Convergences - Journal of Research and Arts Education is an open access journal dedicated to scientific research, having DOI and E-ISSN, which publishes articles in the areas of design, music and visual arts, evaluated in a double-blind peer review system.

The Convergences Journal publishes free of charge, in open access, the original results evaluated by peers, which explain experiences and results from research and practice in the areas of design, music and the visual arts. Through Original papers, Case Reports or Review Papers, by by professionals researchers and scholarly contributors, it promotes knowledge related to the activities of design, music and other visual arts in all its domains of application, as well as its history, its teaching and learning.

The authors and readers of this journal are mainly professionals, students, researchers and scholars from all fields of design, music and visual arts at an international level.

Convergences is published in May and November of each year and accepts papers written in Portuguese, English or Spanish.

Call for papers is permanently open.

E-ISSN (Online) 1646-9054
ISSN (Print) 2184-0180

Vol. 14 No. 27 (2021)

Published: 2021-05-31

From Complexo do Alemão to the world

The narrative of territorial identity in the Kurandé brand

Abstract

The aim of this research is to analyze the brand consolidation strategies and their link with the territory of Complexo do Alemão, in Rio de Janeiro, based on the Instagram of the Brazilian brand Kurandé. The study is justified by the predominance of works on territorial brands linked essentially to products and cities. Examples are those in Melbourne, Australia and Porto Alegre (RS), in Brazil, which created visual signatures, called territorial identities, to promote the locality, stimulate tourism, foreign investments and imports. Thus, it is relevant for analyzing the strategies of peripheral communities for their insertion in the market, while building an image that seeks to break stereotypes about these territories. We used the contribution on territorial branding by Giovana Almeida (2017), as well as the consumption of activism by Ana Miranda and Izabela Domingues (2018). The context of postmodernity and cultural identity are observed from the perspective of Stuart Hall (2014). The connection of the Kurandé brand with the Complexo do Alemão is also perceived by the bias of Empowerment Theory, with Joice Berth (2019), emotional marks, by Marc Gobé (2010) and decolonization, by Grada Kilomba (2019). Henry Jenkins, Sam Ford and Joshua Green (2018) allowed us to analyze Kurandé's Instagram with the contribution of the connection culture generated by changes in digital media and platforms. As a result, the use of identity elements is perceived, be it in photographic production, in the brand, product names and emotional narrative created, with markers of the territory, about the black people and ancestry. This research also aims to expand the dialogue in the field of branding, design and communication by bringing emerging and interdisciplinary theoretical perspectives.

Carla Teixeira, Breno José Andrade de Carvalho

53-70

An evocative and taste experience in food design.

The Design discipline meets starry chef’s competencies for the “Flavours Abecedary” project development.

Abstract




Our research explores new perspectives of food design through a multidisciplinary and collaborative process that interprets the concept of conviviality by providing an experience of interaction with food focusing on narrative and evocative components that become tools of territorial valorization, of resources and know-how.

Many designers investigated food design topic by attributing aesthetic and formal values and critical and speculative elements to the food. The work aims to explore the expressive and functional levels of food, implementing its “emotional features” and consolidating the connection between senses and behaviour. The main results obtained are the development and test of narrative and taste tools, generated by the collaboration with a starry chef and users, to create a dining experience linked with territorial identities and memories, exploring new interactions.

The connection between the project and food has evolved and enriched of themes that go beyond the need to feed and therefore transforming, cooking and eating meals by attributing to the food aesthetic and formal values, but also critical and speculative. (Finessi, 2013)
The paradigm change that occurred in the last two decades has led to consider food as an object (Giuxè, 2020), focused on the observation of the changes in convivial habits, has spawned new project fields and new alliances between skills, disciplines and community. The actions of the project are able to strengthen the expressive and functional levels of food, implementing its “emotional features” and consolidating the connection between senses and behaviour.


Rosanna Veneziano, Michela Carlomagno

71-82

Location-based Mobile Games for a house museum.

Insights from an educational design activity

Abstract

The paper discusses a formal didactic activity in a higher education context, which brought to the design, development, and testing of thirteen Location-Based Mobile Games (LBMGs) for the Bagatti Valsecchi House Museum. The activity involved BSc Design students in developing and testing interactive solutions aimed at reaching out to the "under 35" community of the museum with engaging and entertaining experiences. For this purpose, the stakeholder group of the museum experts was also involved in co-designing the solutions. On the one hand, this study focuses on the beneficial approach of involving Design students in the multiple roles of designer, player/visitor, and target audience. On the other hand, it looks at those aspects that may turn LBMGs into a means for engaging and entertaining museum visitors' experiences. We focus on four LBMGs (out of thirteen) that the museum selected to be tested with their younger community, highlighting those elements that emerged as particularly relevant for enhancing visitors' engagement and motivations. In this regard, three aspects stand out as the most impacting: (i) the benefits of a design approach based on the early involvement of both experts (the museum) and the target audience (students themselves); (ii) an intelligent orchestration of narratives and game mechanics, specifically designed to leverage the fascinating museum space, and (iii) the ability of such games to stimulate social engagement.

Davide Spallazzo, Ilaria Mariani

90-104

Visagism as a Personal Branding Tool

Deconstructing Feminine Beauty Standards in Contemporary Society

Abstract

The present study seeks to prove how the concept of Visagism, known and used mainly in the area of ​​beauty, linked to the concept of personal branding, helps in the development of the brand, managing to highlight little explored and unknown points of the person's personality, consequently making it more human. and rescuing originality and personality for your brand, demystifying the beauty standards established in contemporary times. The management of personal image, always aims to build a prominent figure that is remembered and that conveys truth, becoming more known, more desired and remembered in the market, thus being a broader concept than just strategic management, since it is also linked to who you are and everything that makes you unique and true, becoming more positive in the minds of consumers. The work confirms the relevance of visagism as an active tool, which through the reading of the face lines, the knowledge of the personality and characteristics of each person, thus achieving the most authentic thing that the person can transmit, transforming data into material to assist and develop more accurately a consolidated or developing personal brand that will leave its mark on the world. The new technique was applied, on social networking sites, a search for new business plans, specifically to the female audience, which seeks to stand out from the mass. The methodology used is based on bibliographic research from authors such as Zygmunt Bauman, Wolfgang Haug, Philip Kotler and Philip Charles.

Raphaella Raphaella Almeida

105-114

Internet Art

Crowdsourcing and the legitimation of contemporary art on the Web

Abstract

The present study of a theoretical nature aims mainly to question Internet Art, taking into account the hypotheses, strategies and characteristics of artistic expression in relation to the medium of performance. This work intends to demonstrate the correlation between art and technology, with emphasis on the Internet, as a medium and space for artistic creation through internet art or net art. Internet art results from a global and technological communication network, being presented as a means of artistic creation of virtual, interactive and illusory works. From this framework, the characteristics of this medium of communication are presented and analyzed, exemplified through various works of net art, the way in which artists appropriate these same characteristics in their work, highlighting the relationship between medium and artistic practice. Internet art is, in turn, presented through a study, whose characteristics are directed to typologies and themes in the context of the development of new possibilities for the work, for the artist and for the public. The relationship between the internet, as a means of technological communication, and internet art, as a contemporary artistic expression is understood through the analysis of production based on the characteristics that define the network. In this way, the aim is to highlight the importance of net art within contemporary art, promoting a new perspective.

Ilda Monteiro

143-155

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