Imagen, Diseño y Sociedad
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Tipo de ítem: Ítem , Diálogos de diseño encuentro de diseño EID 9(2022-06) Díaz Holguín, Juan Sebastián; Rojas Zapata, Camilo Fabián; De Moura, Mónica Cristina; Marín Sánchez, María Manuela; Umba Rodríguez, Jhon Haiber; Castro Arévalo, John Franklin; Godoy Acosta, Diana Carolina; Londoño Bernal, Moises; Rincón Avendaño, Julieth Andrea; Gualy García, María P.; Mira, Juan; Pastás, M. Camila; Farias Forero, Andrés Adán; Rodríguez, Carlos Mario; Ocampo, Josefina María; Ángel-Bravo, Rafael; Huarachi Cruz, Faviana Alexandra; Montes Piñarete, Zaira Raquel; García Martínez, Omar Alonso; Ramírez-Suárez, Sergio; Mora, Deyvi; De la Rosa, Juan; Giraldo Calderón, Juliana; Rodríguez González, María José; Jaramillo Taborda, Jhon Fernando; Gaviria Londoño, Fabio Andrés; Muñoz Mesa, Laura; Osorio Beltrán, Marisol; Cock Ramírez, Jorge Andrés; Ramírez Rasmussen, Swen; Riachi Vega, Clara Ivonne; Rodríguez Moscoso, Laura Verónica de los Ángeles; Jiménez Molina, Mateo Esteban; Caballero Piza, Leonardo; Vázquez González, Leticia; Barriga Bejarano, Claudia Lizeth; Díaz Martín, Karen Ginneth; Leguizamon Liscano, Giovanna; Bejarano Rojas, Diana María; Zúñiga Guerrero, Óscar Camilo; Montilla Buitrago, Harvey Yesid; Valencia Quecano, Lira Isis; Arias Mejía, Claudia Marcela; Torres Ruiz, Denize Asceneth; Universidad Santo Tomás; Torres Ruiz, Denize AscenethThe Graphic Design Faculty of Universidad Santo Tomás holds the annual Research Meeting in Design, which in 2021 celebrated its ninth edition on October 6, 7, and 8. Over the past nine years, this event has consolidated a space that promotes academic and creative dialogue among students, professors, and design professionals across all its fields, establishing epistemological, methodological, and practical relationships with the social sciences, arts, and humanities—disciplines interested in strengthening the dissemination of experiences related to research and social intervention processes in which design plays a key role. The 9th Research Meeting in Design (9EID) is a national-level event that meets the requirements, standards, and trajectory to be classified as a Type B event by the Ministry of Science, Technology and Innovation (Minciencias). This recognition positions it as an academic and creative event of high national relevance and rigor. For this year, the central theme of discussion at the 9EID focused on the construction of the body that design creates through fashion, aesthetics, and bodily interventions.Tipo de ítem: Ítem , Gestión, retención y uso del conocimiento generado en organizaciones para superar el complejo de Adán(2025-10) Torres Ruiz, Denize Asceneth; Garzón Rincón, Laura Valeria; Universidad Santo Tomás; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0000079173; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0001767289; https://scholar.google.com/citations?hl=es&user=WCVp5EAAAAAJ; https://scienti.minciencias.gov.co/gruplac/jsp/visualiza/visualizagr.jsp?nro=00000000015735; https://orcid.org/0000-0002-8011-5347; https://orcid.org/0000-0001-7771-7999This paper presents the progress and results of the research project Management, retention and use of knowledge generated in organizations to overcome the Adam Complex, conducted at Universidad Santo Tomás within the research line Design for social transformation. The study addresses the problem of organizational knowledge loss when key leaders or roles change—a phenomenon known as the “Adam Complex.” From an interdisciplinary approach combining graphic design, architecture, and knowledge management, a technological proposal was developed following the Software Development Life Cycle (SDLC) model. The project aimed to design a digital application that supports knowledge management and transfer within organizations, enhancing process traceability, innovation, and institutional efficiency. The results show that a usability- and accessibility-centered design can transform documentation practices into shared knowledge, strengthening institutional memory and fostering a culture of continuous learning.Tipo de ítem: Ítem , Sin límites: cartilla interactiva para niñas adolescentes(2025-11) Palacino Malpica, Laura Victoria; Universidad Santo Tomás; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002429121; https://scholar.google.com/citations?hl=es&user=vxdN7eMAAAAJ; https://orcid.org/0009-0008-0042-0802The project focuses on how Colombian women's sports can serve as a source of inspiration for adolescent girls. Over the past 20 years, Colombian female athletes have achieved significant accomplishments, which have increased their visibility and made them examples of empowerment and perseverance. Colombian women's sports have stood out through various Olympic achievements, and alongside campaigns such as "#haztefan" in partnership with the Ministry of Sports in Colombia, promotes gender equity and encourages girls' participation by highlighting the examples of the country's most outstanding athletes, such as Myriam Guerrero and Cristina Poblado. This approach allows for analyzing and understanding the importance of life examples to inspire and educate. For this project, a mixed and applied user-based research will be used, resulting in an interactive booklet that functions as an educational tool. Through the stories of female athletes, the booklet presents sports as a source of inspiration to pursue dreams. It is expected that the booklet, tailored to the needs of the target audience and used in educational settings, will significantly contribute to strengthening girls' interest and participation in sports.Tipo de ítem: Ítem , Estrategia visual para promover el uso consciente de redes sociales en adolescentes (Brou).