Este artigo apresenta o resultado da pesquisa referente à incorporação, por meio de princípios, do Erro Humano ao design de jogos digitais. De uma forma geral, questões sobre Erro Humano são consideradas no desenvolvimento de interfaces em jogos digitais, porém, quando relacionadas ao design do jogo, são necessárias adaptações a elas, uma vez que o desafio é um fator importante para se proporcionar diversão e, sob a ótica do Erro Humano, o desafio pode ser considerado um erro. A pesquisa utilizou as classificações de Erro Humano, a triangulação de dados coletados via inspeção preventiva de erro e a teoria do fluxo expandida para possibilitar a formulação de um conjunto de princípios com o objetivo de compatibilizar o design de desafios lúdicos com os princípios do Erro Humano. A partir do resultado, conclui-se que a aplicação do Erro Humano no design dos jogos tem um efeito positivo para o jogador, permitindo que ele interaja somente com erros associados à estética do jogo.
Educational animation as a resource for learning has proliferated due to the inclusion of technology in schools and the possibilities brought by new media and graphic design software. By using animation for learning this feature gains more stakeholders with different goals (learning and teaching) and becomes a complex product. Aiming this, it is necessary to use auxiliary tools to cover all the functions of the project. The Business Model Generation (BMG) is a tool that displays all stakeholders of a business and their relationships. This article tries to apply the idea of this tool as an auxiliary canvas for creating requirements for animation. For those presents the BMG canvas and proposes a canvas for design educational animations. Finally, to show its uses two animation samples were evaluated by the model built, to demonstrate the ability of the canvas to be used as a tool for collaborative requirements elicitation.
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