Explorando princípios de Afetibilidade no redesign de aplicações para contextos educacionais
Resumo
A pesquisa que apresentamos neste artigo está situada no contexto de investigação de aspectos sociais e afetivos em ambientes e sistemas computacionais de apoio à aprendizagem. Quarenta alunos de graduação propuseram e desenvolveram projetos com o objetivo de explorar a aplicação dos Princípios de Design para Afetibilidade. Tais princípios foram propostos para auxiliar designers no processo de incorporar, na prática, questões afetivas e educacionais. O estudo demonstra a viabilidade do uso dos Princípios propostos para criação de aplicações educacionais com foco em afeto; resultado que pode servir de inspiração para outros designers.
Palavras-chave:
Afetibilidade, Design de Aplicações, Contextos Educacionais
Referências
Almeida, L.D.A. (2013) Awareness em redes sociais inclusivas. In: Codesign de Redes Digitais. 1Ed: Editora Penso.
Africano, D., Berg, S., Lindbergh, K., Lundholm, P., Nilbrink, F., & Persson, A. (2004, April). Designing tangible interfaces for children's collaboration. In CHI'04 extended abstracts on Human factors in computing systems (pp. 853-868). ACM.
Atkinson, P. & Hammersley, M. (1994) Ethnography and Participant Observation. In Handbook of Qualitative Research, Sage Publications, 1994, pp. 248-261.
Boehner, K., DePaula, R., Dourish, P., & Sengers, P. (2007). How emotion is made and measured. International Journal of Human-Computer Studies, 65(4), 275-291.
Druin, A. (2002) The role of children in the design of new technology. Behaviour and Information Technology, 21 (1), pp. 1-25.
Fails, J. A., Druin, A., & Guha, M. L. (2010, June). Mobile collaboration: collaboratively reading and creating children's stories on mobile devices. In Proceedings of the 9th International Conference on Interaction Design and Children (pp. 20-29). ACM.
Friedman, B.; Kahn, P.H. (2002) Human values, ethics and design. The Human-computer interaction handbook. L. Erlbaum Associates Inc. Hillsdale, NJ, pp. 1177-1201.
Hayashi. E. C. S.; Baranauskas, M. C. C. (2013) Design Principles for Affectibility. IC-13-17, disponível em: [link] (último acesso em Outubro, 2013).
Henderson A; Kyng M (1991) There’s no place like home: Continuing Design in Use. In: J.Greenbaum and M. Kyng (eds) Design at work: Cooperative Design of Computer Systems. Hillsdale, NJ, Lawrence Erlbaum Ass., p. 219-240.
Kam, M., Mathur, A., Kumar, A., & Canny, J. (2009, April). Designing digital games for rural children: a study of traditional village games in India. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 31-40). ACM.
Kim, M., Yoo, K. H., Park, C., & Yoo, J. S. (2010). Development of a digital textbook standard format based on XML. In Advances in Computer Science and Information Technology (pp. 363-377). Springer Berlin Heidelberg.
LaTaille, Y. D. (1992). Desenvolvimento do juízo moral e afetividade na teoria de Jean Piaget. Piaget, Vygotsky, Wallon: teorias psicogenéticas em discussão, 47-73, São Paulo, Summus Editorial.
Maloney, J.; Resnick, M.; Rusk, N.; Silverman, B.; Eastmond, E. (2010) The Scratch Programming Language and Environment. ACM Transactions on Computing Education, Vol. 10, No. 4.
Neris, V. P. A.; Baranauskas, M. C. C. (2007) End-user Tailoring: a Semiotic-informed Perspective. In: Proc. of ICOS 2007), p. 47-53.
Ortony, A., Norman, D.A. & Revelle, W. (2005) Affect and Proto-affect in effective functioning. Who Needs Emotions? The Brain Meets the Machine. New York: Oxford University Press, pp. 173-202.
Picard, R. (1997) Affective Computing. MIT Press.
Resnick, M., Maloney, J., Monroy-Hernández, A., Rusk, N., Eastmond, E., Brennan, K.,... & Kafai, Y. (2009). Scratch: programming for all. Communications of the ACM, 52(11), 60-67.
Scratch. [link] (ultimo acesso em Ago/2013).
