2019
DOI: 10.35522/eed.v27i3.770
|View full text |Cite
|
Sign up to set email alerts
|

Um exercício de colaboração por meio de práticas projetuais: Mães Inosel

Abstract: ResumoEste trabalho trata de um exercício de colaboração proposto, por meio de capacitação baseada em práticas projetuais do campo do design, às mães que possuem filhos na escola Inosel. O Inosel (Instituto Nossa Senhora de Lourdes) fica localizado no bairro da Gávea, Zona Sul do Rio de Janeiro. É uma escola católica, beneficente, de assistência social, que integra alunos surdos e com audição normal. Como escola beneficente, ela auxilia, com bolsas de estudos, crianças com deficiência auditiva que moram na cid… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1

Citation Types

0
1
0

Year Published

2023
2023
2023
2023

Publication Types

Select...
1

Relationship

0
1

Authors

Journals

citations
Cited by 1 publication
(1 citation statement)
references
References 1 publication
0
1
0
Order By: Relevance
“…The key here is to understand that different people with different needs will require different resources and adaptations. So, as suggested in the paper by Heron et al (2018aHeron et al ( , 2018b, the most effective way to increase the amount of accessible games and to guarantee that their accessibility standards are effective is to include a more diverse cast of people when play-testing games, which leads us to the crux of Design in Partnership: this approach, that is very similar to co-design (Cruz, Couto, Portas, 2019;Cunha, Providência, 2020), was originally coined by professors Ana Branco and José Luiz Ripper in 1988 as part of the curriculum of PUC-Rio's Department of Arts and Design. This approach to design was particularly innovative in the sense that focuses on the exchange between people, coexisting in nature, and its primary premisses are the interaction and dialogue between subjects (Araujo, Brazil, Espanhol, Léste, Perpétuo, 2022) in lieu of some more traditional approaches that try to establish the designer as the sole or most relevant decision-maker in the design process, not necessarily taking into consideration the full spectrum of emotions, thoughts, opinions and desires of the final user.…”
Section: Tabletop Games Visual Interfaces and Accessmentioning
confidence: 99%
“…The key here is to understand that different people with different needs will require different resources and adaptations. So, as suggested in the paper by Heron et al (2018aHeron et al ( , 2018b, the most effective way to increase the amount of accessible games and to guarantee that their accessibility standards are effective is to include a more diverse cast of people when play-testing games, which leads us to the crux of Design in Partnership: this approach, that is very similar to co-design (Cruz, Couto, Portas, 2019;Cunha, Providência, 2020), was originally coined by professors Ana Branco and José Luiz Ripper in 1988 as part of the curriculum of PUC-Rio's Department of Arts and Design. This approach to design was particularly innovative in the sense that focuses on the exchange between people, coexisting in nature, and its primary premisses are the interaction and dialogue between subjects (Araujo, Brazil, Espanhol, Léste, Perpétuo, 2022) in lieu of some more traditional approaches that try to establish the designer as the sole or most relevant decision-maker in the design process, not necessarily taking into consideration the full spectrum of emotions, thoughts, opinions and desires of the final user.…”
Section: Tabletop Games Visual Interfaces and Accessmentioning
confidence: 99%