Design e avaliação de uma interface gamificada de software de biofeedback de fala

Detalhes bibliográficos
Ano de defesa: 2019
Autor(a) principal: Souza, Andréa Silva
Orientador(a): Camargo, Zuleica Antonia
Banca de defesa: Não Informado pela instituição
Tipo de documento: Tese
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Pontifícia Universidade Católica de São Paulo
Programa de Pós-Graduação: Programa de Estudos Pós-Graduados em Linguística Aplicada e Estudos da Linguagem
Departamento: Faculdade de Filosofia, Comunicação, Letras e Artes
País: Brasil
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: https://tede2.pucsp.br/handle/handle/22750
Resumo: The aim of this thesis was to conceive the design and evaluate a gamification interface of a biofeedback software developed for clinical uses, concerning the stuttering therapy. The software system contemplates smoothed and prolonged speech of the fluency shaping method. The theoretical concepts of this thesis was based on the principals of usability and accessibility, as well as those related to the user´s experience and the exergaming. The methodology was divided in four steps: 1) survey requirements (speech therapy); 2) survey of availables speech therapy disorders tools ; 3) interface analysis of those tools, from an evaluative instrument developed based on usability guidance, accessibility patters and heuristics considerations of gamification; and finally, 4) a design proposal (and a two-step evaluation) of the interface for a software developed in the research group “Speech Studies Group (GeFALA)”. The results of requirements and analysis tools survey available in the clinical field indicates a gap in terms of the interaction and compliance qualities regarding usability and accessibility requirements. In the first evaluation step of the interface, the instrument was answered by 16 non-stutterer people. Based on these responses implementations were conducted in terms of; content structuring, grouping of exercises in difficulty levels and achievements system, incorporating the concepts of the ludic field according to the performance during the interaction. In the second evaluation step, the instrument was answered by 11 people who stutter and 7 speech therapy students. The subjects feedback revealed compliance with most requirements regarding the quality of interaction and usability goals were reached, with demands for improvements of some accessibility standards
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spelling Camargo, Zuleica AntoniaSouza, Andréa Silva2019-10-24T11:44:28Z2019-09-18Souza, Andréa Silva. Design e avaliação de uma interface gamificada de software de biofeedback de fala. 2019. 162 f. Tese (Doutorado em Linguística Aplicada e Estudos da Linguagem) - Programa de Estudos Pós-Graduados em Linguística Aplicada e Estudos da Linguagem, Pontifícia Universidade Católica de São Paulo, São Paulo, 2019.https://tede2.pucsp.br/handle/handle/22750The aim of this thesis was to conceive the design and evaluate a gamification interface of a biofeedback software developed for clinical uses, concerning the stuttering therapy. The software system contemplates smoothed and prolonged speech of the fluency shaping method. The theoretical concepts of this thesis was based on the principals of usability and accessibility, as well as those related to the user´s experience and the exergaming. The methodology was divided in four steps: 1) survey requirements (speech therapy); 2) survey of availables speech therapy disorders tools ; 3) interface analysis of those tools, from an evaluative instrument developed based on usability guidance, accessibility patters and heuristics considerations of gamification; and finally, 4) a design proposal (and a two-step evaluation) of the interface for a software developed in the research group “Speech Studies Group (GeFALA)”. The results of requirements and analysis tools survey available in the clinical field indicates a gap in terms of the interaction and compliance qualities regarding usability and accessibility requirements. In the first evaluation step of the interface, the instrument was answered by 16 non-stutterer people. Based on these responses implementations were conducted in terms of; content structuring, grouping of exercises in difficulty levels and achievements