(2025-11) Henao Ortiz, Santiago; Vargas Forero, María Paula; Sanabria Lemus, Xiomy Natalia; Universidad Santo Tomás; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002428839; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002428835; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002429139; https://scholar.google.com/citations?hl=en&authuser=1&user=UTF4hbUAAAAJ; https://scholar.google.com/citations?hl=es&user=slHoJvEAAAAJ; https://scholar.google.com/citations?user=Y_ZKc7UAAAAJ&hl=en; https://orcid.org/0009-0006-2566-2037; https://orcid.org/0009-0009-3651-4429; https://orcid.org/0009-0006-5264-1936The project proposes a visual campaign for adolescents aged 12 to 15 that promotes conscious use of social media, encouraging a healthier digital environment and balanced development. It addresses issues such as exposure to inappropriate content, loss of privacy, and the emotional effects of social comparison and poor time management online. The campaign combines educational animations and a board game as visual and playful tools that encourage reflection and decision-making. The animations depict everyday situations related to social media and appropriate ways to handle them, while the game reinforces learning through interaction.Tipo de ítem: Ítem , Áspero como ecosistema de convergencia entre moda, experiencia y comunidad(2025-11) Suárez, Ana; Bermúdez, Nicole; Ahumada, Mariana; Ayala, Daniel; Leal, Sebastián; Universidad Santo Tomás; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002427549; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002427715; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002429510; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002427549; https://scholar.google.com/citations?hl=es&user=TI-IpyAAAAAJ; https://scholar.google.com/citations?hl=es&user=G8tjtjUAAAAJ; https://scholar.google.com/citations?hl=es&user=ljrlsBIAAAAJ; https://scholar.google.com/citations?user=W8iySCQAAAAJ&hl=es; https://orcid.org/0009-0000-3798-0223; https://orcid.org/0009-0002-3106-0623; https://orcid.org/0009-0000-8164-215X; https://orcid.org/0009-0009- 1492-8161; https://orcid.org/0009-0009-2101-9337Áspero is presented as a business proposal supported by research–creation, oriented toward the design of a hybrid cultural ecosystem that integrates fashion, experience, and community. It stands out for combining a business approach that articulates different types of ventures a fashion line, a club, and a lounge café coexisting in the same environment under the principles of experiential design. Its purpose is to build a brand with a unique identity that goes beyond the commercial sphere, addressing the lack of Bogotá spaces that connect aesthetics with sustainability and authenticity, while fostering social bonds and brand loyalty. Through a mixed, exploratory, and experimental methodology, processes of analysis, prototyping, and validation were carried out. The main results include the consolidation of a coherent visual identity, the creation of a narrative video pitch, and the spatial conceptualization of the Áspero ecosystem. This project demonstrates the potential of experiential design as a tool to generate social cohesion and promote new forms of cultural interaction within the Colombian experiential context.Tipo de ítem: Ítem , Interactive Website with Animations and Illustrations to teach children Aged 7 to 10 about marine ecosystems and wildlife in Colombia(2025-10) González Araque, Natalia; Jay Jackson, Amme Tanisha; Universidad Santo Tomás; https://orcid.org/0009-0000-8349-5384; https://orcid.org/0009-0008-2786-784XAquaKidi: Little Ocean Explorers is a project aimed at designing an interactive website with animations and illustrations to teach children aged 7 to 10 about ecosystems and marine wildlife in Colombia. It arises from the lack of friendly and educational digital resources focused on this topic for young audiences. The project leverages children’s natural interest in technology by integrating visual, narrative, and playful elements that facilitate learning and foster environmental awareness from an early age. The methodology combines quantitative and qualitative approaches, including surveys, observations, and usability analysis, to develop an attractive and intuitive