apresentação de capítulo do livro
COOK, Albert M.; POLGAR, Jan Miller. Cook and Hussey's assistive technologies: principles and practice. 3.ed. Mosby Elsevier, 2008.
Apresentação utilizada no Workshop "Adaptação de ambientes de trabalho digitais, em contexto educativo, para alunos com NEE " do XII Encontro Nacional de Estudantes de Terapia Ocupacional.
SIGNWRITING SYMPOSIUM PRESENTATION 16: Contribution of Assistive Communication and Writing Signs for Communication with Deaf by Patricia Tuxi and Glaucio Castro and Enilde Faulstich
Apresentação utilizada no Workshop "Adaptação de ambientes de trabalho digitais, em contexto educativo, para alunos com NEE " do XII Encontro Nacional de Estudantes de Terapia Ocupacional.
SIGNWRITING SYMPOSIUM PRESENTATION 16: Contribution of Assistive Communication and Writing Signs for Communication with Deaf by Patricia Tuxi and Glaucio Castro and Enilde Faulstich
Conferência Superar Barreiras com TIC, Universidade Aveiro, 17 e 18 Junho 2011
Apresentação alternativa ao PREZI - http://prezi.com/ul4p-cm2vciv/crtic-superar-barreiras/
An impactful approach to the Seven Deadly Sins you and your Brand should avoid on Social Media! From a humoristic approach to a modern-life analogy for Social Media and including everything in between, this deck is a compelling resource that will provide you with more than a few take-aways for your Brand!
How People Really Hold and Touch (their Phones)Steven Hoober
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
Presented at ConveyUX in Seattle, 7 Feb 2014
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries.
But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know.
Steven reviews his ongoing research into how people actually interact with mobile devices, presents some new ideas on how we can design to avoid errors and take advantage of this new knowledge, and leaves you with 10 (relatively) simple steps to improve your touchscreen designs tomorrow.
Digital Strategy 101 is an overview of the current state of digital strategy and an exploration of core concepts, deliverables, and thought-leaders relevant to young practitioners.
SEO has changed a lot over the last two decades. We all know about Google Panda & Penguin, but did you know there was a time when search engine results were returned by humans? Crazy right? We take a trip down memory lane to chart some of the biggest events in SEO that have helped shape the industry today.
Inside this guide, you'll learn an insiders tips and techniques to getting into the marketing industry - no job applications necessary.
You'll learn what marketing really is, why you'll find a job easily, what entry level marketing jobs look like and four actionable things you can try right now to help get you into the marketing industry.
Visit Inbound.org and the Inbound.org/jobs community jobs board to find opportunities and connect with professional marketers from all over.
You are dumb at the internet. You don't know what will go viral. We don't either. But we are slighter less dumber. So here's a bunch of stuff we learned that will help you be less dumb too.
The What If Technique presented by Motivate DesignMotivate Design
Why "What If"...?
The What If Technique tackles the challenge of engaging a creative, disruptive mindset when it comes to design thinking and crafting innovative user experiences.
Thinking disruptively is a disruptive thing to do, which means it's a very hard thing to do, especially when you add in risk-averse business leaders and company cultures, who hold on tight to psychological blocks, corporate lore, and excuse personas that stifle creativity and possibilities (see www.motivatedesign.com/what-if for more details).
The What If Technique offers key steps, tools and examples to help you achieve incremental changes that promote disruptive thinking, overcome barriers to creativity, and lead to big, innovative differences for business leaders, companies, and ultimately user experiences and products.
Let's find out what's what together! Explore your "What Ifs" with us. See www.motivatedesign.com/what-if for details about the What If Technique, studio workshops, the book, case studies and more downloads--including a the sample chapter "Corporate Lore and Blocks to Creativity"
Connect with us @Motivate_Design
What 33 Successful Entrepreneurs Learned From FailureReferralCandy
Entrepreneurs encounter failure often. Successful entrepreneurs overcome failure and emerge wiser. We've taken 33 lessons about failure from Brian Honigman's article "33 Entrepreneurs Share Their Biggest Lessons Learned from Failure", illustrated them with statistics and a little story about entrepreneurship... in space!
