Personas, de utilizadores a jogadores: empatia e experiência
Autor(a) principal: | |
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Data de Publicação: | 2020 |
Tipo de documento: | Dissertação |
Idioma: | por |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10451/44247 |
Resumo: | Starting from the following research questions, namely, i. which are the existing methodologies, processes of creation and development of personas in existing literature and practice; ii. what parameters are considered for the creation of personas and in user / player profile models; and finally, iii. Is it possible to add value to existing models by applying gamification and emotion concerns? In this context, this research analyses specific concepts of human-machine interaction, such as different methodologies in the area of user and player experience, thus investigating the role of persona creation as a mediator between artefacts and people, proposing, based on existing methodologies in the area of emotional experience, an approach extended by the tools of Game Design. Applying concepts developed by Affective Computing and Game Design theories, the goal of this dissertation was to map and improve the models of persona creation. In the context of a shift from a utilitarian and materialistic design perspective to a holistic experience perspective (Hassenzahl, 2011), the concepts of pleasure, fun and empathy are introduced as an additional layer of meaning for the User Experience. The importance of studying emotions and games, as well as their connection to UX design, is analysed both historically and conceptually. Exploring various emotion theories from neuroscience, biology and psychology (Damásio, 2004; Ekman, 2016; Plutchik, 2003), as well as their role and relevance to design (Hanington, 2017; Hook, 2013; Norman, 2004), design for emotion is dependent, beyond the designer's intentions, on personal and cultural experiences and interpretations. These experiences and interpretations show us a need for experiences that are more personalized or consider an emotional context. The concept of empathy serves as a guiding principle for creating more complex experiences and is related to the sensitivity, perception, understanding and recognition of others and their emotions and behaviours (Gasparini, 2015; IDEO, 2014, on-line; Kouprie & Visser, 2009; Wright & McCarthy, 2008). |
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Personas, de utilizadores a jogadores: empatia e experiênciaDesign de comunicaçãoDesign de jogosUtilizadoresJogadoresPersonasEmpatiaExperiênciaEmoçãoLúdicoDomínio/Área Científica::Humanidades::ArtesStarting from the following research questions, namely, i. which are the existing methodologies, processes of creation and development of personas in existing literature and practice; ii. what parameters are considered for the creation of personas and in user / player profile models; and finally, iii. Is it possible to add value to existing models by applying gamification and emotion concerns? In this context, this research analyses specific concepts of human-machine interaction, such as different methodologies in the area of user and player experience, thus investigating the role of persona creation as a mediator between artefacts and people, proposing, based on existing methodologies in the area of emotional experience, an approach extended by the tools of Game Design. Applying concepts developed by Affective Computing and Game Design theories, the goal of this dissertation was to map and improve the models of persona creation. In the context of a shift from a utilitarian and materialistic design perspective to a holistic experience perspective (Hassenzahl, 2011), the concepts of pleasure, fun and empathy are introduced as an additional layer of meaning for the User Experience. The importance of studying emotions and games, as well as their connection to UX design, is analysed both historically and conceptually. Exploring various emotion theories from neuroscience, biology and psychology (Damásio, 2004; Ekman, 2016; Plutchik, 2003), as well as their role and relevance to design (Hanington, 2017; Hook, 2013; Norman, 2004), design for emotion is dependent, beyond the designer's intentions, on personal and cultural experiences and interpretations. These experiences and interpretations show us a need for experiences that are more personalized or consider an emotional context. The concept of empathy serves as a guiding principle for creating more complex experiences and is related to the sensitivity, perception, understanding and recognition of others and their emotions and behaviours (Gasparini, 2015; IDEO, 2014, on-line; Kouprie & Visser, 2009; Wright & McCarthy, 2008).Gouveia, Patricia Cristina e Silva FigueiraGancho, Sara Patrícia MartinsRepositório da Universidade de LisboaCaçador, Ana Rita das Neves2020-08-25T13:41:22Z2020-06-182020-06-18T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisimage/jpegapplication/pdfhttp://hdl.handle.net/10451/44247TID:202503380porinfo: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:RCAAP2023-11-08T16:45:07Zoai:repositorio.ul.pt:10451/44247Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T21:56:52.010200Repositório 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 |
