DISSERTAÇÃO DE MESTRADO - PROGRAMA DE PÓS-GRADUAÇÃO EM DESIGN
URI Permanente para esta coleçãohttps://tedebc-teste.ufma.br/handle/tede/635
Navegar
Navegando DISSERTAÇÃO DE MESTRADO - PROGRAMA DE PÓS-GRADUAÇÃO EM DESIGN por Autor "CAMPOS, Lívia Flávia de Albuquerque"
Agora exibindo 1 - 6 de 6
- Resultados por página
- Opções de Ordenação
Item Elementos visuais no design de interface: uma análise da usabilidade e jogabilidade de jogos digitais para consoles portáteis(Universidade Federal do Maranhão, 2020-03-13) AQUINO, Ana Carolina Generoso de; OBREGON, Rosane de Fátima Antunes; http://lattes.cnpq.br/2057021074983466; ZANDOMENEGHI, Ana Lúcia Alexandre de Oliveira; http://lattes.cnpq.br/1468204044350566; ZANDOMENEGHI, Ana Lúcia Alexandre de Oliveira; http://lattes.cnpq.br/1468204044350566; SANTOS, Márcio Carneiro dos; http://lattes.cnpq.br/8231237935065420; CAMPOS, Lívia Flávia de Albuquerque; http://lattes.cnpq.br/6231280946679281; BUSARELLO, Raul Inácio; http://lattes.cnpq.br/3786928471764051The relevance of the digital gaming market grows exponentially, as well as its means of application inside and outside the ludic aspects. Digital games have as main form of connection with the user, their visual interfaces, which oversee displaying the necessary information so that the interaction between player and system occurs. However, it is still recent the exploration of this area within the academic research, which focus within the analysis and evaluation of such interfaces and their correlation with the user experience. In addition, digital games have several means of reproduction and, consequently, different ways in which the game interfaces can be modified. Thus, the focus of this research is on portable consoles, a cross between mobile devices and fixed consoles, which have become popular over time, but does not have a great acceptance by the consumer public. Therefore, the objective of this research is to analyze the structuring of the visual elements in the interface design of digital games for portable consoles. Based on the reflection of the visual elements in digital games for handheld consoles through an analysis tool, a comparative study between results obtained through the tool and heuristics was performed, as well as a cross examination between these data with usability and gameplay tests performed with users with different levels of expertise with digital games. From the methodological procedures adopted, a set of 16 recommendations was created for structuring the interactive visual elements in the design of the digital game interface for handheld consoles, using the Delphi Method.Item Escala auditiva binaural: validação de uma ferramenta de avaliação de satisfação considerando as pessoas com deficiência visual(Universidade Federal do Maranhão, 2021-03-18) CAMPOS, Débora Regina Silva; CAMPOS, Lívia Flávia de Albuquerque; http://lattes.cnpq.br/6231280946679281; CAMPOS, Lívia Flávia de Albuquerque; http://lattes.cnpq.br/6231280946679281; FERNANDES, Fabiane Rodrigues; http://lattes.cnpq.br/0490329444455023; ZANDOMENEGHI, Ana Lúcia Alexandre de Oliveira; http://lattes.cnpq.br/1468204044350566; ROSA, José Guilherme Santa; http://lattes.cnpq.br/7686896980904000Understanding user satisfaction in usability tests on digital interfaces is essential, as it points out the emotions felt during the interaction, offering important information for the development of new interfaces and systems. However, people with visual impairments have difficulty participating in tests of this nature because the tools used to collect data frequently used make it impossible for people with any degree of disability to participate because they are, for the most part, visual. So, the inclusion of these people in these tests is a key point, given that it is an audience that has used a lot of information and communication technologies in both the social and professional environments. To raise forms analogous to vision, a systematic review of the literature identified hearing as a sense similar to vision. In this perspective, a tool for collecting satisfaction data - Binaural hearing scale (3d audio) - was developed by Trinta (2020), whose purpose is to expand the participation of people with visual impairments in tests with users in the evaluation of digital interfaces. The results achieved in this research include the identification of some barriers encountered by the visually impaired in the use of smartphones, the main ones being the lack of reading of images by the screen reader. Another result covers the difficulties of this public POS in interacting with the existing tools used to understand satisfaction and emotions in tests with users, in which the use of SUS was identified as the difficulty in handling questionnaires in braille, and the inconsistency in the use of some terms; in relation to the onomatopoeic tool, it was perceived a lot of difficulty for the identification of emotions. In view of this, the following question was raised: What is the reliability and validity of the binaural hearing scale (3d audio) to assess the satisfaction of people with visual impairments in usability tests? Thus, the