1000 resultados para Design de interação


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Introdução: O Laboratório de Design Solidário (Labsol) é um projeto de extensão criado em 2007 que tem como objetivo aperfeiçoar e revitalizar objetos artesanais e arranjos produtivos locais, baseando suas atividades no tripé conceitual: ecodesign, sustentabilidade e economia solidária. O LabSol visita grupos de artesãos, analisa seus produtos, métodos de produção e matérias primas e a partir daí, cria-se projetos e protótipos. O Laboratório conta com a atuação de alunos de Relações Públicas desde 2009 e estes têm como função promover ações de/para aprimoramento da comunicação interna e externa, além da parte burocrática e análise de propostas e projetos. No ano de 2011, ocorreram quatro exposições de produtos feitos pelo LabSol. Em cada uma destas exposições, o papel do profissional de RP foi fundamental, pois avaliou os convites, verificou a abrangência de cada público, a relação entre o projeto e os eventos, e tornou possível a sua efetiva realização. Objetivos: O estudo tem como objetivo analisar a validade e o alcance das exposições do Labsol no primeiro semestre de 2011. As exposições ocorreram no evento “Ecorreto” em 07 e 08 de maio; no Festival da Rádio UNESP em 26 de maio; no projeto “Perspectiva” – projeto de extensão da UNESP – em 01 de junho; e na XII Semana do Meio Ambiente de Bauru no Horto Florestal da cidade em 05 de junho. Métodos: As exposições aconteceram por meio de convite dos organizadores dos eventos e se deram através da exibição dos produtos, criados para os grupos de artesões, em pedestais individuais ou em mesas com produtos e cartazes explicativos. A análise será baseada no número de expectadores de cada evento e no interesse do público em relação ao projeto e aos produtos. Resultados: O público de interação em cada evento variou em numero de expectadores. O Festival da Rádio UNESP, contou com uma média de mil e duzentos; a Semana Integrada do Meio Ambiente, cento e cinqüenta; o “Ecorreto”, quinhentos expectadores (durante a exposição e através do site, onde estão fotos e informações sobre o evento); e o Projeto Perspectiva, realizado na cantina da Faculdade de Engenharia da Unesp, não foi mensurado, porém, alcança principalmente os alunos de período vespertino e noturno dos quatro cursos desta faculdade por ser espaço de fluxo constante de alunos. Cada uma destas exposições foi acompanhada pelos RPs. Durante as exposições, diversas pessoas se interessaram pelo trabalho e, conseqüentemente, perguntaram sobre o Laboratório, demonstrando grande interesse. Acredita-se que por meio destes interessados, a informação sobre o trabalho é multiplicada e, portanto, o conhecimento sobre o projeto alcança maior amplitude. Divulgando não apenas o projeto, mas principalmente o tripé conceitual sobre o qual se apoia.

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Among the current trends for children’s clothing is clothing that may contribute to the development and children’s learning through interaction with their clothes. For child interaction / clothes from occurring, this dress is appropriate the knowledge of design, which assist in its construction. Thus, this study seeks to investigate design principles that can be adopted for production of clothing that can assist in the development of children, showing how notions of education can be incorporated into costumes, studying the relationships and interactions between design, fashion and education. The study addresses this garment from the perspective of design, so as to provide insights that could contribute to the creation of the pieces. To that end, we developed a theoretical framework that sought to show the infant universe, communication, clothing and design. According to the methodological procedures for the work, there was a case study in ten private schools in Bauru-sp in order to obtain data on experiences with children about their preferences, attitudes and ways of reasoning child’s world.

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Given the objective of the Educational Observatory Program of putting in conjunction the efforts of graduation and basic school in order to improve the quality of the latter, are sought possibilities offered by such an arrangement for teacher education. The assumed action research methodology is designed as a collective rethinking about the social practice in which participants were immersed. It is identified strong correlation among the school/graduation interaction and the nature of the underlying teacher education design. The constitution of research questions accomplished inside the school and the centrality of Small Research Groups in a broad network of interactions were determinants.

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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O presente trabalho trata do conceito de tecnologia, configurando sua abrangência para relacioná-la à área de Gestão de Design, descrevendo como ocorre a relação entre tecnologia e gestão no campo de estudos e atividades em Design. Nele, também estão indicadas as possibilidades gerais da tecnologia na gestão dos processos e dos produtos de Design. Como método, foi realizada uma revisão da literatura na temática em estudo e, com base nos conceitos estudados e em outros argumentos teóricos, desenvolveu-se esta reflexão sobre as possibilidades de interação e cooperação entre tecnologia, gestão e design.

