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In this paper, the aim of research is to analyse the theoretical principles of traditional and newer forms of branding design, and to review the visual communicator's roles as constructed through traditional, social and postmodernist perspectives. Where designers traditionally direct their course in the branding process to solving clients' problems...
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... 1997, Nike was charged with abusing factory labour by placing them in harmful working conditions called "sweatshops" [26]. Before Vietnam, similar cases had been exposed in Thailand, Pakistan and India (Figure 2). The Vietnamese Labour Watch became the key organisation that triggered the shoe manufacturer's responsibility over labour rights and environmental concern. ...
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The key aspects of brand development and management in the contemporary business environment have been analyzed with the aim of achieving competitive advantage and success in the market. The influence of branding on the competitiveness of enterprises has been examined and its significance as a strategic tool has been demonstrated. The process of creating a corporate identity for a company manufacturing frame furniture that seamlessly integrates with the Loft style has been described. Important stages of corporate identity development have been analyzed, from the choice of name and logo to the selection of color palette and font. An analysis of the main elements of corporate identity and their impact on brand identity and attractiveness to customers has been provided. The study is aimed at furthering the development of the brand formation process in line with market needs and consumer requirements. The practical aspect of creating a corporate identity as a strategic resource aimed at addressing the challenges of positioning the company in the market, increasing brand recognition, and attracting the attention of the target audience has been discussed. This approach helps companies create a unique image and effectively compete in the modern business environment. The market analysis findings confirm the steady demand for Loft-style furniture, underlining the relevance of developing a corporate identity for companies specializing in this direction. The choice of the name “Armadio” and the use of the appropriate color palette and font allow for the creation of a unique and attractive brand image, which contributes to attracting the attention of the target audience and forming a sustainable positive image of the company in the market. The conducted research has confirmed the relevance of using visual branding elements.
Tüketim olgusu, günümüzde postmodern tüketim kültürünün oluşmasıyla birlikte salt insan ihtiyaçlarının karşılanmasından çok daha kapsamlı ve geniş bir kavrama dönüşmüştür. Tüketim kültürü spordan sanata, modadan günlük temel ihtiyaçlara kadar hemen hemen her alanda etkisini göstermektedir. Kültürün bir parçası konumunda olan spor; birçok üreticinin, kurumun ilgi odağı haline gelmiş ve endüstride fark yaratan olmaya başlamıştır.
Çalışmanın amacı postmodern tüketim kültürü çerçevesinde sporun, toplumun tüm katmanlarına erişim gücü temel alınarak, toplumu yönlendirme ve ikna süreçlerinde iletişim aracı olarak etkisi incelenmektedir. Bu amaca yönelik sporun, görsel metaforlar aracılığıyla sosyal sorumlu tüketime yönelik algıya etkisi ve tüketimin taşıdığı değerler ile spor içerikli görsel metaforların etkileşimi incelenmektedir.
Çalışmanın amacına yönelik olarak karma yöntem kullanılmıştır. Araştırmanın nicel bölümünde tasarlanan ölçme aracı, Türkiye’de yaşayan 18 yaş üstü bireylere uygulanmıştır. 626 bireyden elde edilen veriler SPSS 25 ve AMOS 22 istatistik programları ile analiz edilmiştir. Verilerin analizi için bağımsız iki örneklem t testi, tek yönlü varyans analizi, regresyon analizi, bootstrap yöntemi ve yapısal eşitlik modeli kullanılmıştır. Araştırmanın nitel bölümünde Phillips ve McQuarrie’in görsel retorik tipolojisi kapsamında incelenen spor içerikli görsel metaforlar, göstergebilim kuramcısı Roland Barthes’ın yaklaşımı temel alınarak üzerlerinde yer alan metinlerle birlikte içerik analizi yöntemiyle kalitatif bir analize tabi tutularak yorumlanmışlardır.
Araştırma sonucunda; tüketimin taşıdığı değerler, sosyal sorumlu tüketim davranışları ve spor içerikli görsel metaforlara yönelik eğilim boyutları arasında istatistiksel olarak anlamlı bir ilişki olduğu görülmüştür. Tüm boyutlar ile eğitim ve gelir değişkeni arasında pozitif yönde, yaş değişkeni ile negatif yönde bir ilişki olduğu görülmüştür. Spor veya egzersiz yapma durumu ve spor takibi ile tüm boyutlar arasında anlamlı bir ilişki olduğu görülmektedir. Yapısal eşitlik modeli analizlerinde tüketim kültürünün taşıdığı değerlerin; sosyal sorumlu tüketim davranışları üzerindeki etkisinde, spor içerikli görsellere yönelik eğilimin aracılık etkisi olduğu görülmüştür.
