DISSERTAÇÃO DE MESTRADO - PROGRAMA DE PÓS-GRADUAÇÃO EM DESIGN
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Item Design de produção: protocolo para análise das Camadas da Imagem Cinematográfica/CIC(Universidade Federal do Maranhão, 2022-08-04) SILVA, Melissa Almeida; FARIAS, Bruno Serviliano Santos; http://lattes.cnpq.br/4483482439913996; FARIAS, Bruno Serviliano Santos; http://lattes.cnpq.br/4483482439913996; OBREGON, Rosane de Fatima Antunes; http://lattes.cnpq.br/2057021074983466; ZANDOMENEGHI, Ana Lucia Alexandre de Oliveira; http://lattes.cnpq.br/1468204044350566; PANET, Rose-France de Farias; http://lattes.cnpq.br/5322412496401539Faced with a complex language composed of many elements, cinema is a rich producer of images loaded with meanings. The production design makes up a considerable part of this image, designing the scenography, costumes, hair and makeup and working together with the director in the conception of storyboards. Possessing this far-fetched language, conceiving these images does not become a simple task and requires a deep study of the idea that the film wants to convey, determined by the director and/or the screenwriter of the work. It means translating text (script) into image. There are no pre-established standards for the composition of these images, and production design, a competence of the design field as it includes a considerable part of the communicational ability of the cinematographic image, requires a lot of sensitivity, competence and practical and theoretical knowledge about design processes. Thus, as a contribution of the research to the field, the present work aimed to propose the protocol “Film Image Layers”, which analyzes the creative process of the image layers, in order to assist in the construction of the production design of the cinematographic language, so that the choices made by this professional are shared and justified . Methodologically based on a qualitative and descriptive-analytical research, the protocol was created using as a basis the writings of Vanoye and Goliot-Lété on the stages of “Deconstruction – description” and “Reconstruction – interpretation”. For the applicability of the protocol, the television series “O conto da Aia” was used, which presents an aesthetic of oppression and repression. From the application of the protocol and the synthesis found, propositions were made for the scenography project, storyboards and costumes for the short film “Um desvio para o Vermelho”, written by filmmaker Rose Panet.Item ESTRATÉGIAS DO DESIGN PARA A GESTÃO DA CULTURA EMPREENDEDORA DE MICROS E PEQUENOS EMPREENDEDORES(Universidade Federal do Maranhão, 2022-05-25) SANTOS, Camila Ferreira; SANTOS, Wener Miranda Teixeira dos; http://lattes.cnpq.br/4420573225279073; SANTOS, Wener Miranda Teixeira dos; http://lattes.cnpq.br/4420573225279073; ZANDOMENEGHI, Ana Lucia Alexandre de Oliveira; http://lattes.cnpq.br/1468204044350566; NORONHA, Raquel Gomes; http://lattes.cnpq.br/4782161324909358; SOUZA FILHO, Lourival Matos de; http://lattes.cnpq.br/9933591523216501The design perspective through a strategic point of view has skills that make it possible to analyze and evaluate occurrences and phenomena in an agile and oriented way towards possible alternatives, which are considered with the aim of adding purposes and competitive value to the business. When this concept is incorporated into a management focused on micro and small entrepreneurs, the result obtained can reach parameters that directly influence the environment in which they are involved, reaching even a larger scale than that delimited geographically, because these companies have a relevant portion considering the Brazilian economy. Despite such contextualization, the applicability of the design in this field is not presented as an easy-to-understand proposal for this specific group, which leads to the non-use of tactics employed for this purpose. Thus, the objective of this study is to simplify and approximate such language in order to provoke management principles to micro and small entrepreneurs through a roadmap proposal. In order to know and delimit the studied group, a survey was carried out with micro and small entrepreneurs in the city of São Luís - Maranhão, these belonging to two groups classified by their economic activities, as categorized by the Brazilian Institute of Geography and Statistics. Furthermore, the investigated professionals work within the urban perimeter of the city, more precisely in the Cohatrac neighborhood, a region located in the metropolitan area of São Luís and which has its location as a competitive and strategic differential, in which three of the four municipalities that make up the region meet. In order to discover the perceptions of the object of study in relation to the research problem, the methodological steps of the PDCA cycle were used, as well as the use of methodological design tools, such as the double diamond, used within the design thinking approach, and the canvas model. For step 1, 91 individuals participated in semi-structured interviews, which allowed for a group reduction of approximately 10% for the next 3 steps. In step 3, specifically, there was a survey for the creation of the roadmap proposal, which was built from the analysis of the interviewees' discourse, a new study group found and defined within the investigation. Finally, the group pointed out its evaluation through its perceptions from the previous stages, showing a previous knowledge of the subject, which demonstrates that the objective of this dissertation was achieved.