[{"data":1,"prerenderedAt":132},["ShallowReactive",2],{"article:design-de-interacao-um-estudo-sobre-a-experiencia-de-compra-e-de-leitura-de-quadrinhos-em-meio-digit":3},{"success":4,"article":5,"request":129},true,{"parent":6,"langs":7,"_id":10,"contributors":11,"typeData":16,"data":118,"slugs":127,"slug":128},"39f260d6-d61f-4dfe-b1f7-a6c315c260bd",[8,9],"primary","secondary","a23b1a7e-df8b-4a50-a1ad-7542ffe3500f",[12],{"lastName":13,"name":14,"_id":15},"Teixeira","Eduardo Ariel de Souza","39e29390-1f2c-4bfc-8cb8-946ee3017e62",{"startPage":17,"references":18,"endPage":115,"track":116,"has_file":4,"doi":117},4733,[19,22,25,28,31,34,37,40,43,46,49,52,55,58,61,64,67,70,73,76,79,82,85,88,91,94,97,100,103,106,109,112],{"id":20,"label":21},"6506f5d2-4775-495f-8dac-449fb3d2983f","\u003Cp>ction. San Francisco: Morgan Kaufmann Publishers Inc., 422 p., 2002.\u003C/p>",{"label":23,"id":24},"\u003Cp>COOPER, A. \u003Cstrong>The inmates are running the asylum\u003C/strong>. Why high-tech products drive us crazy and how to restore the sanity. Indianapolis: Sams - Macmillan Computer Publishing, 1999. p. 261.\u003C/p>","fe085df8-23b2-4fa5-b6d1-303f326b61e8",{"label":26,"id":27},"\u003Cp>DIAS, CLÁUDIA. \u003Cstrong>USABILIDADE NA WEB\u003C/strong>: CRIANDO PORTAIS MAIS ACESSÍVEIS. RIO DE JANEIRO: ALTABOOKS, 2007. 296 P.\u003C/p>","40743aba-f759-40df-8d3d-6f2f6b2f1e73",{"label":29,"id":30},"\u003Cp>DESMET, P. M. A. „FROM DISGUST TO DESIRE: HOW PRODUCTS ELICIT EMOTIONS‟. IN: MCDONAGH, D.; HEKKERT, P.; VAN ERP, J.; GYI, D. (ORG.) \u003Cstrong>DESIGN AND EMOTION\u003C/strong>. LONDON: TAYLOR & FRANCIS, P. 8, 2004.\u003C/p>","5cfb8bc3-c912-4315-9072-161172717d36",{"id":32,"label":33},"c15017fe-cdf8-467c-a060-9d06b51bc3b2","\u003Cp>DUMAS, J. S.; REDISH, J. C. \u003Cstrong>A Practical Guide to Usability Testing\u003C/strong>. United Kingdom: Intellect Books, p. 22-416, 1999.\u003C/p>",{"label":35,"id":36},"\u003Cp>Department of the Army. 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San Francisco: Morgan Kaufmann Publishers Inc., 2003.\u003C/p>","be5a7bc4-f3b0-47d6-bc54-0ea0027419ed",{"label":71,"id":72},"\u003Cp>LÉVY, P. \u003Cstrong>CIBERCULTURA\u003C/strong>. SÃO PAULO: EDITORA 34, 1999: 77 – 84.\u003C/p>","6eaa8c90-f9c3-4735-b1a8-591a5c0834a9",{"id":74,"label":75},"8ac7bc9a-bad8-4268-a605-03ef850d3b78","\u003Cp>MCDONAGH, D.; HEKKERT, P.; VAN ERP, J.; GYI, D. \u003Cstrong>DESIGN AND EMOTION\u003C/strong>. LONDON: TAYLOR & FRANCIS, 456 P., 2004.\u003C/p>",{"label":77,"id":78},"\u003Cp>MOGGRIDGE, B. \u003Cstrong>Designing interactions\u003C/strong>. The MIT Massachusetts: Press, 766 p., 2007.\u003C/p>","c7486aae-0609-4126-ae70-ede2afb7f9cb",{"label":80,"id":81},"\u003Cp>MOTTA, P. C. \u003Cstrong>Pesquisando a satisfação do consumidor\u003C/strong>. Rio de Janeiro: Imprinta Express Gráfica e Editora Ltda., 155 p., 1999.\u003C/p>","fba2ca38-e00c-490c-b582-a8cdad66414e",{"id":83,"label":84},"9fe13357-8b80-4b22-bcb0-198f7c7ae40f","\u003Cp>NIELSEN, J. Ten Usability Heuristics (Nielsen, 2005). Disponível em: http://www.useit.com/papers/heuristic/heuristic_list.html. Acessado: 15/01/08.\u003C/p>",{"id":86,"label":87},"b0c888cc-48c9-4afa-930c-db9202f7f903","\u003Cp>NORMAN, D. A. \u003Cstrong>EMOTIONAL DESIGN\u003C/strong>: WHY WE LOVE (OR HATE) EVERYDAY THINGS. CAMBRIDGE: BASIC BOOKS, 257 P., 2004.\u003C/p>",{"label":89,"id":90},"\u003Cp>NORMAN, D. A. \u003Cstrong>THE DESIGN OF EVERYDAY THINGS\u003C/strong>. USA: BASIC BOOKS, 257P., 1988.\u003C/p>","105676de-f218-428f-82dd-818b9c3d1e4b",{"label":92,"id":93},"\u003Cp>NORMAN, K. L. Questionnaire for User Interaction Satisfaction – University of Maryland (Norman, 1989). Disponível em: http://www.lap.umd.edu/QUIS/index.html. Acessado: 18/07/06.