Diseño de una herramienta interactiva como extensión virtual para un espacio físico que aborda temas educativos de conservación ambiental: AKÁ
Fecha
2019
Autores
Feigenblatt Reyes, Roberto Hafid
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Resumen
El presente Trabajo de Investigación Aplicada sustenta la etapa de desarrollo para el diseño de la experiencia de usuario de una aplicación interactiva que utiliza tecnologías móviles.
La identificación de una problemática de comunicación presente en los zoológicos se convierte en el agente de motivación para comprender cómo las personas que visitan estos espacios consumen contenidos informativos. La consideración de esta población como personas usuarias en el proceso de diseño, abre una posibilidad para explorar las características de la educación informal y así incorporar en su esquema una estrategia de gamificación bajo un discurso de educación ambiental.
El ensayo profesional de este proyecto conceptualiza por medio de una reflexión un producto multimedia interactivo denominado AKÁ que ofrece a la persona usuaria una experiencia inmersiva por medio del recurso de realidad aumentada. Esta tecnología tiene la capacidad de combinar el mundo real con el virtual, en este caso, mientras se recorre un espacio físico destinado al manejo animal. De igual forma se ofrece a estas organizaciones una solución para modernizar la manera en que emiten los mensajes a sus visitantes, al diluir los contenidos educativos en medio de una experiencia lúdica.
El documento concluye con un portafolio que se conforma de varios documentos que incluyen recursos que complementan el desarrollo técnico y conceptual de AKÁ, además, se propone un plan de financiamiento para llevar a cabo el proyecto, una estrategia de mercadeo para difundir el producto y una propuesta transmedia para trasladar el producto interactivo a otras dimensiones.
This Applied Research Thesis supports the development stage for designing the user experience of an interactive application that uses mobile technologies. A communication problem present in zoos was identified and became the motivation agent to understand how the people who visit these spaces consume informative content. The consideration of this population as users in the design process opens up a possibility to explore the characteristics of informal education and thus incorporate a strategy of gamification under a discourse of environmental education into its scheme. The professional essay of this project conceptualizes through reflection a multimedia interactive product called AKA that offers the user an immersive experience through the use of augmented reality. This technology has the ability to combine the real world with the virtual world, in this case, while traveling through a physical space for animal handling. Similarly, these organizations are offered a solution to modernize the way they present messages to their visitors, by diluting educational content in the midst of a recreational experience. The document concludes with a portfolio consisting of several documents that include resources to complement the technical and conceptual development of AKÁ, in addition, a financing plan is proposed to carry out the project, a marketing strategy to publicize the product and a transmedia proposal to move the interactive product to other dimensions.
This Applied Research Thesis supports the development stage for designing the user experience of an interactive application that uses mobile technologies. A communication problem present in zoos was identified and became the motivation agent to understand how the people who visit these spaces consume informative content. The consideration of this population as users in the design process opens up a possibility to explore the characteristics of informal education and thus incorporate a strategy of gamification under a discourse of environmental education into its scheme. The professional essay of this project conceptualizes through reflection a multimedia interactive product called AKA that offers the user an immersive experience through the use of augmented reality. This technology has the ability to combine the real world with the virtual world, in this case, while traveling through a physical space for animal handling. Similarly, these organizations are offered a solution to modernize the way they present messages to their visitors, by diluting educational content in the midst of a recreational experience. The document concludes with a portfolio consisting of several documents that include resources to complement the technical and conceptual development of AKÁ, in addition, a financing plan is proposed to carry out the project, a marketing strategy to publicize the product and a transmedia proposal to move the interactive product to other dimensions.
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Programas de intercambio, Interacción hombre-máquina, Programas de intercambio, Recursos educacionales, Educación ambiental