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.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 Caracterização de identidade cultural em projeto gráfico de curta animação(Universidade Federal do Maranhão, 2020-12-04) MENDONÇA, Nikole Melo de; OBREGON, Rosane de Fatima Antunes; http://lattes.cnpq.br/2057021074983466; OBREGON, Rosane de Fatima Antunes; http://lattes.cnpq.br/2057021074983466; CAMPOS, Lívia Flavia de Albuquerque; http://lattes.cnpq.br/6231280946679281; ZANDOMENEGHI, Ana Lucia Alexandre de Oliveira; http://lattes.cnpq.br/1468204044350566; VANZIN, Tarcísio; http://lattes.cnpq.br/0628224413850063Brazilian entertainment animation is a product that stands out in national and international territory. Animations produced in Brazil began to be shown throughout territory regions, being exported to various countries, obtaining nominations and awards at major international festivals. In the context of the effervescent modernity by internet-based Information and communication technologies, the easy and fast access to increasingly volatile digital content are short-lived animations, as they need to convey a message quickly and concisely. In this scenario, the focus emerges for the expression of culturality in the graphic language of animations, given the importance of valuing cultural heritage. Considering the designer's task to transpose an identity to the product through visual language, this research aims to understand how to structure an animation graphic project to promote an animated narrative with expressiveness of cultural identity. With methodological basis structured in a qualitative research with exploratory-descriptive bias and, through an inductive approach, was proceed an observational and analytical research to identify graphic designs in the Brazilian animation "Irmão do Jorel", compiling elements on the narrative of cultural identity and analyzing the structuring of those. As a research contribution, it was possible to propose a set of 14 recommendations for structuring a graphic animation project to promote the narrative with a focus on cultural identity. The results pointed to a mapping of 32 resources arranged in 6 distinct groups between built environment and objects; geography and the natural environment; cultural and typical events; society; characterization and graphic styles, as insertion points of graphic elements in the narrative of culturality in an animation.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 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 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 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 Comportamento intuitivo no preparo de equipes cirúrgicas e a percepção da equipe: o caso de um hospital privado em São Luís, Maranhão(Universidade Federal do Maranhão, 2019-07-12) PINTO, Raissa Muniz; DINIZ, Raimundo Lopes; 459459933-87; http://lattes.cnpq.br/9755992709224022; DINIZ, Raimundo Lopes; 459459933-87; http://lattes.cnpq.br/9755992709224022; SANTOS, Denilson Moreira; http://lattes.cnpq.br/0773418608689579; MONT’ALVÃO, Claudia Renata; http://lattes.cnpq.br/1442907381860300; MENESES, Valter Alves de; http://lattes.cnpq.br/8515511486622721Intuitive behavior in preparing surgical teams can prevent hospital infections. Thus one can consider the prevention of infections strongly based on the task of hand hygiene; and also that the notion of error can be related to the product and not to the user. Thus, this study seeks to verify the relationship between the legal and normative prescription of surgical teams preparation, and the perception of this team when performing the tasks, in order to highlight possible contributions to the development of intuitive presurgical artifacts and environments aiming at safety, health, comfort and efficiency of the team and consequently of the patients, through a case study in a private hospital sector in São Luís, Maranhão. Observations were conducted, followed by the elaboration of a functional action flowchart, application of questionnaires and physical survey of the hospital environment. It was possible to identify points of disagreement between the norm, the literature and the performed, in the physical environment, artifacts and procedures, as well as highlighting artifacts that deserve further research to improve hospital safety, such as gloves, masks and surgical overalls.Item Design de produção na narrativa transmídia: recomendações para projeto visual em múltiplos suportes midiáticos(Universidade Federal do Maranhão, 2018-05-30) KURZ, Lucas de Moura; OBREGON, Rosane de Fátima Antunes; 370381760-72; http://lattes.cnpq.br/2057021074983466; OBREGON, Rosane de Fátima Antunes; 370381760-72; http://lattes.cnpq.br/2057021074983466; ROSA, Guilherme Carvalho da; http://lattes.cnpq.br/6034585802818842; ZANDOMENEGHI, Ana Lucia Alexandre de Oliveira; http://lattes.cnpq.br/1468204044350566; SOARES NETO, Carlos de Salles; http://lattes.cnpq.br/1512846862093142The transmedia culture, significant and recurring in the present scenario, provides complex opportunities to create increasingly immersive work. Concurrently, and as a result, it requires a new Design approach, considering the new challenge of designing an experience through various media so that it is connected and is