Impacto del diseño del espacio mediático en la participación de la audiencia en la era digital: estudio de alcance
Publicado 2024-12-30
Palabras clave
- era digital, medios, comunicación, diseño, interactividad, engagement, arquitectura de la información.
Cómo citar
Derechos de autor 2025 Olha Borysenko, Mariia Diachenko, Iryna Diachenko, Oleh Kravchenko, Yevheniia Shunevych

Esta obra está bajo una licencia internacional Creative Commons Atribución 4.0.
Resumen
En la era digital, el espacio mediático es fundamental para la difusión de información y comunicación. En consecuencia, la interacción de la audiencia depende en gran medida del diseño de los medios, que afecta a la atención y las reacciones emocionales de los usuarios. El estudio tiene como objetivo determinar cómo los diversos componentes del espacio mediático (elementos visuales, funciones interactivas y adaptabilidad del contenido) afectan a la interacción de la audiencia con los medios y describir cómo estas funciones pueden mejorar la participación de la audiencia. El tipo de estudio es una revisión de alcance. Para ello, se utilizó el enfoque PRISMA para recopilar datos relevantes, clasificarlos (filtración) y analizarlos en profundidad. Los resultados indican que un diseño eficaz puede atraer la atención y retener a la audiencia, estimulándola a interactuar activamente. También se estudia el impacto de los elementos de diseño interactivos en la participación de la audiencia y su interés en participar en la creación de contenido. El estudio demostró que el diseño del espacio mediático desempeña un papel clave en la configuración de la participación de la audiencia, ya que permite la combinación de jerarquía visual, navegación intuitiva e integridad de marca. La integración de tecnologías adaptativas e interactivas es importante para promover una experiencia dinámica y centrada en el usuario, lo que es especialmente importante en la era digital actual. Las conclusiones destacan la importancia de utilizar tecnologías de diseño adaptativo e interactivo, que generalmente aumentan la participación de la audiencia e inciden positivamente en la experiencia del usuario.
Descargas
Citas
- Alonso Dos Santos, M., Lobos, C., Muñoz, N., Romero, D., & Sanhueza, R. (2017). The Influence of Image Value on the Attention Paid to Charity Advertising. Journal of Nonprofit & Public Sector Marketing, 29(3), 346-363. https://doi.org/10.1080/10495142.2017.1326355
- Al-Rahmi, W. M., Al-Adwan, A. S., Al-Maatouk, Q., Othman, M. S., Alsaud, A. R., Almogren, A. S., & Al-Rahmi, A. M. (2023). Integrating Communication and Task-Technology Fit Theories: The Adoption of Digital Media in Learning. Sustainability, 15(10), 8144. https://doi.org/10.3390/su15108144
- Arrighi, G., See, Z. S., & Jones, D. (2021). Victoria Theatre virtual reality: A digital heritage case study and user experience design. Digital Applications in Archaeology and Cultural Heritage, 21, e00176. https://doi.org/10.1016/j.daach.2021.e00176
- Ausat, A. M. A. (2023). The Role of Social Media in Shaping Public Opinion and Its Influence on Economic Decisions. Technology and Society Perspectives (TACIT), 1(1), 35–44. https://doi.org/10.61100/tacit.v1i1.37
- Bag, S., Srivastava, G., Bashir, M. M. A., Kumari, S., Giannakis, M., & Chowdhury, A. H. (2021). Journey of customers in this digital era: Understanding the role of artificial intelligence technologies in user engagement and conversion. Benchmarking: An International Journal, 29(7). https://doi.org/10.1108/bij-07-2021-0415
- Bangsa, P. G., Jatmiko, E., & Sayogo, D. (2022). Digital Platform Usage Among Young Graphic Designer as A Shortcut To The Fame: A Case Study on Visual Communication Design Students in Yogyakarta. International Journal of Creative and Arts Studies, 9(1). https://doi.org/10.24821/ijcas.v9i1.6978