objective of the present research is to validate the prototype of the Binaural Auditory Scale Tool (3d audio) through Cronbach's Alpha and the survey of the perception of people with visual impairments regarding its relevance and effectiveness. The research validated the 3D hearing tool to assess satisfaction in usability tests using Cronbach's Alpha, whose result was acceptable. It is concluded that the 3D Hearing Tool is efficient to assess satisfaction and that the use of 3D audio improves the identification of emotions. For visually impaired people, the developed tool gives an opportunity to give an opinion on their satisfaction in usability tests. For developers it presents itself as an option for testing interfaces or products considering the participation of people with visual impairments.Item Ferramenta auditiva 3D (audio binaural): desenvolvimento de um protótipo para o estudo da satisfação das pessoas com deficiências visuais na interação com interfaces digitais (smartphones)(Universidade Federal do Maranhão, 2020-08-17) TRINTA , Ana Paula Araujo; CAMPOS, Lívia Flávia de Albuquerque; http://lattes.cnpq.br/6231280946679281; CAMPOS, Lívia Flávia de Albuquerque; http://lattes.cnpq.br/6231280946679281; ZANDOMENEGHI, Ana Lúcia Alexandre de Oliveira; CV: http://lattes.cnpq.br/1468204044350566; FERNANDES, Fabiane Rodrigues; http://lattes.cnpq.br/0490329444455023; ROSA, José Guilherme Santa; http://lattes.cnpq.br/7686896980904000Understanding satisfaction in performing user tests for evaluating digital interfaces is essential, as it signals the emotions felt during the interaction, providing relevant information for the development of new systems and interfaces. In this sense, the inclusion of people with visual impairments in these tests is an indispensable point, since it is a public that has been enjoying a lot of information and communication technologies and, have expanded their participation in the social and digital environment. Understanding the characteristics, peculiarities, difficulties and expectations of this group are, therefore, essential points so that designers can serve them better and develop more accessible products. It is in this perspective that this research proposes the development of a tool for collecting satisfaction data in 3D binaural auditory format, whose purpose is to expand the participation of people with visual impairments in tests with users in the evaluation of digital interfaces. For the development of this tool, the methodological steps of the research were divided into four, based on the methodology of participatory design: the first step is the initial exploration of the work, in which the researcher's familiarization with the participants occurs through a conversation circle. and semi-structured interviews; the second is the discovery, when the process is initiated in order to know the opinions and difficulties of users when using smartphones, and in the use of tools that assess satisfaction in tests with users, in meetings in the format of workshops and focus groups. The tools used were the SUS (System Usability Scale) questionnaire, widely used in usability tests, transcribed for Braille and the Onomatopoeic Tool, which is an auditory tool that uses onomatopoeia. The third stage is prototyping, when together with volunteer participants the tool was developed, in meetings in the form of workshops and semi-structured interviews. Finally, the fourth step was pre-validation, when the tool was evaluated in a test with users with and without visual impairments. The results achieved in this research include the identification of some barriers encountered by the visually impaired in the use of smartphones, the main ones being the absence of reading of images by the screen reader, the absence of system feedback and the size of the screen. Other result includes the difficulties of this audience in interacting with the existing tools used to understand satisfaction and emotions in tests with users. It was identified in the use of the SUS questionnaire the difficulty of handling the questionnaires in braille, and the inconsistency in the use of some terms; in relation to the Onomatopoeic Tool, there was a lot of difficulty in identifying emotions. As for the development of the prototype proposed in the research, the main result, achieved in the pre-validation, explained that the use of 3D binaural audio helps in the choice of options, since the direction of the sound refers to an auditory scale and improves the identification of emotions. Thus, it was understood that the 3D Hearing Tool is effective to assess the satisfaction of users with visual impairments, enabling greater participation of this audience in usability tests.Item A produção de biojoias e sua correlação com os aspectos de uso: o estudo de caso das artesãs do Ceprama(Universidade Federal do Maranhão, 2019-07-18) FERNANDEZ, Keila Vasconcelos; CAMPOS, Lívia Flavia de Albuquerque; 006480953-63; http://lattes.cnpq.br/6231280946679281; CAMPOS, Lívia Flávia de Albuquerque; 006480953-63; http://lattes.cnpq.br/6231280946679281; DINIZ, Raimundo Lopes; http://lattes.cnpq.br/9755992709224022; NORONHA, Raquel