo base de esta metodología, logren que, a través del diseño reflexivo, se pueda interiorizar un aprendizaje emocional, reflexionar sobre él, y exteriorizarlo a través de acciones adecuadas. Por último, como resultado para el diseño reflexivo, se busca crear una experiencia gráfica para el reconocimiento de las emociones; mediante el uso adecuado del paso a paso de esta metodología; por esto, la importancia de desarrollar esta metodología, y aportar al desarrollo emocional desde el diseño gráfico.
  • Ítem
    La novela gráfica con contenido expandido como medio para la conservación de la Memoria Histórica Musical – caso de estudio Pedro Navaja.
    (2024-03-05) Cristiano Alarcón, Karen Nallive; Rojas Zapata, Camilo Fabián
    El proyecto "Pedro Navaja" redefine la novela gráfica al fusionar elementos narrativos, estilísticos y tecnológicos de manera innovadora. Inspirado en la Generación Alfa, la investigación detallada y la interacción directa revelaron no solo preferencias visuales, sino también valores y comportamientos. Esta caracterización profunda se convirtió en la piedra angular del diseño gráfico. La narrativa visual se enriquece al integrar la canción homónima, la fotografía y la realidad aumentada. La fusión de estos elementos crea una experiencia única, ampliando los límites del diseño gráfico tradicional. La exploración de la "memoria histórica musical" emerge como un pilar fundamental para futuras acciones. La propuesta es desarrollar novelas gráficas basadas en canciones emblemáticas, conectando a la audiencia con momentos históricos y culturales. El diseño gráfico no solo busca entretener, sino también educar, aprovechando la música como herramienta para preservar y transmitir experiencias culturales. Este proyecto se erige como un hito al explorar la memoria, la tecnología y la creatividad, respaldado por una metodología centrada en el usuario y una experimentación estilística y técnica valiente.
  • Ítem
    Reenfoque de la dirección de arte en grupos locales de la Industria musical colombiana. Caso de estudio de la Industria del K-pop.
    (2024-03-05) Rodríguez Niño, Lis Catherin; Vallejo Bejarano, Jaime Andrés
    La presente investigación tiene como propósito otorgar un rol más importante a la dirección de arte en su lugar como componente de la industria musical colombiana, teniendo como referencia el funcionamiento y estructuración de la industria musical surcoreana (o Kpop) entendiendo a este como un caso de éxito gráficamente, por lo que procederá a estudiarse los diferentes actores que en ella intervienen y de esta manera poder extrapolar dichas estructuras al contexto musical colombiano. Con el fin de realizar ello, se lleva a cabo un análisis más detallado de las producciones realizadas por dos agrupaciones en su respectivo contexto, las cuales cuentan con el mismo tiempo en la industria musical. Este análisis permite estructurar una guía compuesta por canvas y matrices, con la cual se hará un reenfoque de la dirección de arte manejada hasta el momento por la agrupación colombiana Timø y evidenciar las carencias que tienen en contraste con la agrupación surcoreana Tomorrow X Together. Dicha comparación nos permite ver en ello una oportunidad para realizar intervenciones gráficas con mayor eficiencia, tales como un álbum musical, un vinilo y un cronograma de lanzamiento.
  • Ítem
    Diseño gráfico como herramienta de visualización en una cartografía audiovisual de la localidad de suba.
    (Fundación Universitaria Los Libertadores. Sede Bogotá.) Fernández Barrera, Jorge Luis; Rojas Ramírez, Oscar
    Después de realizar un recorrido investigativo por la localidad de Suba, Específicamente en el Barrio Rincón, Además de búsquedas en distintas fuentes tanto Digitales como Literarias, Vemos que en la actualidad, hay pocos productos desde el Diseño Gráfico, que permiten dar Visibilidad y que Preserven las Historias de Vida y Las Distintas Realidades de LAS PERSONAS INVISIBLES de La Sociedad, Específicamente en la Localidad de Suba-Bogotá, es por esto que surge la necesidad de Desarrollar desde el Diseño Gráfico un Producto que sea capaz de Visualizar y Preservar la memoria y las experiencias de vida de las PERSONAS INVISIBLES, (de la Localidad de suba en Específico), para Retratar sus Realidades y visibilizar sus historias de vida.
  • Ítem
    La influencia de la música y sus aportes al proceso creativo en los diseñadores gráficos de la FULL.