- Bartschat, M., Cziehso, G., & Hennig-Thurau, T. (2022). Searching for word of mouth in the digital age: Determinants of consumers’ uses of face-to-face information, internet opinion sites, and social media. Journal of Business Research, 141, 393–409. https://doi.org/10.1016/j.jbusres.2021.11.035
- Behl, A., Jayawardena, N., Shankar, A., Gupta, M., & Lang, L. D. (2023). Gamification and neuromarketing: A unified approach for improving user experience. Journal of Consumer Behaviour. https://doi.org/10.1002/cb.2178
- Borysov, V., Borysova, S., Prodan, I., & Borisov, G. (2022). Graphic Designing as a Source of Student Earnings: A Workspace of Aesthetics Arts. International Journal of Computer Science and Network Security, 22(1), 650–658. http://paper.ijcsns.org/07_book/202201/20220185.pdf
- Byrko, N., Tolchieva, H., Babiak, O., Zamsha, A., Fedorenko, O., & Adamiuk, N. (2021). Training of teachers for the implementation of universal design in educational activities. AD ALTA: Journal of Interdisciplinary Research 137-149. https://acortar.link/tAiSZO
- Chellig, A., Azzi, K., & Bakdi, M. (2024). Government spending and industrial sector performance in Algeria: Using the ARDL approach. Futurity Economics&Law, 4(4), 83–106. https://doi.org/10.57125/fel.2024.12.25.05
- Corrales Compagnucci, M., Fenwick, M., Haapio, H., & Vermeulen, E. P. M. (2021). Integrating Law, Technology and Design: Teaching Data Protection & Privacy Law in a Digital Age. SSRN Electronic Journal. https://doi.org/10.2139/ssrn.3876281
- Devadze, A., & Gechbaia, B. (2024). Using Virtual Reality in the Educational Process to Increase Students' Motivation and Interest. E-Learning Innovations Journal, 2(2), 21-35. https://doi.org/10.57125/ELIJ.2024.09.25.02
- Devterov, I., Tokar, L., Silvestrova, O., Lozo, O., & Poperechna, G. (2024). Philosophical Dimensions of Digital Transformation and Their Impact on the Future. Futurity Philosophy, 3(4), 4–19. https://doi.org/10.57125/FP.2024.12.30.01
- García-Perdomo, V. (2021). Re-digitizing television news: The relationship between TV, online media and audiences. Digital Journalism, 9(2), 136–154. https://doi.org/10.1080/21670811.2020.1777179
- González-Mena, G., Del-Valle-Soto, C., Corona, V., & Rodríguez, J. (2022). Neuromarketing in the digital age: The direct relation between facial expressions and website design. Applied Sciences (Basel, Switzerland), 12(16), 8186. https://doi.org/10.3390/app12168186
- Granic, I., Morita, H., & Scholten, H. (2020). Beyond screen time: Identity development in the digital age. Psychological Inquiry, 31(3), 195–223. https://doi.org/10.1080/1047840x.2020.1820214
- Greenhow, C., & Chapman, A. (2020). Social distancing meet social media: digital tools for connecting students, teachers, and citizens in an emergency. Information and Learning Science, 121(5/6), 341–352. https://doi.org/10.1108/ils-04-2020-0134
- Hassan, L. A. A. H. S., El-Rify, J. H. W., & Attia, M. A. (2024). Calm technology: A new concept for interactive advertising design. Journal of Art, Design and Music, 3(1). https://doi.org/10.55554/2785-9649.1026
- Hedrick, E., Harper, M., Oliver, E., & Hatch, D. (2022). Teaching & Learning in Virtual Reality: Metaverse Classroom Exploration. In 2022 Intermountain Engineering, Technology and Computing (IETC) (pp. 1–5). IEEE. https://doi.org/10.1109/ietc54973.2022.9796765
- Jiang, R., Wang, L., & Tsai, S.-B. (2022). An Empirical Study on Digital Media Technology in Film and Television Animation Design. Mathematical Problems in Engineering, 2022, 1-10. https://doi.org/10.1155/2022/5905117
- Jin, P., & Liu, Y. (2022). Fluid Space: Digitisation of Cultural Heritage and its Media Dissemination. Telematics and Informatics Reports, 100022. https://doi.org/10.1016/j.teler.2022.100022
- Khan, M., Khusro, S., Alam, I., Ali, S., & Khan, I. (2022). Perspectives on the Design, Challenges, and Evaluation of Smart TV User Interfaces. Scientific Programming, 2022, 1–14. https://doi.org/10.1155/2022/2775959
