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    Development of Websites as an Academic Integrative Project to Strengthen Businesses in the Popular and Solidarity Economy
    This article explores the development of websites as an academic integrative project aimed at strengthening businesses within the popular and solidarity economy (EPS) in the province of Pichincha, Ecuador. Fifth-semester students from the Digital Marketing program at Universidad Indoamérica, as part of their integrative project, worked on creating customized websites for 12 local businesses that already had marketable products, including labels, packaging, and other presentation tools. Using the WordPress platform, the students developed websites tailored to the specific needs of each business, with the goal of improving their digital presence, facilitating access to broader markets, and increasing the competitiveness of their products and services. In addition to the technical development, graphic design elements such as professional product photography and promotional videos were integrated, along with digital marketing strategies that included search engine optimization and social media integration. The results indicate that the creation of these customized websites significantly increased the online visibility of the businesses and enhanced consumer perception of professionalism and trust. This study highlights the importance of applied academic projects as tools for community engagement and local economic development in vulnerable sectors. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
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    Development of a Model for the Construction of Corporate Manuals with QR Codes
    The creation of a brand manual that includes QR triggers makes it possible to unify and update the traditional editorial design with new technologies. The present study exposes a construction model of these corporate identity manuals and all the processes that must be carried out to obtain positive results in their application. The unit of analysis of this research was developed with three brand manuals from companies in the city of Quito, to which augmented reality QR triggers were included, which allowed access to complementary audiovisual material that helps the suppliers of these companies to use and apply the mark appropriately. © 2024, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.
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    Value Proposal: A Participatory Brand Construction Model
    The brand is not only from the Unagotion, goes further, it is as if the consumer inner-Izara the product or service. It is searching from consistency, preubey, pursuit, trust, content, and reaching the client, and these elements are the way for the construction of the brand. The corporate image is created from a cultural internalization of management and will be reflected in the identity that will be reflected toward the whole world, and this design is born from the participation of the designer and the senior executives, who transform the ideas through the use of tools innovative The objective of this research is to generate a model that integrates the use of the business model canvas and participatory design, identifying the value proposition of the company. By using a heuristic matrix, which plasma the differentiating elements of the company, iconic elements represent them, together with the colors and typographies that together build the brand with its components: (1) morphology, (2) color, and (3) typography. The participatory design of the actors at each stage accelerates the brand construction, the results are integrated into the best corporate identity, and resistors are avoided in their adoption. © 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.
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    Digital Catalogs and Digital Marketing Strategies for Product Promotion in the Popular and Solidarity Economy: A Community Engagement Experience
    This article analyzes the development of digital catalogs as a strategic marketing tool for promoting products within the popular and solidarity economy (EPS), as part of a community engagement project carried out by sixth-semester students from the Digital Marketing program at Universidad Indoamérica. The students, who had already gained experience in web development, worked on creating interactive digital catalogs for 12 local businesses from the province of Pichincha, whose products were already equipped with labels and packaging ready for commercialization. In addition to designing the catalogs, digital marketing elements such as visual content optimization and linking the catalogs to e-commerce platforms and social media were integrated. The results show that the use of digital catalogs not only facilitated the professional presentation of the products but also enhanced consumer interaction and expanded the reach of these businesses in the digital marketplace. This study demonstrates how the collaboration between academia and community can strengthen small businesses, fostering their growth in digital environments. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
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    Participatory Design as an Audiovisual Strategy in Brand Manuals
    The brand manuals serve so that the corporate image of a company is not distorted, when it is used in activities such as the design of advertising material. Designing a brand through participatory design allows accelerating and improving its development with new technologies. This study exposes a brand building model in which 96 companies registered at the National Institute of Popular and Solidarity Economy of the city of Quito participated. As a result of this research, the participants obtained the design of their logo and brand, based on their needs and the business in which they specialize. © 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.
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    Editorial design of interactive picture book with mobile application based on uxd user experience design
    This research presents an interactive human-computer learning system model applying adaptive editorial design. The proposal aims to generate an interactive picture book and a mobile application based on user experience design (UxD). The results will be obtained using UX metrics and will have the particularity of working with the technique of participatory design and reticular deconstruction. This book includes its presentation as an audiobook and an editorial composition with pop-ups and pages to paint. © The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2020.