    (Fundación Universitaria Los Libertadores. Sede Bogotá.) Blanco Yepez, Tania Carolina; Carrión Gonzales, Juan David
    This work was born both the interest in music and art, both are related to each other as a great source of inspiration (I have a great ability in both parts that I consider important for my life), it is significant for graphic design. The music being a broad topic focuses on the influence of graphic designers to make a graphic piece in the multimedia area of the Fundación Universitaria Los Libertadores (FULL), as graphic design has different fields as well as music. It has been proven that music generates perceptions in people, influences them psychologically, physically, in their attitude and it is also useful for medicine. But there is no certainty that it has influence in design, in their creative processes or in the development of a graphic piece, which could be beneficial or maybe not so much... being the main objective of the project. Therefore, it is an unknown topic, but thanks to the studies found, it is a great contribution to this research that would be a breakthrough. This work is an analysis to such problematic, thus solving a problem and arriving at the results. It is research whose mixed methodology, it is reinforced more than everything in a quantitative way, based on facts and figures reaching the conclusion that music influences designers in their work, being later demonstrated by illustrations, thus responding the results of an investigation.
  • Ítem
    Análisis del estilo orfebre tairona desde los conceptos básicos del diseño, su impacto en el diseñador gráfico libertador y sus posibilidades en el diseño de marca
    (Fundación Universitaria Los Libertadores. Sede Bogotá.) Jamaica Carmona, Camilo Andrés; Sarmiento Palacios, Luis Felipe
    This degree project investigates and analyzes the Tairona pre-Columbian design styles, in light of the basic concepts of contemporary design and the importance of knowing them in order to work on them today, taking into account the importance of repositioning pre-Columbian culture and its correct use. To develop this project, the perception of several students from the Fundación Universitaria los Libertadores regarding the importance of studying pre-Columbian design both in the cultural heritage and in their student training was taken into account, in addition to this, an investigation was carried out on the pre-Columbian design styles of the Tairona culture to analyze them under the basic concepts of pre-Columbian design. Among the main aspects evidenced, it is found that the students coincide with the need and importance of pre-Columbian design in their training and in contemporary design, that the Tairona design style has a wide range of currently known concepts and that to make a correct use of designs it is important to know the cultures and their styles, in order to implement it correctly in what is precisely what is sought in the development of this project.
  • Ítem
    Diseño página web imago festival – categorías emergentes de la ilustración gráfica
    (Fundación Universitaria Los Libertadores. Sede Bogotá.) Duarte Villarraga, Laura Daniela; Arias Martínez, Óscar Eduardo
    This project shows Imago Festival design web offer which is focused into emergent categories of graphic illustration. Inside this process was developed with the structure of contents linked with social media and their correspondent evaluation of their website. For this, principles of usability focused to website content and also interface design was adapted according to these universal laws, for example: responsive design and accessibility. The design offer was evaluated from data built to set up future improvement as structure as continuous interaction between website and their users.
  • Ítem
    La ilustración como instrumento de visualización de las experiencias de los estudiantes de diseño gráfico de la FULL en pandemia
    (Fundación Universitaria Los Libertadores. Sede Bogotá.) Fonseca Mora, Jean Pierre; Rojas Zapata, Camilo Fabian
    Illustration as an instrument of visualization of the experiences of graphic design students of the Fundación Universitaria Los Libertadores (FULL) during the pandemic. It is a graphic design project that aims to generate a documentary resource developed from the experiences narrated by students about their experiences during the conjunctural moment generated by the Covid-19 virus, to fulfill this purpose the project is developed in five stages: 1- Documentary in which we proceed to make the data collection, conducting an interview with design students of the FULL where they relate their experiences lived during the pandemic and how these have changed their lives. 2. Analysis and creation of anecdotes in which small narratives are elaborated by joining the answers through connectors and adjusting the wording for the creation of the stories that will later be used as the basis of the rhetorical analysis. 3. Visual rhetoric which through the analysis of the texts can associate the meaning with the most recognizable graphic symbols within the local context. 4. Illustrations that using the symbols found in each narrative describe in a graphic way through the expressiveness that allows the illustration the emotions experienced by the students of graphic design. 5. Design and layout, in this stage the construction of the book is projected, giving relevance to the illustrations, thinking about how they interact with the format and generate a dynamic reading.
  • Ítem
    Contribución de la imagen, como construcción narrativa y de memoria en el aprendizaje de la literatura costumbrista colombiana
    (Fundación Universitaria Los Libertadores. Sede Bogotá.) Salomon Avendaño, Fredy David; Greiff Tovar, Boris
    What is sought with this project is to propose a graphic piece that can spread the cultural and historical knowledge of Colombian costumbrista literature in schools. Throughout the investigation, it will be possible to find a detailed study on costumbrismo from a historical, cultural and literary environment, in addition, it will be possible to know the opinion that the 8th grade students of the José Allamano school have, on the reading of this type of texts. . According to the results of the investigation, the comic was proposed as a means of adaptation, since it, by using the image as the main narrative element, will facilitate and make the reading of this type of work more accessible.