platform. It is based on modern pedagogical theories that promote meaningful and participatory learning. This project contributes to Sustainable Development Goal #14 by promoting knowledge and protection of the oceans, inspiring children to become guardians of marine ecosystems through play and technology.Tipo de ítem: Ítem , El diseño editorial como medio de conexión entre las nuevas generaciones y la memoria colectiva, con el fin de visibilizar el trabajo de los líderes juveniles en los barrios populares de la ciudad de Bogotá: caso Bosa(2025-10) Ruiz Fonseca, Ana María; Salguero Serrato, Valentina; Universidad Santo Tomás; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002290077; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002289603; https://scholar.google.es/citations?hl=es&pli=1&user=J5fPFDUAAAAJ; https://scholar.google.com/citations?hl=es&user=QVcLIGQAAAAJ; https://orcid.org/0009-0008-8124-044X; https://orcid.org/0009-0009-1238-9029This research explores the use of editorial design as a tool to connect new generations with collective memory and to highlight the work of youth leaders in the popular neighborhoods of Bogotá, specifically in Bosa. The objective is to showcase their efforts through flexible and participatory editorial materials such as fanzines, posters, and brochures. Through a methodological approach consisting of four phases, which include data collection, analysis, prototype creation, and user testing, the aim is to ensure alignment with the needs of youth leaders. Projects like those of Guerrero Reyes (2016) and Trujillo Puentes (2017) are highlighted, demonstrating the power of editorial design for youth self-expression. Initiatives that promote social and environmental awareness through editorial products are prioritized. Finally, the goal is to create attractive and replicable editorial materials in other contexts that encourage youth participation and strengthen the bond between communities and their collective memory.Tipo de ítem: Ítem , Design a website that recreates an interactive underwater universe, complemented by animated shorts, with the purpose of communicating to young adults between 19 and 21 years old about the deterioration of the coral reef in San Andrés, from 2020 to the present.(2025-10) García Barrera, Sahara Valentina; Martínez Bernal, Lina Alejandra; Castellanos Cháves, Carlos Mario; Goyeneche Ramírez, Juan Pablo; Universidad Santo Tomás; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002427217; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002427204; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002427280; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002427937; https://scholar.google.com/citations?hl=es&user=NKz4Bop5nwoC; https://scholar.google.com/citations?hl=es&user=bnY3lfkAAAAJ; https://scholar.google.com/citations?hl=es&user=qC_NZiQAAAAJ; https://scholar.google.com/citations?user=N3qVqKIAAAAJ; https://orcid.org/0009-0003-4531-031X; https://orcid.org/0009-0006-8549-6552; https://orcid.org/0009-0006-4781-3131; https://orcid.org/0009-0005-7148-2136Kolah Koral is a project that seeks to communicate the deterioration of the coral reef in San Andrés, affected by pollution and excessive tourism. It emerged as a visual proposal aimed at young adults aged 19 to 21, with the purpose of promoting marine care and conservation. Through an interactive website, the project combines illustration, narrative, and animation to recreate an underwater environment that allows users to explore, learn, and reflect on the importance of protecting corals and maintaining the balance of the ocean ecosystem.Tipo de ítem: Ítem , Smonk: development of the club 2600 concept making art book as a narrative of a disruptive community(2025-11) Hernández Barco, Angie Valentina; Guzmán Gualteros, Juan David; Colorado Camacho, Alexis; Universidad Santo Tomás; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002427916; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002428130; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002427915; https://orcid.org/0009-0009-9344-1529; https://orcid.org/0009-0008-6391-5503; https://orcid.org/0009-0001-0572-4214The Club 2600 project proposes the design of a concept making art book that serves as a means of exploration, documentation, and communication of Smonk's creative universe. Conceived as a hybrid publication combining art, design, and narrative, it seeks to construct a visual and conceptual language that reflects cultural identity and brings the community closer to new forms of printed expression. The proposal stands out for its immersive approach: an interactive format that integrates animations, digital resources, and subjective experiences to transform the audience's relationship with editorial content. In this way, Club 2600 not only communicates Smonk's collections, but also invites users to become an active part of a community that truly demonstrates the brand's lifestyle and adds value to print media as a limited collectible product. Based