Diseño gráfico publicitario
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Item El neurodiseño como aporte en la retención académica de la Universidad Técnica de Ambato(Universidad Técnica de Ambato. Facultad de Diseño y Arquitectura. Carrera de Diseño Gráfico Publicitario., 2019-09) Barona Zamora, Diana Rebeca; Pilamunga Poveda, Efraín MarceloDesign is a way to solve both social and commercial problems, the present research addresses the problem of university academic desertion, which appears not only in the Technical University of Ambato (Universidad Técnica de Ambato in Spanish or UTA), but also in various institutions worldwide and is constituted by several factors that affect each one of the careers according to the social, political and economic context of both the student and the institution. In the present investigation it was possible to define that the main cause that affects the Faculty of Design and Architecture is the lack of vocational guidance and academic misinformation causing dissatisfaction with the selected profession, which has a distortion of expectations about careers so through the first academic cycles, led by demotivation, they decide to defect. Determined the main cause of desertion, Design and Neuroscience take center stage in order to strengthen the communication systems of the University regarding the academic offer to contribute to the retention of students, taking the user as the main object of analysis, since its behavior, emotions, perceptions and motivations are the key essence on which Neuromarketing and Neurodesign found their bases and determine their success. An investigation was carried out among students who are about to enter to a university and have the need to know the relevant information that will influence the choice of their profession; collecting important data such as the information channels they use and their motivations, which allowed generating effective communication strategies with the academic offer by using sensory and emotional impact through the use of Neurodesign methodologies.Item El Packaging en la consolidación de identidad cultural de las bebidas ancestrales de la ciudad de Ambato(Universidad Técnica de Ambato. Facultad de Diseño y Arquitectura. Carrera de Diseño Gráfico Publicitario., 2019-09) Paredes Parra, Gabriela Anabel; Jordán Yanchatuña, Diego IsmaelThe ancestral knowledge is a theme that has been fading through the ages, the ancestral drinks of the city of Ambato, is those that have suffered this problem. Therefore, the following research has been proposed to help in the consolidation of the cultural identity of the ancestral drinks. Through the development of a packaging design suitable for this type of drinks is to solve this problem. In the research, a methodology was developed with a mixed approach that links quantitative and qualitative data so that, with the help of the population being studied and that is a beneficiary and of the expert professionals in their area, the characteristics and properties of a packaging that consolidates the cultural identity of the 10 ancestral drinks analyzed and detailed as their ingredients, preparation and data relevant to the culture and then used as inspiration elements for the proposed prototype since it is based on the Panzaleo culture that one of the roots of the city of Ambato; rescuing their pitchers and clay pots with characteristics and unique shapes that many people of the current generations are unaware of.Item La realidad aumentada como herramienta de difusión del Pasillo tradicional en jóvenes de 18 a 25 años de la ciudad de Ambato(2019-09) Balladares Pérez, Eduardo Luis; Fabara Sánchez, Fernando RodrigoThe present integrative project has the purpose of spreading the Ecuadorian Pasillo by means of augmented reality, since at present the traditional music has been devaluing and losing the general knowledge of young people, a musical identity that has had great importance and influence at the level of the country, such as the Pasillo, this is due to the new musical trends and the lack of importance to disseminate through current technological means. It is also based on the need to know its history, evolution, epochs and most representative composers. A combination of current technology such as augmented reality is proposed in order to spread the traditional Pasillo by the variety of interactive and creative functions at the time of using the application, and strategies are created to be able to advertise it on social media such as YouTube and Facebook, which are the most frequented by young people when listening to music, this to be welcomed in the current context of the target audience. This will create an application with an identity that represents the traditional corridor, which together with 3D models will be informed and disseminate the most representative characteristics, as there will also be links that redirect to a set-list with national themes on YouTube.Item Packaging forma - función y la contaminación por empaques a