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Resumo(s)
O presente projeto surgiu de uma colaboração com a Associação Nacional de Doentes com Artrite
Idiopática (ANDAI) com o objetivo de conceber e desenvolver uma aplicação Web para ajudar
as crianças e jovens que sofrem de Artrite Idiopática Juvenil (AIJ) a lidar de uma melhor maneira
com esta doença reumática. O público-alvo é composto por crianças por volta dos 10 anos de
idade que sofrem desta doença. A motivação é ajudá-los a crescer com o conhecimento necessário
para poder lidar de uma melhor maneira com esta doença reumática que os limita no seu dia-a dia, ajudando-os a ser mais autónomos face aos cuidados que a AIJ requer e a melhorar a sua
qualidade de vida. Os 10 anos marcam também a idade de transição escolar do 1º para o 2º ciclos,
o que implica, na maior parte dos casos, uma mudança de escola, para um ambiente em que os
colegas são mais crescidos (e nem sempre mais empáticos).
A aplicação Web concebida e desenvolvida inclui um personagem virtual para comunicar com o
utilizador e para o guiar, através de texto, áudio e expressões faciais variadas para transmitir
diferentes emoções. O papel desempenhado pela personagem é de um jovem que sofre desta
doença, tal como o público-alvo, para que o mesmo se possa identificar e criar empatia
facilmente. Recorre-se a estratégias de gamificação para potencialmente promover a empatia e
motivação dos utilizadores da aplicação.
O trabalho foi acompanhado por elementos da Associação Nacional de Doentes com Artrite
Idiopática (ANDAI) e por dois investigadores da área das Ciências Farmacêuticas.
This project emerged from a collaboration with the National Association of Patients with Idiopathic Arthritis (ANDAI) with the aim of designing and developing a web application to help children and young people who are protected from Juvenile Idiopathic Arthritis (JIA) to manage in a better way with this rheumatic disease. The target audience is children around 10 years of age who experience this disease. The motivation is to help them growth with the necessary knowledge to be able to better deal with this rheumatic disease that limits their daily lives, helping them to be more autonomous in the face of the care that AIJ requires and improve your quality of life. The age of 10 also marks the age of school transition from the 1st to the 2nd cycle, which implies, in most cases, a change of school, to an environment in which classmates are more grown up (and not always more empathetic). The web application conceived and developed includes a virtual character to communicate with the user and to guide him, through text, audio and varied facial expressions to convey different emotions. The role played by the character is a young man who suffers from this disease, as well as the target audience, so that he can easily identify and empathize. The gamification strategy is used to potentially promote the empathy and motivation of the application's users. The work was accompanied by members of the National Association of Patients with Idiopathic Arthritis (ANDAI) and by two researchers from the field of Pharmaceutical Sciences.
This project emerged from a collaboration with the National Association of Patients with Idiopathic Arthritis (ANDAI) with the aim of designing and developing a web application to help children and young people who are protected from Juvenile Idiopathic Arthritis (JIA) to manage in a better way with this rheumatic disease. The target audience is children around 10 years of age who experience this disease. The motivation is to help them growth with the necessary knowledge to be able to better deal with this rheumatic disease that limits their daily lives, helping them to be more autonomous in the face of the care that AIJ requires and improve your quality of life. The age of 10 also marks the age of school transition from the 1st to the 2nd cycle, which implies, in most cases, a change of school, to an environment in which classmates are more grown up (and not always more empathetic). The web application conceived and developed includes a virtual character to communicate with the user and to guide him, through text, audio and varied facial expressions to convey different emotions. The role played by the character is a young man who suffers from this disease, as well as the target audience, so that he can easily identify and empathize. The gamification strategy is used to potentially promote the empathy and motivation of the application's users. The work was accompanied by members of the National Association of Patients with Idiopathic Arthritis (ANDAI) and by two researchers from the field of Pharmaceutical Sciences.
Descrição
Trabalho de projeto de mestrado, Informática, Universidade de Lisboa, Faculdade de Ciências, 2022
Palavras-chave
artrite idiopática juvenil AIJ doença crónica aplicação Web gamificação personagem virtual quiz Trabalhos de projeto de mestrado - 2022