on an analysis of contemporary visual culture and the design processes that shape the brand, the project develops a visual and experimental narrative that positions Club 2600 as a modern manifesto of collective identity. Overall, the art book seeks to strengthen the connection between Smonk and its young community, consolidating the publication as an artistic and communicative experience that transcends the printed format.Tipo de ítem: Ítem , Soliska(2025-11) Ramírez Medina, Laura Estefania; Moreno Canoa, Edwin Danilo; Universidad Santo Tomás; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002429717; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002380609; https://scholar.google.com/citations?hl=es&user=zSKrBMIAAAAJ; https://scholar.google.com/citations?hl=es&user=ORSBvG4AAAAJ; https://orcid.org/0009-0009-7142-9385; https://orcid.org/0009-0009-6558-7168Soliska is a 3D animation project that explores how young people aged 17 to 24 experience loneliness. Through a series of micro-scenes arranged in a kaleidoscopic mosaic, it portrays different emotional ways in which loneliness can be felt and expressed. The project seeks to make this experience visible, showing that loneliness is not only isolation but also reflection and personal growth. Each micro-scene is based on real experiences and transformed into a visual narrative that invites the viewer to see loneliness as part of contemporary emotional life.Tipo de ítem: Ítem , Tagraft(2025-11) Rojas Mendoza, Mariana Alexandra; Menjura Vega, Jhoan Sebastián; García Mora, Sofía; García Olaya, María Camila; Universidad Santo Tomás; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002428857; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002428817; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002428781; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002428691; https://scholar.google.com/citations?hl=es&user=xn3l1REAAAAJ; https://scholar.google.com/citations?user=wzyP bEEAAAAJ; https://scholar.google.com/citations?hl=es&user=rpFRTx4AAAAJ; https://scholar.google.com/citations?hl=es&user=ABDHeAsAAAAJ; https://orcid.org/0009-0001-5014-2942; https://orcid.org/0009-0008-2246-6078; https://orcid.org/0009-0001-4959-4319; https://orcid.org/0009-0004-3008-8266TAGRAFT is a design project that proposes an urban fashion brand inspired by Bogotá’s cultural and visual identity. Through illustrations, graffiti, and photography, each garment becomes a narrative tool that connects young people to their environment and strengthens their sense of belonging. The proposal integrates physical garments with QR codes linked to real urban stories, positioning TAGRAFT as a brand that merges fashion, culture, and collective memory.Tipo de ítem: Ítem , La lucha libre como narrativa urbana y expresión de identidad social(2025-11) León Castañeda, Daniel Felipe; Universidad Santo Tomás; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002426985; https://scholar.google.com/citations?hl=es&user=sisM4gIAAAAJ; https://orcid.org/0009-0006-6100-8518This project explores wrestling as a cultural and narrative phenomenon that transcends sport to become a symbolic representation of urban identity. Arena Rola offers a contemporary reinterpretation of this universe from a Bogotan perspective, using animation and comics to address social issues, expressions of resistance, and inclusion discourses. Through the analysis of urban visual culture and digital narratives, the project seeks to understand how masks, characters, and wrestling aesthetics function as metaphors for the city and its people. In this context, animation and comics become tools for social transformation and collective memory, integrating art, technology, and communication into a transmedia experience that reclaims the “Rola” identity.Tipo de ítem: Ítem , Raizada - cabello y resistencia. Diseño de taller que conecta a las nuevas generaciones con el cabello como expresión histórica de resistencia(2025-10) Castillo Poveda, Ana Maria; Mendoza Carvajal, Alejandra; Universidad Santo Tomás; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002295267; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002295591; https://scholar.google.com/citations?hl=es&view_op=list_works&gmla=ALUCkoUSTRQtJjKUp15hfN0wMx6tfKieVxqX6Y1gw86kJVcZN0S0mLRMvJfjYmOXDBmpU_bm1dpS5oxLcWwMFPYKmKZgaE7XUw&user=ZuQ6qrIAAAAJ; https://scholar.google.com/citations?hl=es&view_op=list_works&gmla=ALUCkoXIdqEjkaqAdrglGzgwlZ1wY5x7FU-dytnrmOzf3-zgoddbZQuIgqVwzn7ICzjQEBwSynMuNX_a7ecEgMfpPO82TQAlJg&user=aCrDreAAAAAJ; https://orcid.org/0009-0003-0199-4836; https://orcid.org/0009-0006-2147-1452Raizada Cabello y Resistencia (Rooted Hair and Resistance) is a project that seeks to convey the historical and cultural legacy of Afro hair through a workshop guide supported by design, with the aim of replicating it in different spaces and connecting new generations. The project is based on participatory experiences that integrate tools such as augmented reality for historical exploration, the use of