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Stroke is nowadays one of the main causes of death in Brazil and worldwide. During the rehabilitation process, patients undergo physioterapic exercises based on repetition, which may cause them to feel little progress is being made. Focusing on themes from the areas of Human-Computer Interaction and Motor Imagery, the present work describes the development of a digital game concept aimed at motor rehabilitation to the neural rehabilitation of patients who have suffered a stroke in a playful and engaging way. The research hypothesizes that an interactive digital game based on Motor Imagery contributes to patients' raised commitment in the stroke sequel rehabilitation process. The research process entailed the investigation of 10 subjects who live with sequels caused by stroke - it was further established that subjects were over 60 years old. Using as foundation an initial survey regarding target-users' specificities, where an investigation on subjectrelated aspects was carried out through Focus Group (n=9) and Contextual Analysis (n=3), having as subjects elderly individuals, a list with the necessary requirements for the conceptualization of a digital game was fleshed out. The initial survey also enabled the establishment of preliminary interactions for the formulation of game prototypes. At first, low-resolution prototypes were used, with two distinct interaction models for the game - one with a direct approach to the Motor Imagery concept, and another using a narrative with characters and scene settings. The goal was to verify participants' receptivity regarding the addition of playful activities into game dynamics. Prototypes were analyzed while being used by five patients, through the Cooperative Evaluation technique. The tests indicated a preference for option with elements in a playful narrative. Based on these results high fidelity prototypes were created, where concepts close to the game's final version were elaborated. The High Fidelity prototype was also evaluated with four patients through the Cooperative Evaluation technique. It was concluded that elderly individuals and patients were receptive to the idea of a digital game for the rehabilitation from sequels caused by stroke; that, for the success of devices aimed at these cohorts, their contexts, needs and expectations must be respected above all; and that user-centered design is an essential approach in that regard.

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The great demand for Federal Institutions of High Education (IFES) design, triggered by the favourable political moment, boosts the public works market and brings with it the stigma of seeking the lowest cost and meet the federal Law 8.666/93 (Bids). In this context, this research makes an analysis of compliance with Fire Safety’s normative requirements in IFES’s architectural designs, taking this point as an evaluation of quality of designs. For the study, were used, IFES’s designs, specifically from UFERSA – Universidade Federal Rural do Semiárido and UFRN – Universidade Federal do Rio Grande do Norte, selected by the relationship use x public served and yet, in the replication of these buildings’ construction. The research was developed through the identification of the Fire Safety applicable legislation to the designs in question, with the determination of the demanded conditions that are architect’s autonomy or that affect the architectural design. Tabulated the requirements, through data collection and measures gathered in the blueprints, was made a comparison and verification of the compliance with these. The results of this evaluation reveal that the minimum requirements was not fulfilled and that IFES’s architectural designs, taken as object in this study, certainly will suffer restrictions in their regularization process with the Fire Department. It is concluded that is necessary an improvement in the IFES’s designs to meet the minimum fire safety regulations and improvement in quality. Moreover, the results direct to the understanding that level of knowledge about Fire Safety received in undergraduate by architects is insufficient for appropriate elaboration of architectural designs in this area.

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Studies have shown that a person's socioeconomic status (SES) and the environment in which they are inserted modulate their pro-sociality. While children studying in schools with a more affluent student body tend to be more generous, adults with high SES in both real and experimental situations tend to be more selfish, greedy and individualistic. Another factor that influences pro-sociality is monitoring. When we do something under the supervision of another person, we tend to be more generous and cooperative, compared to situations in which no one is watching, even if the "observer" is a drawing of eyes. This monitoring effect occurs in both adults and children. To date, no studies have investigated whether the SES and the environment influence the pro-sociality of the children. There have also been no studies on how the monitoring effect might be influenced by SES and the environment (in this case, whether the environment is a public or private school). Given this context, our main objective was to investigate whether the generosity and cooperation of monitored and unmonitored kids is modulated by these factors. To this end, we did eight matches of the public goods, under monitoring and control conditions, with 249 children from the ages of 7 to 10 years enrolled in public and private schools in Natal, state of Rio Grande do Norte (Brazil). The SES of each child's family was assessed according to the Economic Classification Criterion of Brazil (2013). Contrary to our predictions, SES, school environment and experimental conditions did not significantly influence cooperation and generosity behavior when analyzed separately. We discuss whether the influences of resource and experimental design adopted for the current study and the historical and economic conditions of Brazil might explain these observations. Interestingly, when SES and school environment were analyzed together, an effect of monitoring on generosity and cooperation was detected. More specifically, monitoring had the effect of decreasing generosity among children with greater SES in private schools; and increased cooperation among children with greater SES in public schools. These results suggest that there is an influence of monitoring on the pro-sociality of children in relation to their SES and acquaintanceship environments. We argue that these observations may be explained by different preoccupations with reputation, according to the environment in which a child is inserted.