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    Twitter Mining for Multiclass Classification Events of Traffic and Pollution
    During the last decade social media have generated tons of data, that is the primal information resource for multiple applications. Analyzing this information let us to discover almost immediately unusual situations, such as traffic jumps, traffic accidents, state of the roads, etc. This research proposes an approach for classifying pollution and traffic tweets automatically. Taking advantage of the information in tweets, it evaluates several machine learning supervised algorithms for text classification, where it determines that the support vector machine (SVM) algorithm achieves the highest accuracy value of 85,8% classifying events of traffic and not traffic. Furthermore, to determine the events that correspond to traffic or pollution we perform a multiclass classification. Where we obtain an accuracy of 78.9%. © Springer Nature Switzerland AG 2020.
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    Control of an Arm-Hand Prosthesis by Mental Commands and Blinking
    Patients who lack upper and lower extremities have difficulties in carrying out their daily activities. The new technological advances have allowed the development of robotic applications to support people with disabilities, also, portable electroencephalographic (EEG) sensors are increasingly accessible and allow the development of new proposals which involve the mental control of electronic systems. This work presents the control by mental orders of an arm-hand prosthesis using low-cost devices, the objective is to command the arm using the user’s attention and blinking, where the components are a brain signal sensor, a prosthesis, an Arduino board, six servomotors, and a computer. The developed program in Matlab allows controlling the arm by means of an attention level y blinking. The results show the functioning of the system through experimental tests and a usability test is applied, finally, the conclusions establish adequate coordination in the movements of the prosthesis and the patient indicate satisfaction with the proposal. © Springer Nature Switzerland AG 2020.
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    Consumer Behavior in Health Wearables Technologies: A Bibliometric Approach
    (Springer Nature Switzerland, 2026) ;
    Espinoza, Carmen
    ;
    ;
    Health Wearable Technologies (HWT), including smartwatches, fitness trackers, and telehealth platforms, have become a new generation of tools for preventive healthcare and chronic disease management. This study uses bibliometric analysis to explore the intellectual structure and thematic evolution of HWT research, and it analyzes 315 peer-reviewed articles from Scopus in the fields of business, social sciences, and medicine. The results show that there are two distinct growth phases: slow growth at the end of the twentieth century and fast growth after 2000 due to the development of human-computer interaction. HWT research is inherently multidisciplinary, with 55.36% of publications coming from social sciences, business, and medical disciplines. The United States leads the world in scholarly output, with 35.87% of documents, while developing regions are underrepresented. Science mapping via VOSviewer reveals two thematic clusters: (1) clinical and ethical dynamics (e.g., physician-patient relationships, data validity), and (2) consumer-market interactions (e.g., usability, direct-to-consumer models). These clusters capture the struggles between medical authority and patient autonomy as well as the increasing impact of user experience (UX) in non-clinical contexts. The study emphasizes the need for multidisciplinary collaboration to address HWT’s complexity and highlights the need for more research in developing economies to ensure global applicability. Two actionable recommendations are proposed: (1) combining clinical utility with commercial viability through UX-driven design, and (2) addressing ethical biases in doctor-patient interactions when HWT interacts. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
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    Editorial Design Based on User Experience Design
    This research deals with editorial design based on user experience design. The traditional editorial design has had to adapt to the new digital media composition, where multimedia audiovisual elements unthinkable a few years ago need to be integrated. The participation of the reader, as an external observer who only receives information through texts and images, now has new scenarios in which he can actively participate and decide what will come to his hands. In this study, a work methodology based on UxD User Experience Design is presented, in which will generate the editorial design of an educational book on environmental issues, which includes augmented reality for children from 6 to 8 years of age. The aim of this study is to know if an editorial product with augmented reality and developed from the user experience design can improve meaningful learning in a playful and active way. For its development, a composition model based on the Fibonacci sequence and the golden ratio will be used. Additionally, its graphic composition will be guided by the Massimo Vignelli canon and will be complemented by the reticular model of Beth Tondreau. The augmented reality markers position will also be based on the composition model previously mentioned, which will allow keeping the attention of the reader in the printed document and in the augmented reality animations. The user experience design will be applied with teachers, parents and students from 4 schools in Quito and Ambato. Once the production is completed, the impact on teaching-learning process will be evaluated with a control and a test group, and the methodology with which they will work in the classroom with the educational material developed will be defined. At the end of the study, copies of the book will be delivered to the participating schools of this research for its implementation. © Springer Nature Switzerland AG 2020.
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