- Kichurchak, M. (2023). Information and communication technologies sector development as a factor of forming creative industries in the European union countries: Experience of the structural transformation for Ukraine. Financial and credit activity problems of theory and practice, 1(48), 399–408. https://doi.org/10.55643/fcaptp.1.48.2023.3934
- Kumar, V., Ramachandran, D., & Kumar, B. (2020). Influence of new-age technologies on marketing: A research agenda. Journal of Business Research, 125, 864-877. https://doi.org/10.1016/j.jbusres.2020.01.007
- Larson, L., & DeChurch, L. A. (2020). Leading teams in the digital age: Four perspectives on technology and what they mean for leading teams. The Leadership Quarterly, 31(1), 101377. https://doi.org/10.1016/j.leaqua.2019.101377
- Leow, F.-T., & Ch’ng, E. (2021). Analysing narrative engagement with immersive environments: designing audience-centric experiences for cultural heritage learning. Museum Management and Curatorship, 36(4), 342–361. https://doi.org/10.1080/09647775.2021.1914136
- Levin, I., & Mamlok, D. (2021). Culture and Society in the Digital Age. Information, 12(2), 68. https://doi.org/10.3390/info12020068
- Li, W., & Huang, X. (2022). The Interactive Design and User Experience of Virtual Museums: A Case Study of the Virtual Palace Museum. In Lecture Notes in Computer Science (pp. 400-409). Springer International Publishing. https://doi.org/10.1007/978-3-031-06047-2_29
- Li, X., Zheng, H., Chen, J., Zong, Y., & Yu, L. (2024). User Interaction Interface Design and Innovation Based on Artificial Intelligence Technology. Journal of Theory and Practice of Engineering Science, 4(03), 1-8. https://doi.org/10.53469/jtpes.2024.04(03).01
- Li, X., Gong, X., & Mou, R. (2020). Pioneering the media convergence: lifestyle media production in the digital age in China. Journal of Media Business Studies, 1–17. https://doi.org/10.1080/16522354.2020.1853467
- Liu, Y., Xu, Y., & Song, R. (2024). Transforming User Experience (UX) through Artificial Intelligence (AI) in interactive media design. Engineering Science & Technology Journal, 5(7), 2273-2283. https://doi.org/10.51594/estj.v5i7.1325
- Ma, Z., Guan, J., & Li, R. Y. M. (2021). Research on Innovative Teaching Mode of Art Education in the Age of Convergence of Media. International Journal of Emerging Technologies in Learning (iJET), 16(02), 272. https://doi.org/10.3991/ijet.v16i02.18235
- Macdonald, I. (2021). Window on the weather: a case study in multi-platform visual communication design, with a relationship to Design Thinking. Visual Communication, 22(2), 147035722094854. https://doi.org/10.1177/1470357220948547
- Mao, T., & Jiang, X. (2021). The Use of Digital Media Art Using UI and Visual Sensing Image Technology. Journal of Sensors, 2021, 1–11. https://doi.org/10.1155/2021/9280945
- Mariani, M. M., & Fosso Wamba, S. (2020). Exploring how consumer goods companies innovate in the digital age: The role of big data analytics companies. Journal of Business Research, 121, 338-352. https://doi.org/10.1016/j.jbusres.2020.09.012
- Mills, K. A., & Brown, A. (2021). Immersive virtual reality (VR) for digital media making: transmediation is key. Learning, Media and Technology, 47(2), 1-22. https://doi.org/10.1080/17439884.2021.1952428
- Moore, A. (2022). Designing for democracy: How to build community in digital environments. Contemporary Political Theory, 23. https://doi.org/10.1057/s41296-022-00600-6
- Moriuchi, E. (2021). Social Media as Communication Channels. In Cross-Cultural Social Media Marketing: Bridging Across Cultural Differences (pp. 9-15). Emerald Publishing Limited. https://doi.org/10.1108/978-1-83867-175-420211002
- Parker, S. K., & Grote, G. (2020). Automation, Algorithms, and Beyond: Why Work Design Matters More Than Ever in a Digital World. Applied Psychology. https://doi.org/10.1111/apps.12241
- Pichkur, M. O., Poluden, L. I., Demchenko I. I., & Sotska, H. I. (2023). Digital footprints monitoring of Higher Art Education Applicants Training. Information Technologies and Learning Tools, 94(2), 128-149. https://doi.org/10.33407/itlt.v94i2.5205