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The different characteristics and needs of mobile device users, the situations in which these devices are operated and the limitations and characteristics of these devices are all factors which influence usability and ergonomics; two elements highly required for achieving successful interaction between users and devices. This research aims to identify characteristics of interface design for apps in mobile device applications, focussing on design, visual publishing and content editing, and the actual process of creation of these interfaces, with a view to guarantee quality interaction through touch technology, in observance of service limitations, the opportunities offered by the devices and the application requirements. The study will examine the interface of the mobile device application titled “Brasil 247” which provides news broadcasts using the concept of usability and ergonomics mainly in the field of adaptation, searching and browsing informative articles, as well as clarifying the processes and techniques necessary to carry out interaction tests which seek to evaluate the usability of interface.

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In this dissertation was elaborated an interdisciplinary didactic sequence for the development of Physical concepts involved in the interaction of laser radiation with biological matter in order to make a relation between Physics and other fields of knowledge aiming to enlarge the contextualization of scientific knowledge. The objective was to develop an educational product which theme is “Laser’s Interaction with Biological Tissues”. In this work, basic physical concepts related to laser radiation were presented, its interaction with matter and applicability in the student's daily life, with emphasis on Public Health. The inclusion of the subject in schools was effected through didactic transposition as theoretical foundation and the three pedagogical moments as teaching support. The development of the project involved discussions of scientific knowledge applied in society’s daily life. In the product's design the didactic sequence was projected and the use of varied teaching resources has been proposed, such as videos, texts, experiments, simulators and de Software “Tracker”. The construction of paradidactic material was performed considering different stages of equal importance for a teacher's reflection process. The work prioritizes the alternative conceptions of student, transforming him in a direct agent of the construction of knowledge and this aspect is based on the profile of the Student's Material. Another important point is the evaluation's proposal, this was systematized to be done class after class through building texts, essay questions, presentation of papers, among others activities. The didactic sequence guides the introduction of relevant topics of the students and society’s daily life, the ideas are not closed and in many times the teacher make changes which deem relevant to the teaching for better development of their practice.

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Dissertação composta por 02 artigos.

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A presente dissertação retrata o desenvolvimento de um auxiliar de marcha para crianças com mobilidade reduzida, mais propriamente um andarilho. Foi escolhido este tema devido à carga negativa que é associada a todos os produtos de apoio existentes no mercado. Esta proposta pretende fazer uma inclusão da criança com o meio que a rodeia, permitir uma maior interação com as outras crianças e até certo ponto fazê-las esquecer que o andarilho é um produto obrigatório e apenas com fins terapêuticos, mas sim uma extensão do corpo que lhe vai permitir brincar e explorar o mundo que a rodeia de uma forma mais divertida. Os andarilhos existentes atualmente continuam com o aspeto frio e hospitalar que sempre tiveram, e é necessário ter consciência que os utilizadores são crianças e como todas as crianças identificam-se com formas orgânicas e cores apelativas. A modelação 3d assim como os desenhos técnicos do andarilho foram desenvolvidos com recurso aos softwares Solid Works e Autocad. O produto desenvolvido atingiu o objetivo inicial proposto. É um andarilho em alumínio revestido a ABS, obtendo assim formas mais orgânicas, fazendo esquecer que se trata de um produto necessário e terapêutico e lembrando um brinquedo, o que o faz corresponder às expectativas propostas.