Araştırma sonucu elde edilen görsel yapı ve sosyodemografik analiz sonuçlarına ilişkin veriler bütünüyle değerlendirmeye alındığında; spor içerikli görsel metaforlar, sosyal sorumlu tüketim davranışı oluşumunda ve diğer toplumsal değişim çalışmalarında güçlü ve etkili bir faktör olarak yer alabilir.
Anahtar Kelimeler: Spor, Görsel Metafor, Postmodern Tüketim Kültürü, Toplumsal Değişim, Reklam
Today, postmodern consumer culture has gone far beyond meeting human needs and has turned into an extensive concept. Consumption culture not only has an impact on fashion, art, and many daily needs but also affects sports. As sports become a part of culture, it attracts the attention of many manufacturers and extensive corporate identities. Thus, it started to make a difference in the sports industry.
This study aimed to examine the impact of sports in the context of postmodern consumption as a means of communication in the directing processes and persuading people as a power of access in all layers of society. It was investigated the interaction of sports-related visual metaphors with the perception of the impact of sports on socially responsible consumption and the values carried by consumption and using visual metaphors.
A mixed-method design was used in the research. The measurement tool was applied to individuals over 18 years old in Turkey in the quantitative research part of the study. 626 people participated in the research, and the collected data was analyzed via using SPSS 25 and AMOS 22 statistical programs. It was applied an independent two-sample t-test, one-way analysis of variance, regression analysis, bootstrap method, and structural equation model to analyze the data. Sports-related visual metaphors were employed and examined within the scope of Phillips and McQuarrie's visual rhetoric typology, helping from the approach of semiotics theorist Roland Barthes in the qualitative research section. The data was conducted the content analysis and interpreted.
Research findings showed a statistically significant relationship between consumption values, socially responsible consumption behaviors, and a tendency towards visual metaphors with sports content. It was found a positive relationship between all dimensions of the research and the education and income variables. However, the study revealed a negative relationship between all factors and the age variable. Additionally, the research showed a statistically significant relationship between all dimensions and the sports group or exercise and following sports. The structural equation model analysis displayed that the tendency towards sports content mediates the effect of consumer culture values on socially responsible consumption behaviors.
The visual structure and demographic research findings indicated that visual metaphors with sports content could be a valid factor in socially responsible consumption behavior formation and other social change studies.
Keywords: Sports, Visual Metaphor, Postmodern Consumer Culture, Social Change, Advertising
The concept of social responsibility has become both an individual and a corporate phenomenon. In this context, all individuals and organizations are expected to carry out their activities within the framework of social responsibility. At this point, the social responsibility of the designer is even more important due to its mission of informing and directing society, as the designer raises awareness and convinces the society while presenting the product s/he has designed. However, in the situation that came with industrialization and then capitalism, the designer started to go out of his main duty and lost the awareness that this profession should be carried out ethically. One of the main reasons for this was that the rapid development in the advertising sector through a transformation towards a consumer society brought about focusing on the number of works rather than their quality. The First Things First Manifesto, which is against this kind of works and sees the works made according to the wishes of the consumer society as worthless and a waste of time, has attracted a lot of attention since its first publication and has been discussed by many field researchers and designers. Over time, the First Things First manifesto has been renewed against the changing problems with the development of technology and social changes and its 2020 version was published in order to draw attention to the effects of the climate crisis today. In this article, First Thing First Manifestos which draws attention to the main task of the designer in terms of social responsibility are examined, and the changing responsibility of the designer against current problems of the society is discussed in line with these manifestos.
The embodiment of the arts dimension and power in learning as arts education issues represents the problem that needs to be assessed critically. On the one hand, the conception of Ki Hadjar Dewantara’s pendidikan kesenian has become a basic implementation of alternative education in Perguruan Tamansiswa since 1922. This primary scrutiny constitutes a thinking foundation to study as mentioned in a case study in a program of The Floating School (TFS) Pangkep. This research objective is analyzing the problems: (1) TFS’s understanding of artistic and aesthetic aspects in arts; (2) implementation of art learning in TFS Pangkep program; and (3) implication of TFS Pangkep program.
