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Estrat?gias para mitiga??o da obsolesc?ncia precoce de software do ponto de vista da experi?ncia do usu?rioSouza, Augusto Pimenta Pereira de 09 August 2017 (has links)
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Previous issue date: 2017-08-09 / As aplica??es de software est?o se tornando altamente cr?ticas no desenvolvimento de
uma empresa ou startup. Com eles conseguimos interagir com pessoas ao redor do
mundo, dirigir carros e sacar dinheiro em caixa eletr?nicos. Dessa forma, possuir uma
interface que ofere?a uma boa experi?ncia do usu?rio faz-se necess?rio para a sobreviv?ncia
das empresas. Nesse cen?rio, o presente trabalho teve como objetivo investigar
a experi?ncia do usu?rio como fator para obsolesc?ncia de software, quais estrat?gias
podem ser utilizadas para mitigar esse problema e por fim criar uma ferramenta (FLUX)
para suportar as equipes de design de produtos digitais. Para o desenvolvimento do
projeto, utilizou-se de pesquisa com usu?rios de softwares. Al?m disso, buscou-se realizar
entrevistas com profissionais da ?rea de Design e Tecnologia para valida??o dos
conceitos. Acredita-se que a redu??o do tempo de concep??o das solu??es, o aumento
do relacionamento com o usu?rio, posicionando-o como co-autor, al?m da adapta??o
r?pida e da ado??o do FLUX durante o desenvolvimento de software pode postergar
a obsolesc?ncia do software e tamb?m reduzir custos de atendimento, redesign e
desenvolvimento. / Software applications are becoming highly critical in developing a business or startup.
They enable us to interact with people around the world, drive cars and withdraw money
from a ready teller. In this way, having an interface that offers a good user experience, is
a necessity for the survival of companies. By considering this scenario, the present work
is aimed to investigate the user experience how factor for software obsolescence and,
what strategies could be used to mitigate this problem and finally it will be proposed a
tool (FLUX) to support product digitals designers teams. For the development of the
project, we carried out research with software users. In addition, we sought to conduct
interviews with professionals in the area of Design and Technology to validate the
concepts. It is believed that reducing the time to design solutions, increasing the user
relationship, positioning it as a co-author, as well as the rapid adaptation and adoption of
FLUX during software development may delay software obsolescence and Also reduce
costs (service, redesign, and development).
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Avalia??o de usabilidade em materiais interativos de ensino a dist?ncia da UFRN-SEDISKoshiyama, Davi Jos? Di Giacomo 05 December 2014 (has links)
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Previous issue date: 2014-12-05 / Este estudo tem por finalidade avaliar a usabilidade de Materiais Interativos
desenvolvidos para os cursos oferecidos pela UFRN-SEDIS na modalidade de
ensino a dist?ncia (EaD), por meio das t?cnicas de grupo de foco, avalia??o
cooperativa e avalia??o de satisfa??o. Os Materiais Interativos t?m como prop?sito
servir como uma via pela qual o conte?do do curso chegue at? o aluno de forma
did?tica, estimulante e auto instrutiva o suficiente para que o aluno se engaje e n?o
encontre dificuldades em utiliz?-lo. Ap?s o levantamento de dados deste contexto
foram selecionados quatro Materiais Interativos (?Introdu??o ao C?lculo Aplicado?,
?Ci?ncia, Tecnologia e Sociedade?, ?Estudos do Semi?rido? e ?Geografia Cultural?)
que adotam a estrutura estabelecida pela UFRN-SEDIS para serem avaliados
quanto ? sua usabilidade. Inicialmente foi realizado um teste preliminar a partir de
avalia??o cooperativa com uma aluna interagindo com os quatro Materiais
Interativos no intuito de revelar e mapear as principais falhas de usabilidade,
subsidiando questionamentos mais aprofundados posteriormente. As grava??es
deste teste preliminar foram analisadas por um grupo de foco composto por dois
designers gr?ficos e dois designers de multim?dia, sendo estes os desenvolvedores
respons?veis pelos Materiais Interativos, o que contribuiu para analisar o desvio
entre ?o que foi projetado? e ?como foi usado?, estruturando e complementando o
roteiro para a avalia??o cooperativa e avalia??o de satisfa??o posteriores. A
avalia??o cooperativa foi aplicada individualmente a dez alunos de cursos de
gradua??o da UFRN, que testaram cada um dos quatro materiais. Ao final todos
preencheram um question?rio de avalia??o de satisfa??o adaptado do formul?rio
Quis (Questionnaire for User Interaction Satisfaction). A an?lise dos dados coletados
na presente pesquisa revelou pontos positivos, negativos e apontamentos a serem
considerados para nortear o desenvolvimento de futuros materiais did?ticos
interativos, no contexto da UFRN-SEDIS, retroalimentando o processo de design e
avalia??o com a participa??o do usu?rio / This study aims to assess the usability of Interactive Materials developed for the
courses offered by UFRN SEDIS the modality of distance education (DE), using the
techniques of focus group cooperative evaluation and assessment of satisfaction.