Gomes; http://lattes.cnpq.br/4782161324909358; LANUTTI, Jamille Noretza de Lima; http://lattes.cnpq.br/2832676303604860It is believed that in order to differentiate himself from others, prehistoric man began to produce and wear objects of body adornment. The biojoias, object of study of this research, constitute a kind of adornment, made of natural materials, such as seeds, fibers, coconut shells, among others. During the survey of the state of the art it was perceived a gap in the literature concerning the biojewel artifact, it’s production and its aspects of use. The present work aims to understand how aspects of use are perceived by artisans during the process of biojoia production. The research has a qualitative, exploratory-descriptive approach, and is also classified as a case study. The methodological approach adopted in this study is based on field research. Semi - structured interviews were carried out with the purpose of understanding the particularities of the production of biojewels, such as: the idea of the artifact, the materials used, the assembly of a piece, among others. We also used the participant observation technique, through the assembly of a field diary, which consists of audio, image and video files, as well as notes of the researcher’s perception during the visits made at CEPRAMA. As results, obtained through the analysis of the narratives and practices of artisans, such as sizing, comfort and safety are incorporated in the production of the artifact.Item Reconhecimento e memória: um estudo sobre cegueira botânica e os azulejos do Centro Histórico de São Luís – MA(Universidade Federal do Maranhão, 2021-04-30) DOMINICI, Susana dos Santos; FERNANDES, Fabiane Rodrigues; http://lattes.cnpq.br/0490329444455023; CAMPOS, Lívia Flávia de Albuquerque; http://lattes.cnpq.br/6231280946679281; CAMPOS, Lívia Flávia de Albuquerque; http://lattes.cnpq.br/6231280946679281; ZANDOMENEGHI, Ana Lúcia Alexandre de Oliveira; http://lattes.cnpq.br/1468204044350566; MARINHO, Lucas Cardoso; http://lattes.cnpq.br/4816241446152910; BALBI, Rafaela Santana; http://lattes.cnpq.br/1651865907358877The capital of the Maranhão state, São Luís, has a rich collection of tiles on the facades of the colonial houses. Among the numerous models, many of them have illustrations of floral elements and foliage. However, few botanical patterns are perceived and valued by people, a characteristic known as “plant blindness,” term created by (WANDERSEE e SCHUSSLER, 1999). Cognitive Ergonomics seeks to understand how our perceptual skills work and respond to stimuli, seeking to understand how an environment can affect our mind, in which the reliability of cognition becomes a central issue. These skills are a combination of skills, experience, pattern recognition, attention, memory, the ability to classify information, and more. The present work aims to study and understand if visitors to the Historical Center of São Luís - MA recognize the patterns of tiles existing in old mansions and what is the degree of perception of them to identify the floral patterns existing in some tiles. The conceptual model by Agost and Vergara (2010) was used like theoretical base for the application of the questionnaires and the semantic differential scale contributed on the analysis of the informations. The results showed that the people have a certain identification with the tiles, but without the main emphasis to their botanical drawings. Was verified that the portuguese tiles with stylized phytomorphic prints, as they are the most present in the city, were also considered as more familiar to the participants, making a connection with the visual memories that they had of them.Item Resíduo de madeira: um estudo exploratório do potencial industrial para o desenvolvimento de novos revestimentos(Universidade Federal do Maranhão, 2022-01-28) PETRUS, Andréa Souza Saad; SANTOS, Denilson Moreira; http://lattes.cnpq.br/0773418608689579; SANTOS, Denilson Moreira; http://lattes.cnpq.br/0773418608689579; CAMPOS, Lívia Flávia de Albuquerque; http://lattes.cnpq.br/6231280946679281; SANTOS, Wener Miranda Teixeira dos; http://lattes.cnpq.br/4420573225279073; PFLUEGER, Grete Soares; http://lattes.cnpq.br/5611676699113069By using wood waste species, the consumer may encounter the use of a noble raw material that reduces the exploitation of certain species. In this context, what are the characteristics of wood residues that help in the development of new coatings? Therefore, it is proposed as an analyze the characteristics of these residues in São Luís – MA and Vocational Unit – Shipyard School, for manufacture of new coatings, identifying the theoretical contribution for the sustainable use of this material, analyzing and mapping the wood residues, identifying through its database its physical, mechanical and organoleptic characteristics, as well as prototyping a new coating with the use of compatible woods studied for this purpose. The approach is qualitative, and the objectives are descriptive-exploratory. The result is the composition of a theoretical substrate on the sustainable potential of the wood residue.