Development of a tangible artefact prototype for treating children with speech sound disorders

Detalhes bibliográficos
Autor(a) principal: Santos, Joaquim Nuno Salgueiro dos
Data de Publicação: 2018
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10773/24070
Resumo: In the first part of this Dissertation different approaches - interaction paradigms considered relevant - that can be used to enrich a traditionally physical intervention material and how to turn everything into a coherent whole, a tangible artefact. The advantages that a tangible artefact may hold over a traditional object, as well as its role in children’s learning, are analysed. Three best practices cases are described and from them lessons are drawn for the creation of tangible artefacts. In the second part of the Dissertation the game selected to be transformed into a tangible artefact - the game of Fishing - is presented and described. Aspects of game mechanics, both in the traditional version and in the tangible/digital version, are discussed. The reasons and advantages perceived in the transformation into a tangible artefact are reviewed. The technologies used and the various stages and iterations that both the prototype and the software suffered are described. The reasons and the motivation behind the various decisions made are explained. In order to obtain suggestions and to verify if the prototype was being developed according to the needs of the identified target users, an exploratory test was prepared and carried out, with 10 participants. During this test we used the direct observation method and the following data gathering mechanisms: observation grid and semi-structured questionnaire / interview. This enabled the collection of quantitative and qualitative data, which allowed us to conclude that the prototype addresses the existing needs, has a high replay value and favours immersion. Finally, we present the conclusions and results obtained, as well as an exhaustive list of suggestions, comments and changes to be made to create a tangible artefact with final product characteristics. The artifact produced can be extremely modular and versatile and there is a clear need and interest in similar objects from speech therapists, educators and auxiliaries. However, there are aspects to improve. The process should be even more iterative, with a multidisciplinary team and all end-users able to participate as co-designers.
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spelling Development of a tangible artefact prototype for treating children with speech sound disordersChildrenSpeech Sound DisordersTangible Artefact; InteractionParents/CaregiversIn the first part of this Dissertation different approaches - interaction paradigms considered relevant - that can be used to enrich a traditionally physical intervention material and how to turn everything into a coherent whole, a tangible artefact. The advantages that a tangible artefact may hold over a traditional object, as well as its role in children’s learning, are analysed. Three best practices cases are described and from them lessons are drawn for the creation of tangible artefacts. In the second part of the Dissertation the game selected to be transformed into a tangible artefact - the game of Fishing - is presented and described. Aspects of game mechanics, both in the traditional version and in the tangible/digital version, are discussed. The reasons and advantages perceived in the transformation into a tangible artefact are reviewed. The technologies used and the various stages and iterations that both the prototype and the software suffered are described. The reasons and the motivation behind the various decisions made are explained. In order to obtain suggestions and to verify if the prototype was being developed according to the needs of the identified target users, an exploratory test was prepared and carried out, with 10 participants. During this test we used the direct observation method and the following data gathering mechanisms: observation grid and semi-structured questionnaire / interview. This enabled the collection of quantitative and qualitative data, which allowed us to conclude that the prototype addresses the existing needs, has a high replay value and favours immersion. Finally, we present the conclusions and results obtained, as well as an exhaustive list of suggestions, comments and changes to be made to create a tangible artefact with final product characteristics. The artifact produced can be extremely modular and versatile and there is a clear need and interest in similar objects from speech therapists, educators and auxiliaries. However, there are aspects to improve. The process should be even more iterative, with a multidisciplinary team and all end-users able to participate as co-designers.Na primeira parte desta Dissertação são apresentadas diferentes abordagens – paradigmas de interação considerados relevantes – que poderão ser usadas para enriquecer um material de intervenção tradicionalmente físico e como tornar tudo num todo coerente, num artefacto tangível. As vantagens que um artefacto tangível poderá deter sobre um objeto tradicional, bem como o seu enquadramento na forma como as crianças aprendem, são analisados. São ainda descritos três casos considerados de sucesso e deles é produzida uma breve reflexão sobre a criação de artefactos tangíveis.. Na segunda parte da Dissertação é apresentado o jogo escolhido concebido para ser transformado num artefacto tangível – o “Jogo da Pesca”. São abordados aspetos da mecânica de jogo - na versão tradicional e também na versão tangível/digital - e o porquê e as vantagens percecionadas aquando