partir de polímeros en la ciudad de Ambato(Universidad Técnica de Ambato. Facultad de Diseño y Arquitectura. Carrera de Diseño Gráfico Publicitario., 2019-09) Sailema Benalcázar, Daniel Leonardo; Pilamunga Poveda, Marcelo EfraínThe packaging is currently the letter of the presentation of the product and the brand, however, the use of polluting materials such as plastics has made it possible to open the way to the development of eco-friendly packaging; This is how the following investigation describes the damage caused to the environment by plastic funds (packaging used in supermarkets as an object of product transport). Therefore, the following project is focused on defining the form and functions necessary for the development of a friendly container with the environment, together with the materials that are available in the Ambato canton so it will be a viable proposal.Item El diseño gráfico y el sedentarismo en adolescentes de educación básica, a través de juegos tradicionales(Universidad Técnica de Ambato. Facultad de Diseño y Arquitectura. Carrera de Diseño Gráfico Publicitario., 2019-09) Miño López, Solange Melissa; Cabrera Yaguana, Diego RenéThe present report proposes graphic design as a powerful and innovative tool to work against the social problem of sedentary lifestyle through the reuse of traditional games as a form of physical exercise, focused on young adolescents aged 12 to 15 in the city of Ambato; that thanks to a recognition of their lifestyle, collection of bibliographic information and criteria exposed by different professionals of health, communication and publicity; it has been possible to determine, its status as a target vulnerable to the cultural changes that the unstoppable technological advance is bringing; that are evidenced in the rates of obesity, cardiovascular problems and other non-communicable diseases each time at an earlier age and that will have permanent consequences is their physical and mental health.Item Diseño editorial como aporte en los hábitos alimenticios en adolescentes de 12 a 16 años en la ciudad de Ambato(Universidad Técnica de Ambato. Facultad de Diseño y Arquitectura. Carrera de Diseño Gráfico Publicitario., 2019-09) Túqueres Paucar, Johnny Marcelo; Fabara Sánchez, Fernando RodrigoAccording to the Panorama Report on Food and Nutritional Security in Latin America and the Caribbean carried out by FAO and PAHO in 2017, eating habits are a factor that lead to overweight and obesity, and that these are not treated lead to Acquire no communicable diseases (NCDs), leading causes of death in Latin America. According to ENSANUT (2011–2013), in Ecuador, 1 in 3 adolescents aged 12 to 14 years are overweight or obese. This project is about editorial design as a contribution to eating habits in adolescents aged 12 to 16 in the city of Ambato. For this, you must first identify the eating habits that adolescents possess, since it is one of the first steps when designing an intervention or nutritional education program (Garcia and Martinez, 2005). In what has to do in the editorial field, you must establish the type of publication and communication support (printed or digital) currently used by these individuals when seeking information of interest. Therefore, editorial design, seen as visual journalism, has the main purpose of informing about the unhealthy eating practices that affect the development and health of this age group, thus avoiding misinformation, one of the main reasons for not there is a balanced diet and nutrition. Based on all this, a digital editorial publication was generated focused on properly informing the healthy and unhealthy eating habits that adolescents have today.Item El Brand Sense en el posicionamiento de marca, Ambato 2018(Universidad Técnica de Ambato. Facultad de Diseño y Arquitectura. Carrera de Diseño Gráfico Publicitario., 2019-09) Barrionuevo Andi, Shirley Alejandra; Jordán Yanchatuña, Diego IsmaelThe human being in his day to day is surrounded by sensory experiences with his environment, generating emotional links with everything around him, either positively or negatively. It is there that the brand must persuade and be effective when in contact with the consumer generating unique moments obtaining positive experiences; but few are the brands that today care about connecting with people and knowing their behavior before the different stimuli they receive from outside. The research has focused on the use of emotions through the senses, the main reason will be an experiment based on sensory experience, which consists of the approach of the client to the brand through stimuli in vision, hearing and Kinesthesia which will generate results that will be taken into account the development of advertising strategies.Item La retórica de la imagen en afiches cinematográficos ecuatorianos, período 2006- 2017(Universidad Técnica de Ambato. Facultad de Diseño y Arquitectura. Carrera de Diseño Gráfico Publicitario., 2019-09) Tello Mayorga, Christian Santiago; Ruíz Pérez, Christian GabrielThe main problem