The Interactive Materials are intended to serve as an avenue where the course
content reaches the student in an educational, stimulating and self-instructive enough
for the student to engage and find no difficulty in using it so. After the survey data in
this context were selected four Interactive Materials ("Introduction to Applied
Calculus", "Science, Technology and Society", "studies the Semi-Arid" and "Cultural
Geography") that adopt the framework established by UFRN for SEDIS be evaluated
for their usability. Initially, a preliminary test was conducted from cooperative
assessment with a student interacting with the four learning objects in order to reveal
and map the major failures of usability, supporting deeper questions later. The
recordings of this preliminary test were analyzed by a focus group composed of two
graphic designers and two multimedia designers, and developers responsible for
these objects, which helped to analyze the gap between "what was designed" and
"as was used "structuring and supplementing the roadmap for cooperative evaluation
and assessment of subsequent satisfaction. The cooperative evaluation was applied
individually to ten students of undergraduate UFRN that tested each of the four
materials. At the end, every student completed a questionnaire assessing satisfaction
form adapted Wanted (Questionnaire for User Interaction Satisfaction). The analysis
of the data collected in this study revealed positive, negative and notes to be
considered to guide the future development of Interactive Materials, in the context of
UFRN SEDIS, feedback to the process of design and evaluation with user
participation
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Experi?ncia do usu?rio no uso de livro did?tico digital / Student's perception in the use of digital textbooksSouza, Charles Bamam Medeiros de 12 August 2016 (has links)
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Previous issue date: 2016-08-12 / Com a inten??o de investigar o uso do livro did?tico em formato digital no aprendizado do aluno de Ensino M?dio, tendo como referencial a experi?ncia do usu?rio (UX), este trabalho buscou captar a experi?ncia que o aluno tem ao utilizar este tipo de material did?tico, atrav?s do tablet.De maneira a tra?ar um panorama dos pontos positivos e negativos percebidos por eles, trilhou-se um caminho baseado no Design Centrado no Usu?rio, para ent?o sugerir considera??es que permitam o aprimoramento desse tipo de produto auxiliar ? educa??o contempor?nea. Por meio de uma avalia??o cooperativa, na qual o aluno interfere no andamento do teste de usabilidade do produto, ? poss?vel perceber imediatamente o que causa repulsa ou o atrai, o que causa engajamento ou desmotiva??o quando manuseando o livro digital. O aluno foi ouvido a todo tempo, enquanto manuseava o tablet, externando suas opini?es. Ao final do teste, aplicamos um question?rio para medir a satisfa??o do aluno na intera??o com o livro, o Questionaire for User Interaction Satisfaction - QUIS (SHNEIDERMAN, 1986), que nos permitiu obter detalhes subjetivos desta intera??o. O livro did?tico digital de hist?ria do Ensino M?dio, Hist?ria, Sociedade & Cidadania - Volume 1, de Alfredo Boulos J?nior, editora FTD, foi escolhido para esta pesquisa por apresentar caracter?sticas adequadas ao p?blico-alvo, como uma boa apresenta??o visual, recursos multim?dia, elementos de intera??o e por atenderem aos requisitos de sele??o utilizados pelo Fundo Nacional de Desenvolvimento da Educa??o - FNDE para o edital 01/20131 do Programa Nacional do Livro Did?tico no ano de 2015 e nas Pol?ticas para a aprendizagem m?vel da UNESCO. Este edital foi o primeiro do governo federal a incluir o livro did?tico em formato digital no seu programa educacional, que distribui os livros que as escolasp?blicas utilizar?o em todo o pa?s. Os apontamentos desta pesquisa permitiram sintetizar uma tabela de recomenda??es e revelam ?reas do design e da usabilidade do livro did?tico em vers?o digital, acessado em tablets, que podem ser considerados para uma melhoria no design deste tipo de ferramenta de apoio ao ensino e aprendizagem. / With the goal of investigating the use of digital textbooks on the learning process of
high school students, having as reference the user experience (UX), this study aimed
to capture the experience that the student has by using this type of learning material,
through the tablet. In order to draw a picture of the positive and negative aspects
perceived by them, a path was traced based on User Centered Design, so that
suggestions can be made that allow the enhancement of this type of product aid to
contemporary education. By means of a cooperative evaluation, in which the student
interferes on the progress of the product?s usability test, it is possible to perceive
immediately what repels or attracts him, what causes engagement or lack of
motivation when maneuvering the digital textbook. The student was heard the entire
time while handling the tablet, expressing his opinions. By the end of the test, a
survey was applied to measure the level of satisfaction that the student felt through
the interaction with the book, the Questionaire for User Interaction Satisfaction ?
QUIS (SHNEIDERMAN, 1986), which allowed us to obtain subjective details of this
interaction. The high school history digital textbook ? History, Society and Citizenship
? Volume 1-, by Alfredo Boulos Junior, FTD publishing, was chosen for this research
for presenting characteristics that were adequate to the target audience, with great
visual presentation, multimedia resources, elements of interaction and for meeting
with the selection requirements used by the National Fund of Educational
Development ? FNDE, for the public notice 01/2013 of the National Textbook
Program of 2015 and for the policies for mobile learning from UNESCO. This notice
was the first by the federal government to include textbooks in digital format in its
educational program, which distributes the books that public schools will use around
the country. The notes of this research allowed us to synthesise a table of
recommendations and reveal areas of design and usability of the digital textbook,
accessed through tablets, that may be considered for an improvement of this type of
support tool for teaching and learning.
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