perceived as a whole. One of the elements that directly interfere in the way the various parts of a transmedia narrative may be connected is the visual aspect conceived in Production Design. This research aimed to understand the principles of Production Design applied to the processes of elaboration of a transmedia narrative, aiming to propose recommendations for processes of creation of transmedia storytelling in the perspective of Production Design. In this exploratory study, when mapping the concepts and techniques in Design, Production Design and transmedia storytelling, it was possible to create a set of thirteen recommendations for visual project on multiple media.Item Análise da adição de resíduos de ossos bovinos e rochas ornamentais em massa cerâmica branca para a utilização em processos de conformação(Universidade Federal do Maranhão, 2015-04-28) Guimarães, Karoline de Lourdes Monteiro; SANTOS, Denilson Moreira; 431.930.053-04The disposal of solid waste is seen as an environmental problem. A solution presented by the National Plan for Solid Waste the reuse of waste in new production processes, proposal worked in this paper.The use can also be seen as a technological solution because adds functional and aesthetics characteristics of the products. The cattle bones and the fine of ornamental rocks have phtsio-chemical characteristics, which can be incorporated into other materials as in ceramic production. In this paper, hite ceramic compositions were developed with waste additions of bones and rocks which were analyzed in two steps: the first consisted of a quantitative analysis of technological properties such as water absorption, porosity, density, loss to fire, linear shrinkage and the modulus of rupture in bending; and the econd were an qualitative evaluation of the visual appearance of the material. The percentages of the best performing were used in products, for pressing and bonding the slip process, to a new visual analysis. The results show that the compositions of 30%, 35% e 55% of cattle bones and 30%, 35% e 40% of fine of ornamental rocks showed the best results. Furthermore, the material presented a great visual performance in the application of products – like coatings and utilities - by pressing and onding the slip.Item A multimídia na apresentação de projetos de arquitetura e design de interiores: a comunicação com o público idoso(Universidade Federal do Maranhão, 2016-08-23) Castro, Ivana Figueiredo de Oliveira Aquino; ZANDOMENEGHI, Ana Lúcia Alexandre de Oliveira; 408.977.374-15Demographic revolution experienced worldwide resulting from considerable growth of elderly population in various countries brings with it a growing concern with life quality of the older population. It is known that it is extremely important to adapt residential environments to new conditions and limitations of elderly in order to preserve their autonomy and prevent accidents. Thus, it is noticeable the importance of activities done by Architecture and Interior Design professionals next to this audience, which raises the issue of communication difficulties between the professional and the client, considering that the graphic language used is not dominated by the layman who often just does not understand what is being proposed in the project. Therefore, this research aims to evaluate three projects presentation media: humanized technical drawings in 2D, static prospects for the environment in 3D, and digital simulation of a "virtual tour" through the planned environment, in order to verify which one establishes more effective communication with the public in question, by providing them with a greater understanding of information contained within the projects. For this, we used a qualitative approach with emphasis on a case study, in which fifteen elderly were submitted to presentations followed by open standardized interviews, which enabled the evaluation regarding the understanding and preference of each one of them. At the end, one can see that technical drawings, even if presented in a humanized way, do not allow proper understanding for the elderly, not being considered a proper tool for submitting projects to the public. The static prospects for the environment in 3D promote greater understanding when it was compared to the first media, however, the virtual ride simulation was the media which enabled greater understanding by the respondents, but then it was realized the existence of variables that can influence this result, such as the sex and age of the participants. Thus, architects and interior designers need to pay attention to the various existing forms of project communication in order to choose appropriate ways to the context in which communication will be inserted, considering the peculiarities of the target audience.Item Análise de pictogramas (ícones) em aplicativos de smartphones: o caso do APP Meu Ônibus MOB - São Luís(Universidade Federal do Maranhão, 2016-06-03) Soares, Alexsandro Pereira; ZANDOMENEGHI, Ana Lúcia Alexandre de Oliveira; CPF:40897737415; http://lattes.cnpq.br/1468204044350566This work has as study object the pictograms used in the application "My Bus - MOB". Does the analysis of the recognition of these pictograms by the user, trying to understand how he navigates the graphic interface and how is the process of recognition of graphics. In this study we investigated the pictograms and how they fit into the communication interface