Artigo Completo - Open Access.

Idioma principal | Segundo idioma

BR_PITGAM (Banco Relacional de Padrões de Interface de Top Games para Mobile), desenvolvimento da ferramenta de avaliação de jogabilidade, ergonomia e interatividade em elementos de design de interface sensoriais de jogos digitais

BR_PITGAM (Relational Bank of Top Games Standards Interface for Mobile), development of the assessment tool linking gameplay, ergonomics and interactivity in sensory interface design elements of digital games

Santos, Marco Aurélio Soares dos; Pereira, Alice Theresinha Cybis;

Artigo Completo:

This paper aims to describe the development process of BR_PITGAM Tool (Relational Bank of Top Games Standards Interface for Mobile). New experiences in digital games are observed in different genres, types of interaction and navigation. However they can be difficult to follow and related as scientific contributions are treated in general and dispersed form. The BR_PITGAM tool that aims to relate the recommendations for gameplay, ergonomics and interactivity with the interface elements, resulting in a body of knowledge capable of assisting the learning process of digital games. As a relational bank, the proposed tool enable the identification of sensory interface design patterns in casual digital games for smartphones. Thus it offers a new theoretical framework for future research in the area and enables access to various relationships according to desired approaches.

Artigo Completo:

This paper aims to describe the development process of BR_PITGAM Tool (Relational Bank of Top Games Standards Interface for Mobile). New experiences in digital games are observed in different genres, types of interaction and navigation. However they can be difficult to follow and related as scientific contributions are treated in general and dispersed form. The BR_PITGAM tool that aims to relate the recommendations for gameplay, ergonomics and interactivity with the interface elements, resulting in a body of knowledge capable of assisting the learning process of digital games. As a relational bank, the proposed tool enable the identification of sensory interface design patterns in casual digital games for smartphones. Thus it offers a new theoretical framework for future research in the area and enables access to various relationships according to desired approaches.

Palavras-chave: Interface Design, Gameplay, Ergonomics, Interactivity, Digital Games,

Palavras-chave: Interface Design, Gameplay, Ergonomics, Interactivity, Digital Games,

DOI: 10.5151/despro-sigradi2015-60327

Referências bibliográficas
  • [1] Bastien, C. e Scapin, D. (1993). Critérios Ergonômicos para Avaliação de Interfaces Homem - Computador. Disponível em: . Acessado em: 14 de agosto de 2014.
  • [2] Bastien, C. SCAPIN, D. (1993).Ergonomic criteria for the evaluation of human-computer interfaces. INRIA.
  • [3] Dixon, C. (1995). Why we need to reclassify type. Eye 19: 86- 87.
  • [4] Ergolist. Disponível: http://www.labiutil.inf.ufsc.br/ergolist/check.htm
  • [5] Farina, M (2006). Psicodinâmica das cores em comunicação. São Paulo: Edgard. Blusher.
  • [6] Fontoura, A. e Fukushima, N. Vade-mécum de tipografia. (2015). Curitiba: Insight Editoral.
  • [7] Frase, T. e Banks, A. (2007). Guia Completo da Cor. 2ªed. São Paulo: Senac Editora.
  • [8] Garrett, J. J. (2011). The elements of user experience: user centered design for web and beyond. 2ªed. New York: New Riders Press.
  • [9] Neil, T. (2012). Padrões de design para aplicativos móveis. São Paulo: Novatec.
  • [10] Pedrosa, I. (2009). Da cor à cor inexistente. 10ªed. Rio de Janeiro: Senac Nacional.
  • [11] Perassi, R. (2007). Gramática Comparada da Representação Gráfica. Revista Convergência. Disponível em: http:// convergencias.esart.ipcb.pt/artigo.php?id=92
  • [12] Pereira, A. e Gonçalves, M. Hipermídia e Multimídia. Disponível Em: http://www.avaad.ufsc.br/hiperlab/avaad/
  • [13] moodle/file.php/392/multimidia_e_hipermidia/fhadg_multimidia_e_hipermidia.pdf
  • [14] Rogers, S. (2010). Level Up! The Guide to Great Video Game Design. 1ª. ed. Chichester: John Wiley & Sons.
  • [15] Saffer, D. (2008). Designing Gestural Interfaces. Canda: O’Reilly Media, Inc.
  • [16] Schell, J. (2011). A Arte de Game Design: o livro original, (The Art of Game Design: A book of lenses), Rio de Janeiro, RJ: Elsevier Editora Ltda.
  • [17] Samara, T. (2010). Ensopado de Letra. São Paulo, SP: Edgard Blücher, Editora.
  • [18] Saunders, K.; Novak, J. (2013). Game development essentials: game interface design. 2ªed. Austrália: Cengage Learning.
  • [19] Rabin, S. (2012). Introdução ao Desenvolvimento de Games. São Paulo, SP: Cengage Learning.
  • [20] Whitmore, G. (2003). Design With Music In Mind: A Guide to Adaptive Audio for Game Designers. Disponível em: www.gamasutra.com/resource_guide/20030 528/whitmore_01.shtml
Como citar:

Santos, Marco Aurélio Soares dos; Pereira, Alice Theresinha Cybis; "BR_PITGAM (Banco Relacional de Padrões de Interface de Top Games para Mobile), desenvolvimento da ferramenta de avaliação de jogabilidade, ergonomia e interatividade em elementos de design de interface sensoriais de jogos digitais", p. 231-238 . In: . São Paulo: Blucher, 2015.
ISSN 2318-6968, ISBN: 978-85-8039-136-7
DOI 10.5151/despro-sigradi2015-60327

últimos 30 dias | último ano | desde a publicação


downloads


visualizações


indexações