Articles about Design participativo

Sinceridade pela embriaguez: advento do teste com usuários bêbados

A realização de pesquisas com usuários em um ambiente festivo está se tornando popular, mas apresente riscos éticos e preocupações de metodologia. [Leia mais]

Estudo de caso: resolução de desafios de negócios de um museu

A aplicação de métodos de pesquisa contextual para entender a experiência do “visitante” ajudou a resolver os desafios de um museu. [Leia mais]


ビジネス折り紙は、製品、デザイン、あるいは他のソリューションを取り巻くエコシステムの「地図」を作成するための参加型デザイン手法である。 [Leia mais]

共同クリエーターとしてのユーザー: プレイヤーを中心に据えたゲームデザイン

Hands holding game controller

アジャイル開発に適したゲームデザインのプロセスをどのようにしてユーザーを中心としたものにし、プレイヤーからのフィードバックや実際のユーザーからの意見を取り入れるかを検討する。 [Leia mais]

Como usar o KJ: definir rapidamente as prioridades

Post-it notes on a wall

Se precisar definir prioridades para um produto ou uma equipe, o Método KJ o ajudará em uma hora. [Leia mais]

(English) Engaging Users in Product Design: Bridging the Gap from Insight to Strategy

image of notes from joint design meeting

(English) More researchers should partner with their users in targeted research and design activities to help bridge the gap between insight and strategy. [Leia mais]


Closeup of patient chart

米国退役軍人省(VA)は、「手元にあるクリニック」と呼ばれるパイロットプロジェクトの一部となるアプリケーションの要件を判定するため、重傷を負った退役軍人の家族介護者とかかわる機会を持った。 [Leia mais]

Um pedido de ajuda

Woman in traditional dress holding a mobile phone

Agências humanitárias que utilizam dinheiro móvel encontraram uma forma promissora de fornecer assistência em dinheiro a pessoas necessitadas; porém, ainda há desafios de experiência do usuário a serem resolvidos. [Leia mais]

(English) Electric Racer to Promote Literacy: A Game for Two Inter-Generational Players

(English) This study indicated that educational gameplay benefited from clarity around players’ roles, enabling parents’ participation, furthering the learning process for the child players. [Leia mais]

(English) Engaging with Mental Health: Opportunity for Collaboration

screencap of computer game

(English) Collaboration between human-computer interaction (HCI) and mental health professionals can play a valuable role in future research on mental health technologies. [Leia mais]

(English) Designing on Mars: Participatory Design and Training in Very Unfamiliar Environments


(English) Gathering information in an unfamiliar cultural context is time-consuming. Described here is the technique adopted by a team of the Madeira Interactive Technologies Institute (M-ITI) in response. [Leia mais]

(English) MESS Days: Working with Children to Design and Deliver Worthwhile Mobile Experiences

A child's design

(English) Designing with children adds a new dimension to user experience design and usability testing. Our understanding in how children can best contribute is still developing. [Leia mais]

(English) Kidsteam: Co-designing Children’s Technologies with Children

child's design

(English) Adults and children work together as part of Kidsteam to design new technologies for children using a low-tech prototyping experience. [Leia mais]

(English) The World’s a Stage: Using Acting to Validate a Wearable Product Concept with Users

(English) Acting, when used to validate a wearable product concept, describes the right target group, identifies use situations, and contextualizes issues to be addressed in product development. [Leia mais]

(English) Learning Lessons from Citizen Involvement at Aberdeenshire Council

(English) Aberdeenshire Council's website followed a user-centered design process, simplifying the journeys through a large site and providing easier online information and services. [Leia mais]