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