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Abstract(s)
A presente dissertação propõe uma investigação teórica e exploratória a respeito da
associação entre cenários, gastronomia e respostas emocionais utilizando a metodologia
dos estudos da Experiência do Utilizador (UX). A investigação pretende compreender
como os ambientes virtuais específicos impactam as preferências alimentares e as
reações sensoriais dos participantes em experiências gastronómicas por
videoconferência. A pesquisa integra-se com o crescente contacto de tecnologias virtuais
na vida cotidiana das pessoas. Assim, oferecendo perceções valiosas para as áreas de UX
Design e biofeedback emocional em experiências virtuais de refeições. O projeto foi
conduzido em três estudos principais, composto por: Grupo I, ambientes do mundo real,
sendo cenários reais de restaurantes especializados em cada tipo de comida. Grupo II,
ambiente placebo, cenários de ambientes não relacionados à alimentação, como lobbies
de hotéis. Grupo III, ambiente de jogos digitais, a imersão em jogos digitais em cenários
gastronómicos. O estudo envolveu 15 participantes, separados em 3 grupos de 5
integrantes para cada cenário. A amostra foi uma escolha metodologia para a criação de
um protocolo, alinhada com o objetivo de fornecer dados suficientes para estudos
futuros. Os resultados obtidos contribuem para entender melhor a ligação entre
ambientes virtuais e reais em relação à comida. A metodologia utilizada, quando aplicada
a uma amostra maior, pode fornecer percepções importantes para a criação de ambientes
mais integrados. Desse modo, o estudo contribui para a literatura científica,
apresentando uma nova perspetiva sobre a influência dos cenários virtuais nas
experiências sensoriais alimentares em ambientes de refeições distintas. O estudo
também demonstrou a importância das áreas de design de jogos e como ele torna-se
crucial na adaptação de ambientes e suas funções, tanto em espaços reais quanto virtuais.
This dissertation proposes a theoretical and exploratory investigation regarding the association between scenarios, gastronomy, and emotional responses using the User Experience (UX) studies methodology. The research aims to understand how specific virtual environments impact participants' food preferences and sensory reactions in gastronomic experiences via video conferencing. The study aligns with the increasing integration of virtual technologies into people's everyday lives, offering valuable insights for UX Design and emotional biofeedback in virtual meal experiences. The project comprised three main studies: Test I involved real-world environments, with scenarios depicting actual restaurants specializing in each type of cuisine. Test II featured a placebo environment, with scenarios unrelated to food, such as hotel lobbies. Test III focused on digital gaming environments, immersing participants in digital games set in gastronomic scenarios. The study included 15 participants, divided into 3 groups of 5 for each scenario. The sample size was a methodological choice to establish a protocol, aimed at providing sufficient data for future studies. The results contribute to a better understanding of the connection between virtual and real environments concerning food. The methodology, when applied to a larger sample, could offer significant insights for creating more integrated environments. Thus, the study contributes to scientific literature by presenting a new perspective on the influence of virtual scenarios on sensory food experiences in distinct dining settings. Furthermore, the study highlights the importance of game design in adapting environments and their functions, both in real and virtual spaces.
This dissertation proposes a theoretical and exploratory investigation regarding the association between scenarios, gastronomy, and emotional responses using the User Experience (UX) studies methodology. The research aims to understand how specific virtual environments impact participants' food preferences and sensory reactions in gastronomic experiences via video conferencing. The study aligns with the increasing integration of virtual technologies into people's everyday lives, offering valuable insights for UX Design and emotional biofeedback in virtual meal experiences. The project comprised three main studies: Test I involved real-world environments, with scenarios depicting actual restaurants specializing in each type of cuisine. Test II featured a placebo environment, with scenarios unrelated to food, such as hotel lobbies. Test III focused on digital gaming environments, immersing participants in digital games set in gastronomic scenarios. The study included 15 participants, divided into 3 groups of 5 for each scenario. The sample size was a methodological choice to establish a protocol, aimed at providing sufficient data for future studies. The results contribute to a better understanding of the connection between virtual and real environments concerning food. The methodology, when applied to a larger sample, could offer significant insights for creating more integrated environments. Thus, the study contributes to scientific literature by presenting a new perspective on the influence of virtual scenarios on sensory food experiences in distinct dining settings. Furthermore, the study highlights the importance of game design in adapting environments and their functions, both in real and virtual spaces.
Description
Keywords
Design Imersivo Experiência Gastronómica e Bios
Sinais Jogos Digitais Projetos Imersivos