issues within the Graphic Design and Human-Computer Interface. As it is graphic interface evaluations were performed through ergonomic usability recommendations for icons, and also two tests involving the user which sought to understand the mental maps that is made from the icons of the labels produced by the application "My Bus - MOB" Production using the method presented by Krampen and ISO comprehension test 9186: 2001. So with the research done by the research can demonstrate the need for icons projetacão with user input in the design process in order to design icons with simple features, with a small number of elements in its visual construction to minimize noise in communication.Item PADRÕES DE DESIGN DE INTERAÇÃO PARA APLICATIVOS DE COMÉRCIO TELEVISIVO COM FOCO NA EXPERIÊNCIA DO USUÁRIO(Universidade Federal do Maranhão, 2014-04-04) Galabo, Rosendy Jess Fernandez; SOARES NETO, Carlos de Salles; CPF:01010210301; http://lattes.cnpq.br/1512846862093142; Diniz, Raimundo Lopes; CPF:18387080730; http://lattes.cnpq.br/9755992709224022The aim of this dissertation is to develop a design pattern language for television commerce that can support designers and developers to create applications with positive user experiences. The research is divided into three phases. In the first phase, it was performed an analysis in twelve existing t-commerce applications in order to identify the purchase process and the elements of graphical user interface used to do online shopping. In the next phase, three focus group sessions composed by 26 participants was performed in order to collect ideas and expectations resulted from anticipated use of application t-commerce for formulating hypotheses to be tested in the next phase. In the third phase, an experiment with 8 volunteers have been performed and it is consisted to show videos demonstrations with various solutions found in the previous phases and then gather their opinions to characterize each solution found. Also, at that phase, it was possible to define users profiles which will assist designers and developers alongside the design pattern language. The results obtained in these three phases were organized into a framework for design patterns that formats the results in a context, problem and solution. The pattern design framework allows helping designers and developers in the design of t-commerce application with improved user experiences.Item Criação de e-book como ferramenta de apoio à aprendizagem no ensino superior: uma análise dos elementos gráficos do design(Universidade Federal do Maranhão, 2016-06-03) Barros, Davidson Lima; OBREGON, Rosane de Fátima Antunes; CPF:45658714677; http://lattes.cnpq.br/2057021074983466In recent decades Distance Education (DE) has proven an important tool to meet the needs of the information society and knowledge. For this, it has made constant use of online education to achieve more effectively a larger number of people. In this context, the aim of this study is to analyze how the graphic elements of design are being structured in the creation of E-books in Virtual Learning Environments in education distance mode in Maranhão. Therefore, it is important to recognize these elements and how they are applied, and to investigate the role of the graphic designer in interdisciplinary teams responsible for teaching materials for distance learning. To achieve this goal is adopted as a methodological procedure exploratory qualitative research, which uses the systematic literature review. From this research, it will be identified which are the professionals involved and how they are being planned and developed the graphic elements of e-books in distance education projects from the design perspective.Item IMPLICAÇÕES DO USO DE SMARTPHONES COMO FERRAMENTAS DE INTERATIVIDADE PARA PARTICIPAÇÃO NO CONTEXTO DA CELEBRAÇÃO DA SANTA MISSA(Universidade Federal do Maranhão, 2015-06-30) Neves, Pablo Diego de Araújo; MONT'ALVÃO, Cláudia Renata; CPF:00859190714; http://lattes.cnpq.br/1442907381860300; Diniz, Raimundo Lopes; CPF:18387080730; http://lattes.cnpq.br/9755992709224022This research aims at identifing and analyzing the implications of smartphones usage during the celebration of Holy Mass, in the context where such devices are used directly as interactivity tools among the faithfuls and the liturgy celebration, seeking to expand the multimediatic possibilities of these devices within the religious practice of its members. For this we used the application Católico Orante developed for this purpose, in order to provide the experience of use of such devices in this particular context. The literature review presents both the media interactivity context of the catholic faithfuls with the celebration of Mass, as well as the theoretical basis related to the Mobile Interaction Device quoted above, correlating still with the reality of the applications with Catholic religious themes. The methodology used was the method of Case Study, from the approach of User Experience (UX), with the group of young people Javé Nessi from the Igreja Menino Jesus de Praga, in Sao Luís do Maranhão, from which elaborated a study report, where the results obtained in the research were presented. It was found that the use of smartphones in this context still has been limited to usability issues and rejected by cultural barriers within the community, although the positive assessments of the user experience have been more frequent.