An accurate understanding of users' needs is essential for the development of innovative products. This article presents an exploratory method of user centered research in the context of the design process of technological products, conceived from the demands of a large information technology company. The method is oriented - but not restricted - to the initial stages of the product development process, and uses low-resolution prototypes and simulations of interactions, allowing users to imagine themselves in a future context through fictitious environments and scenarios in the ambit of ideation. The method is effective in identifying the requirements of the experience related to the product’s usage and allows rapid iteration on existing assumptions and greater exploration of design concepts that emerge throughout the investigation.
O artigo discute a propriedade do uso de jogos digitais no processo de aprendizagem e no diagnóstico do nível de conceituação a partir da consideração de regras sob uma perspectiva piagetiana. Com base na aplicação do conceito de ludicidade em sala de aula e na importância da informática na formação da práxis e implementação de uma nova cultura, busca-se apreender as maneiras pelas quais alunos matriculados no primeiro ano do Ensino Fundamental de nove anos descobrem e apropriam-se das regras constantes em jogos digitais. Para o experimento, utiliza-se o Método Clínico Piagetiano. O jogo escolhido é o Implode, software constante do XO, laptop concebido pelo programa OLPC e integrante do pré-piloto do projeto UCA Brasil SEED/MEC.
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