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Este projeto de mestrado teve como objetivo desenvolver uma aplicação que
facilita a adoção de animais abandonados, com foco em todas as etapas que
envolvem o design de experiência do usuário (UX) e interface (UI). A jornada
começou com uma análise de mercado para entender as necessidades e
oportunidades no processo de adoção, permitindo que o projeto fosse direcionado
às reais expectativas de quem busca adotar um animal. Para isso, foram criadas
personas e mapeadas as jornadas dos usuários, garantindo que o design refletisse
as diferentes interações e necessidades desses perfis.
Utilizando o Figma, apliquei conhecimentos adquiridos em usabilidade,
acessibilidade e design para criar wireframes e protótipos interativos. A cada fase, o
design foi testado com usuários reais, resultando em ajustes que tornaram a
aplicação mais intuitiva e acessível. Cada iteração foi fundamental para garantir que
a experiência fosse prática e acolhedora, especialmente para quem está em busca
de adotar um novo membro para a família.
Por fim, o processo foi documentado em detalhes, registrando as principais
decisões de design e as melhorias feitas ao longo do desenvolvimento. O projeto
não apenas resultou em uma solução funcional, mas também trouxe aprendizados
valiosos sobre a criação de ferramentas digitais centradas nas necessidades dos
usuários.
This master's project aimed to develop an application that facilitates the adoption of abandoned animals, focusing on all stages involving user experience (UX) and interface (UI) design. The journey began with a market analysis to understand the needs and opportunities in the adoption process, ensuring the project was aligned with the real expectations of those looking to adopt an animal. Personas were created, and user journeys were mapped out to ensure the design reflected the different interactions and needs of these profiles. Using Figma, I applied knowledge acquired in usability, accessibility, and design to create wireframes and interactive prototypes. At each stage, the design was tested with real users, leading to adjustments that made the application more intuitive and accessible. Each iteration was crucial to ensure that the experience was practical and welcoming, especially for those looking to adopt a new family member. Finally, the process was thoroughly documented, recording the key design decisions and improvements made throughout development. The project not only resulted in a functional solution but also provided valuable insights into creating digital tools centered on user needs.
This master's project aimed to develop an application that facilitates the adoption of abandoned animals, focusing on all stages involving user experience (UX) and interface (UI) design. The journey began with a market analysis to understand the needs and opportunities in the adoption process, ensuring the project was aligned with the real expectations of those looking to adopt an animal. Personas were created, and user journeys were mapped out to ensure the design reflected the different interactions and needs of these profiles. Using Figma, I applied knowledge acquired in usability, accessibility, and design to create wireframes and interactive prototypes. At each stage, the design was tested with real users, leading to adjustments that made the application more intuitive and accessible. Each iteration was crucial to ensure that the experience was practical and welcoming, especially for those looking to adopt a new family member. Finally, the process was thoroughly documented, recording the key design decisions and improvements made throughout development. The project not only resulted in a functional solution but also provided valuable insights into creating digital tools centered on user needs.
Descrição
Palavras-chave
Aplicação móvel Adoção de animais Experiência do Usuário Design de Interfaces Usabilidade Mobile Application Animal Adoption User Experience Interface Design Usability Trabalho de projeto
