Name: | Description: | Size: | Format: | |
---|---|---|---|---|
11.39 MB | Adobe PDF |
Authors
Advisor(s)
Abstract(s)
Os smartphones estão cada vez mais presentes em variadas atividades do dia a dia,
colocando ao dispor, dos seus utilizadores, diversas aplicações que ajudam a realizar desde
tarefas mais simples até aos procedimentos mais complexos. Uma das categorias onde
podemos encontrar diversas aplicações é no desporto, mais concretamente no ensino de
práticas desportivas.
No entanto não foi encontrada nenhuma aplicação que respondesse a algumas
necessidades sentidas por vários participantes de Taekwondo, nomeadamente no apoio à
aprendizagem desta arte marcial. Surgiu a ideia de propor uma aplicação destinada a estes
atletas, que será objeto de análise no presente relatório. Escolhida esta modalidade
desportiva devido não só a paixão pessoal pelo Taekwondo, mas também devido às
dificuldades sentidas na prática desta arte. Com efeito procuramos apresentar aqui uma
primeira definição de problemática associada à criação de uma aplicação no contexto do
ensino e aprendizagem de arte marcial Taekwondo. Além disso, propomos uma definição da
metodologia de design a ser seguida para o desenvolvimento do projeto, relatando os
primeiros resultados de uma primeira fase exploratória de análise do público-alvo. Como tal,
numa primeira fase, propomos um estudo da evolução dos meios mobile e consequentemente
percebermos se estes serão a plataforma indicada para o desenvolvimento deste projeto.
Numa segunda fase, estudamos como evolui o design, quais as metodologias indicadas e
processos de construção de interfaces, tal como abordarmos a relação que o designer tem
com o utilizador. Numa última fase, após reunidos todos os elementos de pesquisa,
procedemos para o desenho da interface móvel capaz de auxiliar no progresso de atletas
perante a prática da arte marcial, Taekwondo.
Resumindo, este relatório de projeto integra a primeira fase de um estudo sobre
como usar aplicativos para melhorar o ensino e aprendizagem da arte marcial Taekwondo.
Numa segunda fase são apresentados resultados de análise, através da interação dos atletas
com o protótipo proposto, que identificam uma necessidade de criar uma aplicação para
processo de ensino da arte marcial.
Smartphones are increasingly present in various daily activities, making available to their users various applications that help to accomplish from simpler tasks to more complex procedures. One of the categories where we can find various applications is in sport, more specifically in the teaching of sporting practices. A complete application that complements and helps Taekwondo practitioners in their learning was not fund. Chosen this sport modality due not only to personal passion for Taekwondo, but also due to the difficulties felt in the practice of this art. With effect we seek to present here a first definition of problematic associated with the creation of an application in the context of teaching and learning of martial art Taekwondo. In addition, we propose a definition of the design methodology to be followed for the development of the project, reporting the first results of a first exploratory phase of analysis of the target audience. As such, in a first phase, we propose a study of the evolution of mobile media and consequently we realize whether these will be the platform indicated for the development of this project. In a second phase, we study how the design evolves, what methodologies are indicated and the process of constructing interfaces, as well as addressing the relationship that the designer has with the user. In a last phase, after gathering all the elements of research, we proceeded to the design of the mobile interface capable of assisting in the progress of athletes of Taekwondo martial art In short, this project report integrates the first phase of a study on how to use applications to improve the teaching and learning of martial art Taekwondo. In a second phase, results of analysis are presented, through the interaction of the athletes with the proposed prototype, which identify a need to create an application in the process of teaching martial art.
Smartphones are increasingly present in various daily activities, making available to their users various applications that help to accomplish from simpler tasks to more complex procedures. One of the categories where we can find various applications is in sport, more specifically in the teaching of sporting practices. A complete application that complements and helps Taekwondo practitioners in their learning was not fund. Chosen this sport modality due not only to personal passion for Taekwondo, but also due to the difficulties felt in the practice of this art. With effect we seek to present here a first definition of problematic associated with the creation of an application in the context of teaching and learning of martial art Taekwondo. In addition, we propose a definition of the design methodology to be followed for the development of the project, reporting the first results of a first exploratory phase of analysis of the target audience. As such, in a first phase, we propose a study of the evolution of mobile media and consequently we realize whether these will be the platform indicated for the development of this project. In a second phase, we study how the design evolves, what methodologies are indicated and the process of constructing interfaces, as well as addressing the relationship that the designer has with the user. In a last phase, after gathering all the elements of research, we proceeded to the design of the mobile interface capable of assisting in the progress of athletes of Taekwondo martial art In short, this project report integrates the first phase of a study on how to use applications to improve the teaching and learning of martial art Taekwondo. In a second phase, results of analysis are presented, through the interaction of the athletes with the proposed prototype, which identify a need to create an application in the process of teaching martial art.
Description
Keywords
Aplicação Mobile Design Interface Protótipo. Taekwondo Ui (User Interface) Ux (User Expirience)