Personas, de utilizadores a jogadores: empatia e experiência |
title |
Personas, de utilizadores a jogadores: empatia e experiência |
spellingShingle |
Personas, de utilizadores a jogadores: empatia e experiência Caçador, Ana Rita das Neves Design de comunicação Design de jogos Utilizadores Jogadores Personas Empatia Experiência Emoção Lúdico Domínio/Área Científica::Humanidades::Artes |
title_short |
Personas, de utilizadores a jogadores: empatia e experiência |
title_full |
Personas, de utilizadores a jogadores: empatia e experiência |
title_fullStr |
Personas, de utilizadores a jogadores: empatia e experiência |
title_full_unstemmed |
Personas, de utilizadores a jogadores: empatia e experiência |
title_sort |
Personas, de utilizadores a jogadores: empatia e experiência |
author |
Caçador, Ana Rita das Neves |
author_facet |
Caçador, Ana Rita das Neves |
author_role |
author |
dc.contributor.none.fl_str_mv |
Gouveia, Patricia Cristina e Silva Figueira Gancho, Sara Patrícia Martins Repositório da Universidade de Lisboa |
dc.contributor.author.fl_str_mv |
Caçador, Ana Rita das Neves |
dc.subject.por.fl_str_mv |
Design de comunicação Design de jogos Utilizadores Jogadores Personas Empatia Experiência Emoção Lúdico Domínio/Área Científica::Humanidades::Artes |
topic |
Design de comunicação Design de jogos Utilizadores Jogadores Personas Empatia Experiência Emoção Lúdico Domínio/Área Científica::Humanidades::Artes |
description |
Starting from the following research questions, namely, i. which are the existing methodologies, processes of creation and development of personas in existing literature and practice; ii. what parameters are considered for the creation of personas and in user / player profile models; and finally, iii. Is it possible to add value to existing models by applying gamification and emotion concerns? In this context, this research analyses specific concepts of human-machine interaction, such as different methodologies in the area of user and player experience, thus investigating the role of persona creation as a mediator between artefacts and people, proposing, based on existing methodologies in the area of emotional experience, an approach extended by the tools of Game Design. Applying concepts developed by Affective Computing and Game Design theories, the goal of this dissertation was to map and improve the models of persona creation. In the context of a shift from a utilitarian and materialistic design perspective to a holistic experience perspective (Hassenzahl, 2011), the concepts of pleasure, fun and empathy are introduced as an additional layer of meaning for the User Experience. The importance of studying emotions and games, as well as their connection to UX design, is analysed both historically and conceptually. Exploring various emotion theories from neuroscience, biology and psychology (Damásio, 2004; Ekman, 2016; Plutchik, 2003), as well as their role and relevance to design (Hanington, 2017; Hook, 2013; Norman, 2004), design for emotion is dependent, beyond the designer's intentions, on personal and cultural experiences and interpretations. These experiences and interpretations show us a need for experiences that are more personalized or consider an emotional context. The concept of empathy serves as a guiding principle for creating more complex experiences and is related to the sensitivity, perception, understanding and recognition of others and their emotions and behaviours (Gasparini, 2015; IDEO, 2014, on-line; Kouprie & Visser, 2009; Wright & McCarthy, 2008). |
publishDate |
2020 |
dc.date.none.fl_str_mv |
2020-08-25T13:41:22Z 2020-06-18 2020-06-18T00:00:00Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
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info:eu-repo/semantics/masterThesis |
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masterThesis |
status_str |
publishedVersion |
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http://hdl.handle.net/10451/44247 TID:202503380 |
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http://hdl.handle.net/10451/44247 |
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TID:202503380 |
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por |
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info:eu-repo/semantics/openAccess |
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openAccess |
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image/jpeg application/pdf |
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reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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RCAAP |
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RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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