Tanenbaum, J., Tanenbaum, K., El-Nasr, M. S., & Hatala, M. (2010). Authoring tangible interactive narratives using cognitive hyperlinks. Proc. of the Intelligent Narrative Technologies III Workshop, pp.6.
Africano, D., Berg, S., Lindbergh, K., Lundholm, P., Nilbrink, F., & Persson, A. (2004, April). Designing tangible interfaces for children's collaboration. In CHI'04 extended abstracts on Human factors in computing systems (pp. 853-868). ACM.
Atkinson, P. & Hammersley, M. (1994) Ethnography and Participant Observation. In Handbook of Qualitative Research, Sage Publications, 1994, pp. 248-261.
Boehner, K., DePaula, R., Dourish, P., & Sengers, P. (2007). How emotion is made and measured. International Journal of Human-Computer Studies, 65(4), 275-291.
Druin, A. (2002) The role of children in the design of new technology. Behaviour and Information Technology, 21 (1), pp. 1-25.
Fails, J. A., Druin, A., & Guha, M. L. (2010, June). Mobile collaboration: collaboratively reading and creating children's stories on mobile devices. In Proceedings of the 9th International Conference on Interaction Design and Children (pp. 20-29). ACM.
Friedman, B.; Kahn, P.H. (2002) Human values, ethics and design. The Human-computer interaction handbook. L. Erlbaum Associates Inc. Hillsdale, NJ, pp. 1177-1201.
Hayashi. E. C. S.; Baranauskas, M. C. C. (2013) Design Principles for Affectibility. IC-13-17, disponível em: [link] (último acesso em Outubro, 2013).
Henderson A; Kyng M (1991) There’s no place like home: Continuing Design in Use. In: J.Greenbaum and M. Kyng (eds) Design at work: Cooperative Design of Computer Systems. Hillsdale, NJ, Lawrence Erlbaum Ass., p. 219-240.
Kam, M., Mathur, A., Kumar, A., & Canny, J. (2009, April). Designing digital games for rural children: a study of traditional village games in India. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 31-40). ACM.
Kim, M., Yoo, K. H., Park, C., & Yoo, J. S. (2010). Development of a digital textbook standard format based on XML. In Advances in Computer Science and Information Technology (pp. 363-377). Springer Berlin Heidelberg.
LaTaille, Y. D. (1992). Desenvolvimento do juízo moral e afetividade na teoria de Jean Piaget. Piaget, Vygotsky, Wallon: teorias psicogenéticas em discussão, 47-73, São Paulo, Summus Editorial.
Maloney, J.; Resnick, M.; Rusk, N.; Silverman, B.; Eastmond, E. (2010) The Scratch Programming Language and Environment. ACM Transactions on Computing Education, Vol. 10, No. 4.
Neris, V. P. A.; Baranauskas, M. C. C. (2007) End-user Tailoring: a Semiotic-informed Perspective. In: Proc. of ICOS 2007), p. 47-53.
Ortony, A., Norman, D.A. & Revelle, W. (2005) Affect and Proto-affect in effective functioning. Who Needs Emotions? The Brain Meets the Machine. New York: Oxford University Press, pp. 173-202.
Picard, R. (1997) Affective Computing. MIT Press.
Resnick, M., Maloney, J., Monroy-Hernández, A., Rusk, N., Eastmond, E., Brennan, K.,... & Kafai, Y. (2009). Scratch: programming for all. Communications of the ACM, 52(11), 60-67.
Scratch. [link] (ultimo acesso em Ago/2013).
Tanenbaum, J., Tanenbaum, K., El-Nasr, M. S., & Hatala, M. (2010). Authoring tangible interactive narratives using cognitive hyperlinks. Proc. of the Intelligent Narrative Technologies III Workshop, pp.6.
Publicado
25/11/2013
Como Citar
HAYASHI, Elaine C. S.; POSADA, Julián E. Gutiérrez; BARANAUSKAS, M. Cecília C..
Explorando princípios de Afetibilidade no redesign de aplicações para contextos educacionais. In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 24. , 2013, Campinas/SP.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2013
.
p. 788-797.
DOI: https://doi.org/10.5753/cbie.sbie.2013.788.