graphic and interactive resources for collecting testimonies, and methodological dynamics that allow for a genuine approach to the meaning of Afro hair.Tipo de ítem: Ítem , Fanzines: Procesos gráficos editoriales impresos de proyectos autogestionados como herramienta de expresiónBetancourt Castro, Ximena; Universidad Santo Tomás; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002296295; https://scholar.google.es/citations?hl=es&authuser=1&user=h83mNLEAAAAJ; https://orcid.org/0009-0007-3157-2756This paper analyzes how fanzines, as self-managed editorial graphic processes, maintain their expressive and cultural function through their materiality and manual processes in a globalized context that transforms the notions of personal and collective, based on a qualitative approach and a case study of three different creative fanzines present at the Feria Papel Caliente 2025, We also evaluated the area that the fair provided for the creation of a personalized editorial product based on fragments of the exhibitors' creations, allowing us to understand how the materiality of the fanzines retains its personal and collective expressive value in globalized contexts. This analysis highlights the possible ways in which expression is found as an essential part of fanzines as self-managed products of contemporary editorial design that resist the visual standardization arising from globalism.Tipo de ítem: Ítem , Interactive, inclusive and multimedia book to make visible and teach about the importance of visual arts education(2025-10) Gómez Ordóñez, Gabriela Andrea; Martínez Ortiz, Claudia Milena; Poveda López, Danna Sofia; Rivera Latorre, Laura Valentina; Universidad Santo Tomás; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002367726; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002367715; ; ; https://scholar.google.es/citations?hl=es&user=MeoEdQIAAAAJ; ; https://scholar.google.com/citations?user=rehOpXoAAAAJ&hl=es&authuser=1; https://scholar.google.com/citations?hl=es&user=06pohWkAAAAJ; https://orcid.org/0009-0002-4727-2671; https://orcid.org/0009-0007-3931-4313; https://orcid.org/0009-0005-8100-8665; https://orcid.org/0009-0009-0099-3376This project proposes the design of an interactive, inclusive, and multimedia book that includes augmented reality and animations, aimed at children from pre-school to primary school aged between 5 and 11 years in Bogota to make visible and teach about the importance of visual arts education. This initiative seeks to respond to the lack of artistic training in educational institutions in Bogota. To this end, the Design Thinking methodology was applied in order to learn more about the user’s needs and interests. From this, the storytelling and character design was built to connect and convey the message in an appropriate and attractive way that promotes divergent thinking and creative expression and contains tools such as cc (close caption) and sign language so that it is accessible and understandable to various audiences.Tipo de ítem: Ítem , Creatividad artificial y creatividad humana en la producción de elementos digitales para el diseño gráfico actual(2025-10) Sanchez Escobar, Andres Felipe; Universidad Santo Tomás; https://orcid.org/0009-0007-5096-5539This monograph analyzes the relationship between human and artificial creativity in contemporary graphic design amid the rise of artificial intelligence (2020–2025). Through a qualitative and documentary approach, it reviews recent research on the ethical, aesthetic, and professional implications of AI in design. Results show that although AI enhances efficiency and expands creative possibilities, it lacks the cultural sensitivity and communicative intent that define human creativity. The study concludes that both forms of creativity are complementary: AI acts as a tool for exploration, while designers retain a critical and ethical role. In Colombia, this integration represents both a challenge and an opportunity to strengthen the professional identity of graphic designers in a rapidly evolving technological landscape.Tipo de ítem: Ítem , Portadas musicales animadas: Identidad visual y conexión emocional para artistas emergentes.(2025-10) León Castañeda; Noreña Agudelo, Ana Sofia; Montejo, Mariana; Universidad Santo Tomás; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002426985; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002427199; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002429411; https://scholar.google.com/citations?hl=es&user=sisM4gIAAAAJ; https://scholar.google.com/citations?user=f5E6FAcAAAAJ&hl=es; https://scholar.google.com/citations?view_op=list_works&hl=es&user=m_B6xFoAAAAJ; https://orcid.org/0009-0006-6100-8518; https://orcid.org/0009-0003-5477-8934; https://orcid.org/0009-0005-0893-9543The consumption of music on digital platforms has transformed how audiences engage with artists, reducing the experience to a purely auditory and often superficial interaction. In this context, album covers—once powerful spaces of artistic and