system, incorporating the concepts of the ludic field according to the performance during the interaction. In the second evaluation step, the instrument was answered by 11 people who stutter and 7 speech therapy students. The subjects feedback revealed compliance with most requirements regarding the quality of interaction and usability goals were reached, with demands for improvements of some accessibility standardsO objetivo desta tese foi a concepção do design e a avaliação de elementos da interface gamificada de um software de biofeedback desenvolvido para uso clínico no contexto da terapia da gagueira. O sistema do software contempla estratégias de suavização e prolongamento dos sons da fala do método de terapia de modelagem de fluência. A fundamentação teórica desta tese baseia-se nos preceitos da usabilidade e da acessibilidade, além daqueles relativos à experiência do usuário e ao exergame. A metodologia foi dividida em várias etapas: 1) levantamento de requisitos; 2) levantamento das ferramentas disponíveis na clínica dos distúrbios de fala; 3) análise de interfaces de tais ferramentas, a partir de um instrumento avaliativo desenvolvido com base nas diretrizes de usabilidade, nos padrões de acessibilidade e nas considerações heurísticas de gamificação, e, finalmente, 4) proposta de design (e de avaliação em duas etapas) de elementos da interface para um software desenvolvido no Grupo de Pesquisas em Estudos sobre a Fala (GeFALA). Os resultados do levantamento de requisitos e da análise de ferramentas disponíveis no campo clínico indicaram uma lacuna em termos da qualidade da interação e de atendimentos em relação aos requisitos de usabilidade e de acessibilidade. Na primeira etapa de avaliação da implementação da interface desenvolvida, o instrumento avaliativo foi respondido por 16 pessoas que não gaguejam. Baseado nestas respostas foram conduzidas implementações em termos de: estruturação do conteúdo, agrupamento dos exercícios em níveis de dificuldade e sistema de conquistas, e incorporação dos conceitos do campo lúdico conforme o desempenho durante a interação. Na segunda etapa de avaliação, o instrumento foi respondido por 11 pessoas que gaguejam e 7 estudantes de graduação em fonoaudiologia. O feedback dos sujeitos revelou atendimento a vários requisitos referentes à qualidade da interação e à usabilidade, com demandas por aprimoramentos de alguns preceitos de acessibilidadeCoordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPESapplication/pdfhttp://tede2.pucsp.br/tede/retrieve/50828/Andr%c3%a9a%20Silva%20Souza.pdf.jpgporPontifícia Universidade Católica de São PauloPrograma de Estudos Pós-Graduados em Linguística Aplicada e Estudos da LinguagemPUC-SPBrasilFaculdade de Filosofia, Comunicação, Letras e ArtesDesignInterface de programas aplicativos (Software)Software de aplicaçãoGagueira - TerapiaDesignApplication Program Interfaces (Computer software)Application softwareStuttering - TherapyCNPQ::LINGUISTICA, LETRAS E ARTES::LINGUISTICA::LINGUISTICA APLICADADesign e avaliação de uma interface gamificada de software de biofeedback de falainfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da PUC_SPinstname:Pontifícia Universidade Católica de São Paulo (PUC-SP)instacron:PUC_SPTEXTAndréa Silva Souza.pdf.txtAndréa Silva Souza.pdf.txtExtracted texttext/plain242549https://repositorio.pucsp.br/xmlui/bitstream/handle/22750/4/Andr%c3%a9a%20Silva%20Souza.pdf.txt53d1bbbb634814a9950aa6b774e90f38MD54LICENSElicense.txtlicense.txttext/plain; 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dc.title.por.fl_str_mv Design e avaliação de uma interface gamificada de software de biofeedback de fala
title Design e avaliação de uma interface gamificada de software de biofeedback de fala
spellingShingle Design e avaliação de uma interface gamificada de software de biofeedback de fala
Souza, Andréa Silva
Design
Interface de programas aplicativos (Software)
Software de aplicação
Gagueira - Terapia
Design
Application Program Interfaces (Computer software)
Application software
Stuttering - Therapy
CNPQ::LINGUISTICA, LETRAS E ARTES::LINGUISTICA::LINGUISTICA APLICADA
title_short Design e avaliação de uma interface gamificada de software de biofeedback de fala
title_full Design e avaliação de uma interface gamificada de software de biofeedback de fala
