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Abstract(s)
Com o avanço tecnológico, a utilização do livro impresso como forma de entretenimento tem diminuído, ao ponto de, em 12 anos, o número de alunos do ensino secundário que não leu um livro por prazer duplicou. Isto revela um possível problema para o desenvolvimento cognitivo das novas gerações. Assim, o propósito desta investigação é incentivar a leitura através da criação de um produto interativo, que procura ser a ponte entre o leitor e o livro impresso. Combinando design de interação, com human-computer interaction, design emocional e experiência do utilizador, propomos um artefacto de transição de meios de consumo de entretenimento para o livro impresso.
Foi elaborado um enquadramento teórico, com atenção ao declínio do número de leitores, e aos possíveis problemas que resultam deste acontecimento. O projeto desenvolvido é um marcador interativo que dá a possibilidade ao utilizador de criar as suas versões visuais das estórias que está a ler. Realizou-se uma pesquisa de referências artísticas, e um moodboard com número de estilos variados.
Seguiu-se o método de research through design com protótipos, que resultaram em várias iterações. Efetuou-se uma avaliação, na qual metade dos participantes leram um excerto do livro ‘The Picture of Dorian Gray’ sem intervenção da ferramenta, e a outra metade leu com a sua intervenção, através de um Think Aloud para o protótipo do marcador, e um Wizard of Oz para o protótipo da animação. Para esta avaliação usámos uma escala adaptada de Story World Absorption, que procura medir o nível de imersão e prazer. Acreditamos que o projeto resultou num produto interativo único, com foco na interação entre leitor e livro impresso e que demonstra diferentes modos de abordar um problema de design.
The purpose of this research is to bring reading back into the popular mainstream, through the creation of a product that tries to be the bridge between the reader and the book. As technology develops, the use of a book for entertainment purposes diminishes, to the point where in 12 years, the number of Portuguese highschool students that hasn’t read a book for pleasure doubled, showing a possible concern for the cognitive development of the younger generations. Combining Interaction Design with human-computer interaction, emotional design and user experience, this research proposes a transitional artifact from popular entertainment media to the printed book. We developed a theoretical framing, where it was explored the decline of readers, and the possible consequences of such an event. The project created is an interactive bookmark that gives the users the ability to create their own visual versions of the stories they’re reading. A research of artistic references was conducted, along with a moodboard featuring various styles. The research through design method was used next with prototypes, resulting in several iterations. An evaluation was conducted, in which half of the participants read an excerpt from the book ‘The Picture of Dorian Gray’ without the tool’s intervention, and the other half read with its intervention, using a Think Aloud for the bookmark prototype and a Wizard of Oz for the animation prototype. For this evaluation, we used an adapted scale of Story World Absorption, aiming to measure the level of immersion and pleasure. We believe that the project has resulted in a unique interactive product, focusing on the interaction between the reader and the printed book, demonstrating different approaches to a design problem.
The purpose of this research is to bring reading back into the popular mainstream, through the creation of a product that tries to be the bridge between the reader and the book. As technology develops, the use of a book for entertainment purposes diminishes, to the point where in 12 years, the number of Portuguese highschool students that hasn’t read a book for pleasure doubled, showing a possible concern for the cognitive development of the younger generations. Combining Interaction Design with human-computer interaction, emotional design and user experience, this research proposes a transitional artifact from popular entertainment media to the printed book. We developed a theoretical framing, where it was explored the decline of readers, and the possible consequences of such an event. The project created is an interactive bookmark that gives the users the ability to create their own visual versions of the stories they’re reading. A research of artistic references was conducted, along with a moodboard featuring various styles. The research through design method was used next with prototypes, resulting in several iterations. An evaluation was conducted, in which half of the participants read an excerpt from the book ‘The Picture of Dorian Gray’ without the tool’s intervention, and the other half read with its intervention, using a Think Aloud for the bookmark prototype and a Wizard of Oz for the animation prototype. For this evaluation, we used an adapted scale of Story World Absorption, aiming to measure the level of immersion and pleasure. We believe that the project has resulted in a unique interactive product, focusing on the interaction between the reader and the printed book, demonstrating different approaches to a design problem.
Description
Keywords
imersão interação design leitura imersion interaction design reading user experience
Pedagogical Context
Citation
Publisher
Faculdade Arquitetura, Universidade Lisboa