- Prieto, J. d. l. F., Lacasa, P., & Martínez-Borda, R. (2022). Approaching metaverses: Mixed reality interfaces in youth media platforms. New Techno Humanities. https://doi.org/10.1016/j.techum.2022.04.004
- Recker, J., Lukyanenko, R., Jabbari, M., Samuel, B. M., & Castellanos, A. (2020). From Representation to Mediation: A New Agenda for Conceptual Modeling Research in a Digital World. MIS Quarterly, 45(1), 269–300. https://doi.org/10.25300/misq/2021/16027
- Rodríguez-Vázquez, A.-I., Dragomir, M., & Francisco-Lens, N. (2022). Audiences First: Professional Profiles, Tools and Strategies of Digital Newsrooms to Connect with the Public. In Studies in Big Data (pp. 211-226). Springer International Publishing. https://doi.org/10.1007/978-3-030-88028-6_16
- Satterfield, D., & Abel, T. D. (2020). AI Is the New UX: Emerging Research Innovations in AI, User Experience, and Design as They Apply to Industry, Business, and Education, and Ethics. In Advances in Intelligent Systems and Computing (pp. 182-188). Springer International Publishing. https://doi.org/10.1007/978-3-030-51057-2_26
- Shirokova, O., Zhylin, M., Kantarova, N., Chumaieva, Y., & Onipko, Z. (2023). The influence of the media on the body perception and the risk of developing eating disorders in youth. Amazonia Investiga, 12(72), 135-144. https://doi.org/10.34069/ai/2023.72.12.12
- Steenkamp, J.-B. E. M. (2020). Global Brand Building and Management in the Digital Age. Journal of International Marketing, 28(1), 13-27. https://doi.org/10.1177/1069031x19894946
- Sunarso, B., Tusriyanto, & Mustafa, F. (2023). Analysing the Role of Visual Content in Increasing Attraction and Conversion in MSME Digital Marketing. Journal of Contemporary Administration and Management (ADMAN), 1(3), 193–200. https://doi.org/10.61100/adman.v1i3.79
- Turner, K. H., Hicks, T., & Zucker, L. (2019). Connected Reading: A Framework for Understanding How Adolescents Encounter, Evaluate, and Engage With Texts in the Digital Age. Reading Research Quarterly, 55(2), 291–309. https://doi.org/10.1002/rrq.271
- Vainola, R. (2024). Evaluating the Effectiveness of Social Media as a Means of Strengthening Family Values Among Young People. Futurity of Social Sciences, 2(4), 24–38. https://doi.org/10.57125/FS.2024.12.20.02
- Vasudevan, K. (2020). Design of Communication: Two Contexts for Understanding How Design Shapes Digital Media. Journalism & Mass Communication Quarterly, 97(2), 453-468. https://doi.org/10.1177/1077699020916427
- Wagner, K. B. (2022). TikTok and its mediatic split: the promotion of ecumenical user-generated content alongside Sinocentric media globalization. Media, Culture & Society, 016344372211360. https://doi.org/10.1177/01634437221136006
- Wu, H., Cai, T., Luo, D., Liu, Y., & Zhang, Z. (2021). Immersive virtual reality news: A study of user experience and media effects. International Journal of Human-Computer Studies, 147, 102576. https://doi.org/10.1016/j.ijhcs.2020.102576
- Yang, B. (2021). Innovation and Development Analysis of Visual Communication Design Based on Digital Media Art Context. In 2021 International Conference on Computer Technology and Media Convergence Design (CTMCD). IEEE. https://doi.org/10.1109/ctmcd53128.2021.00047
- Ye, W., & Li, Y. (2022). Design and Research of Digital Media Art Display Based on Virtual Reality and Augmented Reality. Mobile Information Systems, 2022, 1–12. https://doi.org/10.1155/2022/6606885
- Zhang, Y., Yu, R., Shi, X., & Hong, K. (2022). Visual Communication Design in Print Advertising under New Media Environment. Wireless Communications and Mobile Computing, 2022, 1–10. https://doi.org/10.1155/2022/7664127
- Zheng, P., & Yan, Y. (2022). The Use of Visual Sensing Technology and Digital Image Technology in Public Art Design. Mathematical Problems in Engineering, 2022, 1–10. https://doi.org/10.1155/2022/5959375