title_fullStr Design e avaliação de uma interface gamificada de software de biofeedback de fala
title_full_unstemmed Design e avaliação de uma interface gamificada de software de biofeedback de fala
title_sort Design e avaliação de uma interface gamificada de software de biofeedback de fala
author Souza, Andréa Silva
author_facet Souza, Andréa Silva
author_role author
dc.contributor.advisor1.fl_str_mv Camargo, Zuleica Antonia
dc.contributor.author.fl_str_mv Souza, Andréa Silva
contributor_str_mv Camargo, Zuleica Antonia
dc.subject.por.fl_str_mv Design
Interface de programas aplicativos (Software)
Software de aplicação
Gagueira - Terapia
topic Design
Interface de programas aplicativos (Software)
Software de aplicação
Gagueira - Terapia
Design
Application Program Interfaces (Computer software)
Application software
Stuttering - Therapy
CNPQ::LINGUISTICA, LETRAS E ARTES::LINGUISTICA::LINGUISTICA APLICADA
dc.subject.eng.fl_str_mv Design
Application Program Interfaces (Computer software)
Application software
Stuttering - Therapy
dc.subject.cnpq.fl_str_mv CNPQ::LINGUISTICA, LETRAS E ARTES::LINGUISTICA::LINGUISTICA APLICADA
description The aim of this thesis was to conceive the design and evaluate a gamification interface of a biofeedback software developed for clinical uses, concerning the stuttering therapy. The software system contemplates smoothed and prolonged speech of the fluency shaping method. The theoretical concepts of this thesis was based on the principals of usability and accessibility, as well as those related to the user´s experience and the exergaming. The methodology was divided in four steps: 1) survey requirements (speech therapy); 2) survey of availables speech therapy disorders tools ; 3) interface analysis of those tools, from an evaluative instrument developed based on usability guidance, accessibility patters and heuristics considerations of gamification; and finally, 4) a design proposal (and a two-step evaluation) of the interface for a software developed in the research group “Speech Studies Group (GeFALA)”. The results of requirements and analysis tools survey available in the clinical field indicates a gap in terms of the interaction and compliance qualities regarding usability and accessibility requirements. In the first evaluation step of the interface, the instrument was answered by 16 non-stutterer people. Based on these responses implementations were conducted in terms of; content structuring, grouping of exercises in difficulty levels and achievements system, incorporating the concepts of the ludic field according to the performance during the interaction. In the second evaluation step, the instrument was answered by 11 people who stutter and 7 speech therapy students. The subjects feedback revealed compliance with most requirements regarding the quality of interaction and usability goals were reached, with demands for improvements of some accessibility standards
publishDate 2019
dc.date.accessioned.fl_str_mv 2019-10-24T11:44:28Z
dc.date.issued.fl_str_mv 2019-09-18
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dc.identifier.citation.fl_str_mv Souza, Andréa Silva. Design e avaliação de uma interface gamificada de software de biofeedback de fala. 2019. 162 f. Tese (Doutorado em Linguística Aplicada e Estudos da Linguagem) - Programa de Estudos Pós-Graduados em Linguística Aplicada e Estudos da Linguagem, Pontifícia Universidade Católica de São Paulo, São Paulo, 2019.
dc.identifier.uri.fl_str_mv https://tede2.pucsp.br/handle/handle/22750
identifier_str_mv Souza, Andréa Silva. Design e avaliação de uma interface gamificada de software de biofeedback de fala. 2019. 162 f. Tese (Doutorado em Linguística Aplicada e Estudos da Linguagem) - Programa de Estudos Pós-Graduados em Linguística Aplicada e Estudos da Linguagem, Pontifícia Universidade Católica de São Paulo, São Paulo, 2019.
url https://tede2.pucsp.br/handle/handle/22750
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dc.publisher.program.fl_str_mv Programa de Estudos Pós-Graduados em Linguística Aplicada e Estudos da Linguagem
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dc.publisher.country.fl_str_mv Brasil
dc.publisher.department.fl_str_mv Faculdade de Filosofia, Comunicação, Letras e Artes
publisher.none.fl_str_mv Pontifícia Universidade Católica de São Paulo
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