in which this investigation is centered towards it's about the communication of ecuadorian cinema posters. A lot of posters don't transmit the containment of the film and it's very confusing for the people who the film is directed to. The analisis is based on posters which were created in the period 2006 - 2017, now that in this lapsus it appeared for the first time in Ecuador the CNCINE a public company which took control of everything that has to do with the national cinema. Before, in Ecuador there were studies realized which are about the same problem, but the national cinema poster was analized from another perspective and only a few posters were chosen over others. The focus point of this project is based mainly on cinema posters, for this reason they didn't use interviews nor surveys to other people for the obtention of results, now that it wasn't necessary the opinion of a third person to realize the analisis of the posters; firstly all the cinema posters were recollected which were created in the fase of CNCINE, by then the analisis was realized from a publicity perspective, analizing individually each flyer, specially the retoric of the image, now that it's the principal point of analisis of the cinematic posters, also certain elements of editorial designs for the analisis of each one, by this way better results were obtained in question of the composition of the movement in each flyer. Once finished the individual analisis the results of the national cinematic posters are presented in a conjoint way, where clearly was evidenced how the movement of the different elements which were occupied for the analisis of the creation of the ecuadorian cinema poster.Item Entornos gráficos interactivos como herramienta de conservación, y transmisión de saberes ancestrales para niños de la comunidad Tomabela(Universidad Técnica de Ambato. Facultad de Diseño y Arquitectura. Carrera de Diseño Gráfico Publicitario, 2019-09) Mayorga Vargas, Pablo Andrés; Jordán Yanchatuña, Diego IsmaelThis present project tries to give a modern, digital and interactive answer besides the problem related to conservation and transmition of ancestral knowledge. In that process, pretends to create cultural identity on Tomabela community, and acts like a diffusion source for future generations (Tomabela and western culture as well), using the educational and cultural potential of videogames. As long of this investigation takes place, takes a different perspective about the central problematic of invasive influence of the western culture against native communities, and the possibility of a digital education alternative-way with full-coverage. The use of videogames like a cultural and educational tool, being recognized by their media capabilities in many levels, specially entertainment. Also, the study review success cases where digital tools and multimedia, were effective alternatives to solve learning problematics of academic and cultural matter.Item El diseño gráfico como aporte al reconocimiento de personajes ilustres de la ciudad de Ambato(Universidad Técnica de Ambato. Facultad de Diseño y Arquitectura. Carrera de Diseño Gráfico Publicitario., 2019-08) Espinoza Tisalema, Maricela Fernanda; Jordan Yanchatuña, Diego IsmaelThe purpose of this research is to recognize the illustrious figures through graphic design, with the purpose that the memory and longing of these heroes of history will not be forgotten. The problem arises as a result of the lack of knowledge that citizens have regarding these characters and even though there are various manifestations in the city for which they can be known, it has not given rise to the interest of the people. This work aims to reach through the ambateño children, to know and feel identified with the illustrious characters, since at present in the schools the lack of material has generated that this topic is not given, since the resources with the that count are strictly generated by the government, in an attempt to be more accessible to all citizens without distinction of their economic status. But this reduces the options of being able to implement these local issues since the books that are distributed contain generalized information. Therefore, we have seen the need to create materials that focus on this point so that students can access and learn about these important topics, because they become a reinforcement to know the cultural identity of the city and to be a reference of the good habits and habits of the ambateños. For this purpose, the research and data collection necessary to obtain a favorable result was obtained, in which it was obtained that when working with an audience of such an early age, it is necessary to implement a story as educational resources, since it fulfills with the necessary parameters for the teaching of the illustrious personages, given the case that it is not recommended to saturate a child with information, but rather to arrive through simple and creative means that allow access to the interests of the children.