  • Ítem
    Familia tipográfica “thrasher”
    (Fundación Universitaria Los Libertadores. Sede Bogotá.) Salgado Barrios, Jorge Alejandro; Gualdrón, Raquel
    Many things in life need a complement. In everyday life we see how opposites attract and a balance is generated in life. For this specific case, two problems arose that had to become partners (not exactly since today, they already were): Typography and thrash metal. The problem is not really the dictionary meaning of each of the words, the problem lies in making a conceptual and graphic relationship between two topics that at first would not have any direct relationship, but basically a great indirect relationship; This relationship was generated in order to give birth to a typographic proposal that articulated the two concepts and served as support to solve problems in our world through the letter and the applications that it entails.
  • Ítem
    Diseño de interfaz e ilustración sobre el mito “yggdrasil el Árbol del universo vikingo”
    (Fundación Universitaria Los Libertadores. Sede Bogotá.) Torres Torres, Daniel Alfonso; Velasquez Osorio, Julian
    Design within contemporary digital applications is important because it is determinant at the time of being acquired by the user. Among the various applications related to viking mythology existing for ipad are exclusively the related to entertainment, specifically games. The interest of the author of this research is born in the spread of reference information about Viking mythology. Design understood as a form of language becomes the main characteristic on which the design community should focus when creating a Interface. For this reason, specific guidelines are presented that are considered important in terms of application design development.
  • Ítem
    El cómic como medio de crítica
    (Fundación Universitaria Los Libertadores. Sede Bogotá.) Vallejo Moreno, Rafael Camilo; Sanchez Bautista, Yeisson Arturo; Greiff, Boris
    The objective of this research is to know the imaginary that the citizens of the center of the city of Bogota and how they act in situations of violence (Common crime, assaults, robberies, street fights) that occur in the same place. In order to determine said imaginary, it is necessary to carry out research tools, such as surveys, interviews and field work in the place where the events occur. The collection of information will allow us to get an idea of the imaginary that the citizens in front of the center of the city of Bogotá, after this a study will be carried out that allows to find the possible visual language that will be used in the graphic piece that is the the reason for the investigation.
  • Ítem
    La interfaz de videojuegos como herramienta para evaluar el autoconcepto
    (Fundación Universitaria Los Libertadores. Sede Bogotá.) Albarracín Moreno, Daniela Del Pilar; Velasquez Osorio, Julian
    This research project consists of building an interactive piece that evaluate the self-concept in boys and girls from 8 to 12 years old, applied to the school environment, evidencing the use of the video game as an interactive piece of the project, being the option for this purpose, not only because of the characteristics of the video game that is discussed later in this document, but also by the level of preference that children have for video games at school.
  • Ítem
    Candelaria fantasmagórica
    (Fundación Universitaria Los Libertadores. Sede Bogotá.) Franco Aldana, David Ricardo; Hernández Giraldo, Yineth Karina; Vidal, Rene Alejandro
    Candelaria Fantasmagorica is the research work in which the question of how, from the thinking and doing of the graphic designer, is the imaginary that the 3rd and 4th grade students of the I.E.D. La Candelaria, located in the sector of the same name, in terms of the narration of ghost stories belonging to the historic center of Bogotá? This is the pretext that leads to reflection and action around graphic design as a manifestation in various languages. This project investigates what it is to be a graphic designer and the role it has in society, addressing the topic of ghost stories and typical characters of Candelaria. During the development, different pleasant situations and inconveniences typical of an investigative process were found, which had and has aspects that are in a continuous construction such as: the different views and contributions made by the students and inhabitants of the sector, bibliographic references, different authors. technical, theoretical and experimental, degree projects and personal experiences.
  • Ítem
    Centauros indomables herramienta de apoyo educativo para el área de ciencias sociales
    (Fundación Universitaria Los Libertadores. Sede Bogotá.) Jaimes, Luz Stella; Gacha, Lady Paola; Maldonado, Jorge
    The educational methodology and practice have evolved in accordance with the advances that have occurred in the technological field, at this point, it must be taken into account that Information and Communication Technologies (ICT), offer us imaginable possibilities for the development of quality educational material that is pleasant to the student. For this reason, this project seeks to demonstrate that from a tool such as a video game, horizons can be opened and training strategies and methodologies reconsidered that break with the traditionalist schemes to which many teachers are accustomed. This work considers that an interactive resource, such as the one being designed, facilitates the construction of knowledge and will contribute, to a great extent, to the professional growth of the student.
