


This article, summarizes a part of the research project led at the Universitat Politècnica de València with the title Determination of guidelines of design for the urban elements under criteria of accessibility. The inclusive design of elements of street furniture constitutes a challenge for the companies simultaneously that a commitment of quality and an advance in the achievement of the general well-being. It is also an offer necessary for the generation of competitive spaces and of integration places. In this respect, the design and development of elements street furniture, under criteria of accessibility, constitutes a decisive factor for the social integration of a great number of persons in the use of the public space. All the professionals and technicians, companies and users, must interact in order to get common criteria that can improve the product design and the conditioning of the environment. To design public spaces that combine the multiple aspects and needs of a satisfactory and respectful way, it constitutes a constant aim for companies and local administrations. Taking into account these considerations, the public space and the elements of collective use, they must offer all the citizens an undifferentiated and social use. "The quality of the public space is directly related to the facilities and the available elements of use for the development of activities that facilitate the experience of the public environment. We think that all of this may contribute to the aim of setting up the basis of the design discourse in the field of educational video game research and innovation, because We think that the discipline of design should add its voice and find its place in the multidisciplinary field of game studies, and to carry out an essential role in the innovation of educational video games. And finally, our main topic will be discussing the specific areas in which design may act as a means of innovation in the production of educational video games. In addition to that, We will present some theoretical sources that might be useful for designers to approach their study.
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Secondly, We will situate educational video games in the intersection between edutainment software and the so-called serious games or games with an agenda. In the first place, We will try to identify the challenges and opportunities faced by these products in the context of the knowledge society, regarding both their design and their theoretical study within the field of design research. According to that, this paper focuses on enhancing the role of design as a means of innovation in the production of educational video games. In this regard, and taking into account that learning sciences -and most recently the emerging field of game studies- have already started to approach eventual formulas for their renewal, we think that the discipline of design should make an effort to contribute to that research and to bring its undoubted value as a discipline committed to innovation. Educational video games are a good example of them and are now experiencing a renewed interest by the multimedia idustry and academical research groups. Abstract In the context of knowledge society, designers face the challenge of designing new products and services in which digital technologies and the value of knowledge are crucial.