Conferência Superar Barreiras com TIC, Universidade Aveiro, 17 e 18 Junho 2011
Apresentação alternativa ao PREZI - http://prezi.com/ul4p-cm2vciv/crtic-superar-barreiras/
An impactful approach to the Seven Deadly Sins you and your Brand should avoid on Social Media! From a humoristic approach to a modern-life analogy for Social Media and including everything in between, this deck is a compelling resource that will provide you with more than a few take-aways for your Brand!
How People Really Hold and Touch (their Phones)Steven Hoober
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
Presented at ConveyUX in Seattle, 7 Feb 2014
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries.
But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know.
Steven reviews his ongoing research into how people actually interact with mobile devices, presents some new ideas on how we can design to avoid errors and take advantage of this new knowledge, and leaves you with 10 (relatively) simple steps to improve your touchscreen designs tomorrow.
Digital Strategy 101 is an overview of the current state of digital strategy and an exploration of core concepts, deliverables, and thought-leaders relevant to young practitioners.
SEO has changed a lot over the last two decades. We all know about Google Panda & Penguin, but did you know there was a time when search engine results were returned by humans? Crazy right? We take a trip down memory lane to chart some of the biggest events in SEO that have helped shape the industry today.
Inside this guide, you'll learn an insiders tips and techniques to getting into the marketing industry - no job applications necessary.
You'll learn what marketing really is, why you'll find a job easily, what entry level marketing jobs look like and four actionable things you can try right now to help get you into the marketing industry.
Visit Inbound.org and the Inbound.org/jobs community jobs board to find opportunities and connect with professional marketers from all over.
You are dumb at the internet. You don't know what will go viral. We don't either. But we are slighter less dumber. So here's a bunch of stuff we learned that will help you be less dumb too.
The What If Technique presented by Motivate DesignMotivate Design
Why "What If"...?
The What If Technique tackles the challenge of engaging a creative, disruptive mindset when it comes to design thinking and crafting innovative user experiences.
Thinking disruptively is a disruptive thing to do, which means it's a very hard thing to do, especially when you add in risk-averse business leaders and company cultures, who hold on tight to psychological blocks, corporate lore, and excuse personas that stifle creativity and possibilities (see www.motivatedesign.com/what-if for more details).
The What If Technique offers key steps, tools and examples to help you achieve incremental changes that promote disruptive thinking, overcome barriers to creativity, and lead to big, innovative differences for business leaders, companies, and ultimately user experiences and products.
Let's find out what's what together! Explore your "What Ifs" with us. See www.motivatedesign.com/what-if for details about the What If Technique, studio workshops, the book, case studies and more downloads--including a the sample chapter "Corporate Lore and Blocks to Creativity"
Connect with us @Motivate_Design
What 33 Successful Entrepreneurs Learned From FailureReferralCandy
Entrepreneurs encounter failure often. Successful entrepreneurs overcome failure and emerge wiser. We've taken 33 lessons about failure from Brian Honigman's article "33 Entrepreneurs Share Their Biggest Lessons Learned from Failure", illustrated them with statistics and a little story about entrepreneurship... in space!
A busca da experiência perfeita: aspectos cognitivos e emocionais do design d...Renata Tonezi
1. Design e complexidade
2. A cognição e a emoção no design de interações
3. O valor estratégico dos aspectos emocionais
4. Como humanizar (e criar emoções) aos produtos e serviços
2. Recentemente designers têm voltado
sua atenção para o desenvolvimento de
tecnologia assistiva que atendam as
necessidades de indivíduos cujas
limitações são primariamente cognitivas.
3. Limitações cognitivas: dividem-se
em dois grupos, congênitos e
adquiridos.
Congênitos: Deficiência mental ou
de desenvolvimento (DD),
dificuldades de aprendizagem (LD),
déficit de atenção e hiperatividade
(TDAH) e transtorno do espectro do
autismo (ASD)
5. Habilidades cognitivas
campo da psicologia cognitiva tenta
descobrir as representações mentais e
os processos que operam sobre eles
(Willingham, 2001).
6. As áreas fundamentais da cognição são:
Percepção, memória, atenção,
processamento de informações,
resolução de problemas, linguagem e
aprendizagem.