This research uses a qualitative-interpretative approach with the case study model in TFS 2017 program. Therefore, a data collection bases the data on a review of document study, an applied of deep interview, and supported with a foundation of participative observation. The validity of the data collection result is examined by the commensurability test of data and data resources. By focusing the data on an account and transcript of the interview, data analysis uses an illustrative method through five stages: (1) appreciating the account and transcript of interview; (2) giving a note; (3) formulating a theme; (4) conceptualizing a topic; and (5) adjusting a problem topic, to narrating the interpretation result with a critical discourse analysis.
This research result shows the findings as follows. Firstly, the understanding of TFS’s founders and facilitators to the artistic and aesthetic aspect is about an identification towards the development of skills and knowledge following student’s tendencies by utilizing the arts dimension and power as learning and creating media. Secondly, TFS implements a medium of arts-media-literacy as learning object in the model of workshops through a giving of applicative subject matter with an interactive method in working arts to stimulate student’s curiosity pleasantly. Thirdly, TFS program has implicated student’s confidence in expressing a story of the object and creating a message into the artwork for the exhibition.
Background. Using of different gamification techniques and methods is rapidly growing trend in a modern education, not only in creative fields. In education, “game technology” plays an important role, some educators define the game as a leading activity in the process of which under the influence of social conditions the ability to produce actions in the mental plane and to replace real objects. Gaming technologies are gaining popularity in education, bringing the joy of live interaction and unique hands on experience to participants in the learning process. Games are seen as a tool that can solve many problems. Is it possible to make a practical connection between game enthusiasm and creative development? And how effectively is creative thinking activated when a designer needs to penetrate the backstage of game technology, turning from user to creator?
Objectives. Empirically connect board games to the development of personal creativity and design education. Do to this we decide to solve several tasks: set the level of research of the topic, identify problems that we need to study. To systematize the results of researches of certain problems, to classify approaches to research and interpretation of the mechanics of board games in creative work. On the basis of sociological research find out the attitude of lovers of board games to their mechanics and creativity. And finally make connections between board games and designer work.
Methods. The methods are quite classic: classification, literature analysis, brief historical overview. Design is a fairly humanitarian field of science, and the use of truly scientific methods in its field enhances the quality of the narrative. The article uses the method of anonymous questionnaire among board game fans. The sociological survey was conducted on the basis of Lviv board games clubs (Octopus club shop and Hobby Monster shop) and included 90 respondents. The results were processed using IBM SPSS software, the industry standard for statistical processing.
Results. The identified topic is now gaining popularity among scholars, as is confirmed by the large body of scientific literature on the subject (more than 30,000 articles have been recorded in Google Scholar; more than 700 papers indexed by Web of Science). After literature overview we have to find out some bright and dark aspects of using gamification in design education, so lets firstly highlight the anxious ones: physical stress and dependence, users often depend on gaming systems; reduction of attention and antisocial behavior; cost and logistics. Access to digital or specific learning tools is not always easy and convenient for everyone.
But also it`s important to show positive results of conscious using of tabletop games and their principles in education and design process: they contribute to human development: collaboration, information and communication skills, social and cultural skills, enhance creativity and develop critical thinking, influence problem solving, productivity, self-management and self-regulation, planning, flexibility and adaptability, taking risks, managing conflicts and resolving them, as well as unleashing a sense of initiative and entrepreneurship, that is, covering all the areas that the designer needs in professional maturity. Playing as a method of teaching can increase the level of knowledge and enable students to engage in new ways of research. The development of game projects for students promotes the ability to work with tasks with many unknowns (wicked problems). Namely, this type of tasks, as practice shows, is fundamental for future designers. For the purposes of creating a game, it is useful to consider the game not a collection of cards or a set of rules, but rather an experience that comes from their use. The survey showed that people who dedicate time to board games are more satisfied with their lives and more fully realize their creativity. At the same time, it actualized the danger of dependence on the mentioned tools, and not only. It emphasized the need for syncretic thinking, which is the key to a balanced outlook.
Conclusions. In the next article, the authors plan to reflect three consistent issues in the field of tabletop games design: we will reveal certain regularities of the process of creating the tabletop games in the diploma projects of students of the Department of Design and Fundamentals of Architecture of the Lviv National Polytechnic University. Also we are planning to point out the interesting features of real world developers experience gained through in depth interviews with developers themselves. And finally we will summarize the results in the form of specific practical recommendations for the development of board games.