  • Ítem
    Política 2.0, piensa por ti mismo
    (Fundación Universitaria Los Libertadores. Sede Bogotá.) Maldonado Romero, Miguel Ángel; Restrepo Quevedo, Diego Anibal
    Abstention is a big problem for societies. As we saw in the approach of the problem, solutions are sought and we believe that design has elements to contribute to said solution. The inclusion of design to respond to a political problem cultural and social responds to my concerns as a student and the intention of being a participant in a project that can improve the conditions in which we live. digital media is presented then, as the way to unite the design and the search for a solution of a issue. Thus was born the idea of ​​creating an awareness campaign for young people so that vote in the next presidential election. The campaign is mainly focused on web digital media and covers social media.
  • Ítem
    Conciencia bajo los pies juego tapete didáctico
    (Fundación Universitaria Los Libertadores. Sede Bogotá.) Ortiz Aguirre, Lina María; Sánchez, Pedro Uriel
    Consciousness underfoot is responsible for raising awareness among children vulnerable to landmines, through the design of an educational game, which has illustrations of typical animals and vegetation of Meta as representative symbols to live and playwith their environment, department where they are living and watching closely the issue of landmines. The workshop to experience consciousness underfoot, consists of a board with illustration of a prairie landscape, with graphics of animals that live in these areas and that are located in the path that children must walk through the game. They will find obstacles and the most important are antipersonnel mine. When they fall down on it, they have to start the game and make the trip again.The route is made following the order of the numbers, using the dice by turns that show the steps to go ahead, depending of the game box, the boy or the girl goes forward goes backwardor answer questions about warning, security or danger of the landmines
  • Ítem
    Bestiario Bliblico
    (Fundación Universitaria Los Libertadores. Sede Bogotá.) Ortiz Quiroz, Daniel Eduardo; Velasquez Peña, Henry Giovanny; Godoy Pinto, William Andrés; Greiff, Boris
    From a starting point, the theme of this investigation “Biblical Bestiary” Taking into account that a bestiary; it is the exposure and grouping of illustrated beasts; as a final product it will be exhibit as an editorial piece that contains a presentation of the supernatural biblical beings, (as its name indicates, it is those entities that appear en the sacred texts according the Judeo-Christian tradition), that will have as a main characteristic, the unexplained and intangible nature, and how it was mentioned earlier, they are in the order of the supernatural, this will be presented through an interpretation of each beast, in illustrative form with informative charts that will get close to the essence of the info graphics without it been the nature of the final product.
  • Ítem
    Goxfor: supera los miedos
    (Fundación Universitaria Los Libertadores. Sede Bogotá.) Peñuela Bernal, Leonardo; Sánchez Maya, Eduard Augusto; Pendiente, Queda
    Through this degree work, it is intended to contribute to the understanding of the phenomenon of cognition through a video game as a learning tool, for this case will deal with the problem of physical bullying. It will be evidenced through the learning of a player with different types of video games, highlighting that if a game dedicated to entertainment contributes to learning, one totally designed for a learning function will have much better results. The main objective is achieve a characterization of the elements related to physical bullying, which will be applied in a video game design proposal (for the development of the document, it will be reference of Game Design). Two fundamental axes will be covered, the first one refers to physical bullying, where This problem is explained, what it consists of, its elements and the environment in which it occurs. The second axis is the implementation of a methodology for the characterization of the elements graphics, the narration of the video game, supported on the basis of ludology, usability and learning.
  • Ítem
    La niñera mecánica vida con padres
    (Fundación Universitaria Los Libertadores. Sede Bogotá.) Puentes Pachón, Heidy Johana; Maldonado Otálora, Jorge
    The purpose of the research is to make an illustrated piece where the profiles are evidenced. that it is possible to build from the father-son relationship exhibited in TV series such as: (the Simpson, family man, magical godparents), to provide a space for reflection on the message that young people are internalizing and the role they play in that relationship, being of vital importance the problem to generate in the children a form of reading that allows enriching the form of thought and expression, and thus are in direct relation with the infantile fantasy in any of the situations that appear in relation to reality; being able to recognize how children express themselves and communicate based on illustrations and how they interpret the reality of fantasy, since their inner world is reflected there.