(Sternberg, 2003 apud COOK, 2008, p. 338)
11. Detecção de sinal: Detecção de
aparecimento de algum estímulo
específico.
Vigilância:
Prestar atenção estreita e contínua.
12. Atenção Seletiva: Rastreamento de
um estímulo ou um tipo de estímulo
e ignorar outros.
Atenção Dividida:
Alocação de recursos disponíveis
para coordenar e executar mais de
uma tarefa ao mesmo tempo.
13. Memória:
Basear-se em conhecimento
passado a usá-lo no presente
Codificação, Armazenamento,
Sensorial, Curto Prazo, Longo prazo,
Recuperação, Implícito, Explícito,
Lembretes, Reconhecimento.
14. Codificação: entrada física e
sensorial transformada em uma
representação que pode ser
armazenada.
Armazenamento: movimento de
informação codificada na memória e
manutenção do armazenamento da
informação.
15. Sensorial: A menor capacidade
para armazenar a informação e o
menor período de tempo para de
armazenamento de memória
(frações de segundo)
Curto Prazo: capacidade de
manter de cerca de sete itens
usados para manter a informação
de curto prazo armazenada em
períodos de tempo mais longos.
16. Longo Prazo: capacidade de
armazenar informações por longos
períodos de tempo, mesmo tempo
indeterminado.
Recuperação: recuperação de
informações armazenadas na
memória, mover a informação para
a consciência para o uso ativo no
processo cognitivo.
17. Implícito: Melhor desempenho em
uma tarefa, como resultado de
experiência prévia.
Explícito: Conscientemente
reconhecendo informações
especiais.
18. Implícito: Melhor desempenho em
uma tarefa, como resultado de
experiência prévia.
Explícito: Conscientemente
reconhecendo informações
especiais.
19.
20. Orientação:
Conhecer e determinar uma relação
de si mesmo, com os outros, com o
tempo, e ao seu meio.
Local, Tempo, Pessoa, Quantidade.
21. Local:
consciência de sua localização, tal
como as próprias imediações, uma
da cidade ou país.
Tempo:
consciência do dia, data, mês e ano.
ordenação eventos em seqüência
cronológica.
22. Pessoa:
A consciência da própria identidade
e dos indivíduos no ambiente
imediato.
Quantidade:
Números de atividade envolvendo
(contagem) e outros problemas
adicionais.
23.
24. Representação do
Conhecimento:
A representação mental de fatos,
objetos e habilidades mentais.
Representação declarativa,
Compreensão e consciência de
como executar, Categorização,
Ordenação e Sequenciamento.
25. Representação declarativa:
Reconhecimento e compreensão
factual de informações sobre
objetos, ideias e eventos do
ambiente ("sabendo que").
Compreensão e consciência de
como executar:
determinadas tarefas,
procedimentos ou processos.
("saber")
26. Categorização: caracterização da
relação entre objetos, conceitos ou
pensamentos.
Ordenação: Organizar objetos,
conceitos e pensamentos em
categorias definidas.
Sequenciamento: ordenar objetos
ou atividades de acordo com um
conjunto de regras.
27.
28. Resolução de Problemas:
processo para superar obstáculos
que dificultam o caminho para uma
solução.
Exemplo: atividades que exigem a
classificação de itens em caixas em um
slot que só permita que os itens passem
por dentro de uma caixa específica.
(COOK, 2008, p. 344)
29. Linguagem: método de
comunicação composta de regras
(gramaticais) e símbolos, expressas
por meio de gestos, sons ou escrita.
Aprendizagem: processo pelo qual
conhecimentos, habilidades ou
atitudes são adquiridos, que pode
ser alcançado através da
experiência, estudo ou ensino.
30.
31.
32.
33. BERSCH, Rita. Introdução à Tecnologia Assistiva. Porto Alegre:
CEDI, 2008.
BRYANT, Diane Pedrotty; BRYANT, Brian R. Assistive technology
for people with disabilities. Allyn & Bacon, 2002.
COOK, Albert M.; POLGAR, Jan Miller. Cook and Hussey's
assistive technologies: principles and practice. 3.ed. Mosby
Elsevier, 2008.
OLSEN, Don; DERUYTER, Frank. Clinitian’s guide to assistive
tecnology. Mosby Elsevier, 2001.