<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>2448-8437</journal-id>
<journal-title><![CDATA[Zincografía]]></journal-title>
<abbrev-journal-title><![CDATA[Zincografía]]></abbrev-journal-title>
<issn>2448-8437</issn>
<publisher>
<publisher-name><![CDATA[Universidad de Guadalajara, Centro Universitario de Arte. Arquitectura y Diseño]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S2448-84372025000100005</article-id>
<article-id pub-id-type="doi">10.32870/zcr.v9i17.246</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Aprendizaje del diseño gráfico en aplicaciones de ralidad aumentada]]></article-title>
<article-title xml:lang="en"><![CDATA[Learning graphic design in augmented reality applicarions]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Torre Rodríguez]]></surname>
<given-names><![CDATA[Alejandra Lucía de la]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Ciudad Juárez Autonomous University  ]]></institution>
<addr-line><![CDATA[Ciudad Juárez Chihuahua]]></addr-line>
<country>Mexico</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>00</month>
<year>2025</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>00</month>
<year>2025</year>
</pub-date>
<volume>9</volume>
<numero>17</numero>
<fpage>5</fpage>
<lpage>20</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_arttext&amp;pid=S2448-84372025000100005&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_abstract&amp;pid=S2448-84372025000100005&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_pdf&amp;pid=S2448-84372025000100005&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen Actualmente, en un contexto social tecnológico se relaciona la disciplina del Diseño con la virtualidad y la comunicación digital. las escuelas de Diseño de educación superior requieren crear materias enfocadas al diseño con tecnología emergente para que los estudiantes aprendan a diseñar y desarrollar proyectos con tecnologías como la Realidad Aumentada (RA). El objetivo de la presente investigación es mostrar tres casos de estudio en que estudiantes de Diseño Gráfico de nivel intermedio y avanzado aprendieron a diseñar experiencias de realidad aumentada por medio de aplicaciones de libre uso sin conocimientos en programación. El diseño metodológico de la investigación es cualitativa con enfoque exploratorio descriptivo, con tres casos de estudio de alumnos de Diseño Gráfico. Los resultados obtenidos fueron que los estudiantes adquirieron aprendizaje en el manejo de plataformas de diseño para RA y aprendieron a identificar la necesidad de diseño de una empresa para proponer soluciones creativas con un nivel tecnológico que la actividad profesional exige hoy en día. La relevancia de análisis del presente artículo es que demuestra el alcance tecnológico que un estudiante de Diseño Gráfico puede lograr sin conocimientos específicos en programación y sin limitantes al diseñar en una sola plataforma de RA, considerando que ahora existe variedad de software para diseñar y desarrollar aplicaciones tecnológicas, las cuales se adaptan al desarrollo de habilidades que puede adquirir un estudiante de Diseño Gráfico.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract Currently, in a technological social context, the discipline of Design is related to virtuality and digital communication. Design schools of higher education require creating subjects focused on design with emerging technology so that students learn to design and develop projects with technologies such as Augmented Reality (AR). The objective of this research is to show three case studies in which intermediate and advanced level Graphic Design students learned to design augmented reality experiences through free-use applications without programming knowledge. The methodological design of the research is qualitative with an exploratory descriptive approach, with three case studies of Graphic Design students. The results obtained were that the students acquired knowledge in the use of AR design platforms and learned to identify the design needs of a company to propose creative solutions with a technological level that professional activity demands today. The relevance of the analysis of this article is that it demonstrates the technological scope that a Graphic Design student can achieve without specific programming knowledge and without limitations when designing on a single AR platform, considering that there is now a variety of software to design and develop technological applications, which adapt to the development of skills that a Graphic Design student can acquire.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[Realidad aumentada]]></kwd>
<kwd lng="es"><![CDATA[Diseño gráfico]]></kwd>
<kwd lng="en"><![CDATA[Augmented reality]]></kwd>
<kwd lng="en"><![CDATA[Graphic Design]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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