da sua transformação. As tecnologias usadas e os vários momentos e iterações que, tanto o protótipo quanto o software sofreram, são descritos e explicados os motivos e o fio condutor por trás das várias decisões tomadas. A fim de obter sugestões e verificar se o protótipo estava a ser desenvolvido de acordo com as necessidades dos públicos-alvo identificados, realizou-se um teste exploratório, com uma amostra de 10 elementos. Durante esse teste foi utilizado o método de observação direta e os seguintes mecanismos de recolha de dados: grelha de observação e questionário/entrevista semi-estruturada. Isto permitiu a recolha de dados quantitativos e qualitativos, que nos ajudaram a concluir que o protótipo respondia às necessidades existentes, tem uma elevada capacidade de motivar o voltar a jogar e favorece a imersão. Por fim são apresentadas as conclusões e os resultados obtidos, bem como uma lista exaustiva de sugestões, comentários e alterações a realizar para criar um artefacto tangível, com características de produto final. O artefacto produzido pode ser extremamente modular e versátil e existe uma clara necessidade e interesse em objetos similares por parte de terapeutas da fala, educadoras e auxiliares. Há no entanto aspetos a melhorar. O processo deveria ser ainda mais iterativo, com uma equipa multidisciplinar e com todos os utilizadores finais a participar no design/criação.2018-09-10T12:37:23Z2018-01-30T00:00:00Z2018-01-30info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10773/24070TID:201946386engSantos, Joaquim Nuno Salgueiro dosinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-02-22T11:47:22Zoai:ria.ua.pt:10773/24070Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T02:57:53.248938Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Development of a tangible artefact prototype for treating children with speech sound disorders
title Development of a tangible artefact prototype for treating children with speech sound disorders
spellingShingle Development of a tangible artefact prototype for treating children with speech sound disorders
Santos, Joaquim Nuno Salgueiro dos
Children
Speech Sound Disorders
Tangible Artefact; Interaction
Parents/Caregivers
title_short Development of a tangible artefact prototype for treating children with speech sound disorders
title_full Development of a tangible artefact prototype for treating children with speech sound disorders
title_fullStr Development of a tangible artefact prototype for treating children with speech sound disorders
title_full_unstemmed Development of a tangible artefact prototype for treating children with speech sound disorders
title_sort Development of a tangible artefact prototype for treating children with speech sound disorders
author Santos, Joaquim Nuno Salgueiro dos
author_facet Santos, Joaquim Nuno Salgueiro dos
author_role author
dc.contributor.author.fl_str_mv Santos, Joaquim Nuno Salgueiro dos
dc.subject.por.fl_str_mv Children
Speech Sound Disorders
Tangible Artefact; Interaction
Parents/Caregivers
topic Children
Speech Sound Disorders
Tangible Artefact; Interaction
Parents/Caregivers
description In the first part of this Dissertation different approaches - interaction paradigms considered relevant - that can be used to enrich a traditionally physical intervention material and how to turn everything into a coherent whole, a tangible artefact. The advantages that a tangible artefact may hold over a traditional object, as well as its role in children’s learning, are analysed. Three best practices cases are described and from them lessons are drawn for the creation of tangible artefacts. In the second part of the Dissertation the game selected to be transformed into a tangible artefact - the game of Fishing - is presented and described. Aspects of game mechanics, both in the traditional version and in the tangible/digital version, are discussed. The reasons and advantages perceived in the transformation into a tangible artefact are reviewed. The technologies used and the various stages and iterations that both the prototype and the software suffered are described. The reasons and the motivation behind the various decisions made are explained. In order to obtain suggestions and to verify if the prototype was being developed according to the needs of the identified target users, an exploratory test was prepared and carried out, with 10 participants. During this test we used the direct observation method and the following data gathering mechanisms: observation grid and semi-structured questionnaire / interview. This enabled the collection of quantitative and qualitative data, which allowed us to conclude that the prototype addresses the existing needs, has a high replay value and favours immersion. Finally, we present the conclusions and results obtained, as well as an exhaustive list of suggestions, comments and changes to be made to create a tangible artefact with final product characteristics. The artifact produced can be extremely modular and versatile and there is a clear need and interest in similar objects from speech therapists, educators and auxiliaries. However, there are aspects to improve. The process should be even more iterative, with a multidisciplinary team and all end-users able to participate as co-designers.
publishDate 2018
dc.date.none.fl_str_mv 2018-09-10T12:37:23Z
2018-01-30T00:00:00Z
2018-01-30
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format masterThesis
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10773/24070
TID:201946386
url http://hdl.handle.net/10773/24070
identifier_str_mv TID:201946386
dc.language.iso.fl_str_mv eng
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