conceptual expression—have lost their emotional impact on the audience. This project aims to restore that connection through graphic design, animation, and multimedia by developing animated album covers that strengthen the visual identity of emerging artists. Using a qualitative methodology with exploratory, descriptive, and applied approaches, this research analyzes the visual and emotional perceptions of young artists and listeners to identify symbolic and aesthetic patterns that guide the creation of animated prototypes. These prototypes are integrated into an interactive web platform that expands the musical experience beyond sound, immersing the audience in visual worlds that reflect the artist’s essence. The expected outcome is an immersive design proposal that redefines the relationship between music and image, fostering a more emotional and meaningful digital listening experience.Tipo de ítem: Ítem , E-Live: Plataforma web para la visibilización y reclutamiento de jugadores de esports en Latinoamérica(2025-11) Sandoval Bello, Joel Andrés; Ramos Orostegui, Reynaldo; Universidad Santo Tomás; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002429514; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002429470; https://orcid.org/0009-0005-5489-3152; https://orcid.org/0009-0004-7258-1331The E-Live project proposes to create a web platform to improve the recruitment of amateur and semi-professional esports players (Tier 3) in Latin America. It arises due to the lack of specialized spaces that connect players and teams in an organized way, since currently these processes occur in social networks or informal forums, generating disorder and few opportunities. E-Live centralizes player information, offering profiles with statistics, competitive data and availability, and will allow teams to easily search and filter talent. It also includes scrims and tournaments modules, to increase the visibility and competitive level of users. The project also supports SDGs 8 and 9, promoting decent digital work, innovation and technological development in the region.Tipo de ítem: Ítem , Chandas urbanas: Diseño de un libro digital interactivo para fomentar la coexistencia responsable(2025-11) Ballesteros Sicachá, Juana Carolina; Castellanos Benavides, Daniel Felipe; Ramos Bolaños, Laura Valentina; Universidad Santo Tomás; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002427580; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002427602; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002427544; https://scholar.google.com/citations?hl=es&user=HIyjaVkAAAAJ; https://scholar.google.com/citations?hl=es&user=hr6AvP8AAAAJ; https://scholar.google.com/citations?user=IEqpo6sAAAAJ&hl=es; https://orcid.org/0009-0006-5755-9034; https://orcid.org/0009-0002-8031-7915; https://orcid.org/0009-0006-7290-2793This project proposes the design of an interactive and illustrated digital book aimed at children aged 8 to 12 in Bogotá, to clearly and attractively communicate the importance of responsible coexistence with urban animals. In the city, species such as pigeons, rats, stray dogs, and cats are often perceived negatively, generating rejection and mistreatment. This reflects a lack of environmental education that prevents recognizing their ecological role in urban ecosystems. The project follows a mixed, applied, and exploratory methodology based on the Double Diamond model and the Design Thinking approach to develop a visual and interactive educational proposal that fosters empathy and environmental awareness. Through visual narratives, stories, and dynamic activities, the book aims to promote values of respect and responsibility among children. The outcome is an educational tool aligned with SDG 15: Life on Land, contributing to the appreciation of urban biodiversity and strengthening the relationship between citizens and their natural environment.Tipo de ítem: Ítem , Blog interactivo para la resignificación del graffiti en Bogotá desde el diseño gráfico.(2025-11) Reyes Gómez, Karen Gabriela; Pardo Hoyos, Brayan Camilo; Universidad Santo Tomás; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002428352; https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002429608; https://scholar.google.com/citations?hl=es&user=CrDwcHAAAAAJ; https://scholar.google.com/citations?hl=en&user=DkMJp8kAAAAJ; https://orcid.org/0009-0003-8174-9450; https://orcid.org/0009-0005-1951-4647Tinta Libre is a research-creation initiative from the field of graphic design that aims to change the perception of graffiti in Bogotá, traditionally linked to vandalism, into a cultural, aesthetic, and community practice. Through an interactive blog, the project showcases young urban artists (ages 15-20) by integrating voices, narratives, images, products, and cultural maps. Using the "Transparent Box" methodology (exploration, design, and participatory validation), it demonstrates the potential of design as a cultural mediator and an agent of social change, fostering inclusion and participation.