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This thesis introduce a new innovation methodology called IDEAS(R)EVOLUTION that was developed according to an on-going experimental research project started in 2007. This new approach to innovation has initial based on Design thinking for innovation theory and practice. The concept of design thinking for innovation has received much attention in recent years. This innovation approach has climbed from the design and designers knowledge field towards other knowledge areas, mainly business management and marketing. Human centered approach, radical collaboration, creativity and breakthrough thinking are the main founding principles of Design thinking that were adapted by those knowledge areas due to their assertively and fitness to the business context and market complexity evolution. Also Open innovation, User-centered innovation and later on Living Labs models emerge as answers to the market and consumers pressure and desire for new products, new services or new business models. Innovation became the principal business management focus and strategic orientation. All this changes had an impact also in the marketing theory. It is possible now to have better strategies, communications plans and continuous dialogue systems with the target audience, incorporating their insights and promoting them to the main dissemination ambassadors of our innovations in the market. Drawing upon data from five case studies, the empirical findings in this dissertation suggest that companies need to shift from Design thinking for innovation approach to an holistic, multidimensional and integrated innovation system. The innovation context it is complex, companies need deeper systems then the success formulas that “commercial “Design thinking for innovation “preaches”. They need to learn how to change their organization culture, how to empower their workforce and collaborators, how to incorporate external stakeholders in their innovation processes, hoe to measure and create key performance indicators throughout the innovation process to give them better decision making data, how to integrate meaning and purpose in their innovation philosophy. Finally they need to understand that the strategic innovation effort it is not a “one shot” story it is about creating a continuous flow of interaction and dialogue with their clients within a “value creation chain“ mindset; RESUMO: Metodologia de co-criação de um produto/marca cruzando Marketing, Design Thinking, Criativity and Management - IDEAS(R)EVOLUTION. Esta dissertação apresenta uma nova metodologia de inovação chamada IDEAS(R)EVOLUTION, que foi desenvolvida segundo um projecto de investigação experimental contínuo que teve o seu início em 2007. Esta nova abordagem baseou-se, inicialmente, na teoria e na práctica do Design thinking para a inovação. Actualmente o conceito do Design Thinking para a inovação “saiu” do dominio da area de conhecimento do Design e dos Designers, tendo despertado muito interesse noutras áreas como a Gestão e o Marketing. Uma abordagem centrada na Pessoa, a colaboração radical, a criatividade e o pensamento disruptivo são principios fundadores do movimento do Design thinking que têm sido adaptados por essas novas áreas de conhecimento devido assertividade e adaptabilidade ao contexto dos negócios e à evolução e complexidade do Mercado. Também os modelos de Inovação Aberta, a inovação centrada no utilizador e mais tarde os Living Labs, emergem como possiveis soluções para o Mercado e para a pressão e desejo dos consumidores para novos productos, serviços ou modelos de negócio. A inovação passou a ser o principal foco e orientação estratégica na Gestão. Todas estas mudanças também tiveram impacto na teoria do Marketing. Hoje é possivel criar melhores estratégias, planos de comunicação e sistemas continuos de diálogo com o público alvo, incorporando os seus insights e promovendo os consumidores como embaixadores na disseminação da inovação das empresas no Mercado Os resultados empiricos desta tese, construídos com a informação obtida nos cinco casos realizados, sugerem que as empresas precisam de se re-orientar do paradigma do Design thinking para a inovação, para um sistema de inovação mais holistico, multidimensional e integrado. O contexto da Inovação é complexo, por isso as empresas precisam de sistemas mais profundos e não apenas de “fórmulas comerciais” como o Design thinking para a inovação advoga. As Empresas precisam de aprender como mudar a sua cultura organizacional, como capacitar sua força de trabalho e colaboradores, como incorporar os públicos externos no processo de inovação, como medir o processo de inovação criando indicadores chave de performance e obter dados para um tomada de decisão mais informada, como integrar significado e propósito na sua filosofia de inovação. Por fim, precisam de perceber que uma estratégia de inovação não passa por ter “sucesso uma vez”, mas sim por criar um fluxo contínuo de interação e diálogo com os seus clientes com uma mentalidade de “cadeia de criação de valor”

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Hybrid bioisoster derivatives from N-acylhydrazones and furoxan groups were designed with the objective of obtaining at least a dual mechanism of action: cruzain inhibition and nitric oxide (NO) releasing activity. Fifteen designed compounds were synthesized varying the substitution in N-acylhydrazone and in furoxan group as well. They had its anti-Trypanosoma cruzi activity in amastigotes forms, NO releasing potential and inhibitory cruzain activity evaluated. The two most active compounds (6, 14) both in the parasite amastigotes and in the enzyme contain the nitro group in para position of the aromatic ring. The permeability screening in Caco-2 cell and cytotoxicity assay in human cells were performed for those most active compounds and both showed to be less cytotoxic than the reference drug, benznidazole. Compound 6 was the most promising, since besides activity it showed good permeability and selectivity index, higher than the reference drug. Thereby the compound 6 was considered as a possible candidate for additional studies.