\u003C/p>","1a86aff6-f4ea-4933-bed9-9b847f3404aa",{"id":95,"label":96},"a8026ba2-a076-4aa5-9260-1a13ac57d48c","\u003Cp>PREECE, J., ROGERS, Y. & SHARP, H. \u003Cstrong>INTERACTION DESIGN\u003C/strong>: BEYOND HUMAN-COMPUTER INTERACTION. NEW YORK: JOHN WILEY & SONS, INC., 519P., 2002\u003C/p>",{"id":98,"label":99},"77d3ee62-19f2-4296-93fb-d2ae16a586db","\u003Cp>ROBINSON, M. „THE COMPREHENSION SHIFT, HMI OF THE FUTURE – DESIGNERS OF THE FUTURE‟. IN: MCDONAGH, D.; HEKKERT, P.; VAN ERP, J.; GYI, D. \u003Cstrong>DESIGN AND EMOTION\u003C/strong>. LONDON: TAYLOR & FRANCIS, P. 18, 2004.\u003C/p>",{"id":101,"label":102},"575ec03e-51f3-427c-bc52-e632e95c885c","\u003Cp>ROY, M.C., DEWIT, O. AND AUBERT, B.A. (2001). „The impact of interface usability on trust in Web retailers‟. \u003Cstrong>Internet Research\u003C/strong>: Electronic Networking Applications and Policy, Vol. 11 No. 5, pp. 388-98.\u003C/p>",{"label":104,"id":105},"\u003Cp>RUSSEL, W., DARGEL, M. \u003Cstrong>Marketing Intelligence & Planning\u003C/strong>. 2004, 22 (3), 310–320. Emerald Group Publishing Limited. From servicescape to “cyberscape”. Hull University Business School, UK.\u003C/p>","78330d33-5dc8-4e63-9e51-1fb5b992a76b",{"label":107,"id":108},"\u003Cp>SAFFER, D. \u003Cstrong>DESIGNING FOR INTERACTION\u003C/strong>: CREATING SMART APPLICATIONS AND CLEVER DEVICES. BERKELEY: NEW RIDERS, 231P., 2007.\u003C/p>","09d77a0b-6acd-4713-a2d8-4739906fcb42",{"label":110,"id":111},"\u003Cp>SCAPIN, D. L., BASTIEN, J. M. C. ERGONOMIC CRITERIA FOR EVALUATING THE ERGONOMIC QUALITY OF INTERACTIVE SYSTEMS. IN: \u003Cstrong>BEHAVIOUR & INFORMATION TECHNOLOGY\u003C/strong>. LONDON, TAYLOR & FRANCIS, V.16, N 4/5, JULHO/ OUTUBRO 1997. PP 220-230.\u003C/p>","e388b1c6-4ca7-453f-874c-824a097577f3",{"label":113,"id":114},"\u003Cp>SURI, J. F. „Design expression and human experience: evolving design practice‟. In: MCDONAGH, D.; HEKKERT, P.; VAN ERP, J.; GYI, D. \u003Cstrong>Design and emotion\u003C/strong>. London: Taylor & Francis, p. 1\u003C/p>","ad996200-d3a2-4c72-bf0f-7d44c1d5e214",4761,"vnnhda8i","",{"primary":119,"secondary":123},{"keywords":120,"excerpt":121,"title":122},"\u003Cp>Experiência de uso, Quadrinhos digitais, Usuários\u003C/p>","A pesquisa sobre Interação Humano-Computador, no âmbito dos estudos sobre a usabilidade da interface de produtos digitais, é focada na estrutura de interação que permite tanto a compra como a leitura de quadrinhos em um dispositivo de manipulation direta, dentro do segmento de entretenimento. Nele está sendo proposto o estudo de caso da plataforma de leitura de quadrinhos da DC Comics para o tablet Apple iPad.","Design de Interação: Um Estudo Sobre a Experiência de Compra e de Leitura de Quadrinhos em Meio Digital. Estudo de Caso do Aplicativo da Dc Comics para o Ipad.",{"keywords":124,"excerpt":125,"title":126},"\u003Cp>first keyword, second keyword, third and last keyword\u003C/p>","Research is based on Human-Computer Interaction in the context of studies on the usability of the interface digital products. It’s also focus on the structure of interaction that allows both the buying and reading comics on a direct manipulation device within the entertainment segment. Therewith it is proposed case study platform for reading DC Comics for the Apple iPad tablet","Interaction Design: A Study on the Experience of Buying and Reading Comics in Digital Media. Case Study Application of Dc Comics for the Ipad",[128],"design-de-interacao-um-estudo-sobre-a-experiencia-de-compra-e-de-leitura-de-quadrinhos-em-meio-digit",{"target":130,"query":131},"articles/get",{"slug":128},1780315966459]