2024
Authors
de Araújo, DL; Garcia, JE; da Fonseca, MJS; Andrade, JG;
Publication
INFORMATION SYSTEMS AND TECHNOLOGIES, VOL 4, WORLDCIST 2023
Abstract
The key question that will be addressed in this research is whether advertising narratives feature initiatives within the ESG - Environment, Social and Governance - framework. Investors increasingly value companies that promote sustainable impact actions, something that the promoting companies report in detail in their ESG reports directed at corporate stakeholders. To identify and understand how brands present such initiatives to the consumer market, we checked campaigns awarded with the Golden Lion of Advertising at Cannes 2022. The methodological cut involved three award categories, being analyzed 19 campaigns from 10 different countries. Besides the bibliographical survey on discourse analysis and content analysis, this exploratory qualitative and quantitative research had the inductive method to direct the individual analysis of each campaign. As a result, we identified that more than half of the campaigns address aspects related to ESG initiatives, being the social scope addressed by most of the campaigns. A result that provokes new hypotheses and possibilities of research continuity.
2024
Authors
Cardoso, A; Garcia, JE; Pereira, MS; Nasri, S;
Publication
INFORMATION SYSTEMS AND TECHNOLOGIES, VOL 4, WORLDCIST 2023
Abstract
Following the lack of existing studies about the applications development and use in the event industry, this research aims to analyze the use of applications as a tool to improve event communication. The methodology used includes an exploratory method. This research methodology is based on a review of the literature, a semi-structured interview with the CEO of the company and a case study with participant observation of the French start-up Invent App which provides event applications. The study demonstrate that the event app use allows to ease the event organization, to improve the event communication but also the interactivity and the participant engagement. All of this, increasing the customer experience but also having a part in the customer digital experience improvement. Event applications could be thus considered as amarketing and event communication tool. The research has the limitation to its application within a single company in France. Furthermore, the point of viewadopted is the one of the event organizers and not the event participant one. This research helped to better understand the role that event applications can have in the event industry and particularly in the communication around an event. In addition, this made it possible to understand the perception of market requirements and the characteristics expected of an event application.
2024
Authors
Vila Maior, G; Giesteira, B; Peçaibes, V;
Publication
ICERI Proceedings - ICERI2024 Proceedings
Abstract
2024
Authors
Giesteira, B; Berge, G; Peçaibes, V;
Publication
Septentrio Reports
Abstract
2024
Authors
Giesteira, B; Peçaibes, V; Cardoso, P; Maior, GV; Quaresma, I;
Publication
Advances in Educational Marketing, Administration, and Leadership - Exploring Educational Equity at the Intersection of Policy and Practice
Abstract
2024
Authors
Silva, I; Cardoso, P; Giesteira, B;
Publication
Springer Series in Design and Innovation
Abstract
Despite the prevailing paradigm of user-friendliness and enjoyment in mainstream game design and user interface design, intentional friction in game user interfaces that can be used to create meaningful experiences and to encourage reflection in players. This work aims to explore such use of intentional friction, providing designers with a valuable resource to generate unconventional game interfaces. As a starting point, we previously identified six strategies for intentional friction: (1) exploit memory shortcomings; (2) faulty feedback; (3) mismatched mental models; (4) impairment of ability; (5) deliberate inefficiency; and (6) oppressive constraints. Afterwards, to help operationalise these strategies and identify others, we ran co-creation workshops with game and UI designers, which lead to the development of a tool composed of three decks of cards, combining additional friction strategies, intentions, emotions, and ideation triggers, and enabling designers to create expressive game interfaces that intentionally incorporate friction as a design strategy. The Friction Firestarter toolkit is intended to inspire designers to explore various options and think creatively about friction in UI design. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.
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