Advertisement

Live Action Carnavalia: A Case Study of a Process for User Engagement

  • Vladimir BarrosEmail author
  • Breno CarvalhoEmail author
Conference paper
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 876)

Abstract

The digital world is a reality for big companies looking through new alternatives to reach tanned and new users. The carnival is a celebration of Brazilian culture and motivated us to align the areas of interaction design, usability, and branding. The purpose of this article is to propose a new use of Facebook’s Live Action interaction tool, creating animated and interactive content that seeks to increase user engagement. In general, we use the inputs on interaction design of Norman [9], Saffer [3] and Rogers (2013), gestalt context with Gomes Filho [6] and games through Schell [8] and Salen & Zimmerman [2]. Through the case study of the game Carnavalia, it is approached how the process of game design and UX, applied to a mass event, can enhance the interaction of the tool bringing quantifiable and positive returns for product or brand exposure.

Keywords

Live action Interaction design Gamification UX Engagement 

References

  1. 1.
    Bernardo, K.: ‘Reações’ vão se somar ao ‘curtir’. Por que o Facebook mudou. Site Nexo Jornal, Rio de Janeiro (2018). https://www.nexojornal.com.br/expresso/2016/02/24/%E2%80%98Rea%C3%A7%C3%B5es%E2%80%99-v%C3%A3o-se-somar-ao%E2%80%98curtir%E2%80%99.-Por-que-o-Facebook-mudou. Accessed 22 May 2018
  2. 2.
    Salen, K., Zimmerman, E.: Rules of Play: Game Design Fundamentals. MIT Press, Cambridge (2003)Google Scholar
  3. 3.
    Saffer, D.: Designing for Interaction: Creating Innovative Applications and Devices. New Riders, San Francisco (2009)Google Scholar
  4. 4.
    Deterding, S., Dixon, D., Khaled, R., Nacke, L.E.: Gamification: toward a definition. In: CHI 2011 Conference on Human Factors in Computing Systems, Vancouver, 7–12 May 2011. http://gamification-research.org/wp-content/uploads/2011/04/02-Deterding-Khaled-Nacke-Dixon.pdf . Accessed 22 May 2018
  5. 5.
    Siqueira, A.: AIDA (atenção, interesse, desejo e ação): entenda as 4 etapas do conceito. Site Resultados Digitais. Santa Catarina (2018). https://resultadosdigitais.com.br/blog/aida/. Accessed 25 Jan 2018
  6. 6.
    Gomes Filho, J.: Gestalt do objeto: sistema de leitura visual. Escrituras Editora, São Paulo (2009)Google Scholar
  7. 7.
    Oliveira, C.: Cores em alta para 2018: veja as principais tendências. Site Elo7, São Paulo (2018). https://blog.elo7.com.br/moda/cores-em-alta-para-2018.html. Accessed 25 Jan 2018
  8. 8.
    Schell, J.: The Art of Game Design: A Book of Lenses. Morgan Kaufmann Publishers, Burlington (2008)CrossRefGoogle Scholar
  9. 9.
    Norman, D.A.: O design do dia-a-dia. Rocco, Rio de Janeiro (2016)Google Scholar

Copyright information

© Springer Nature Switzerland AG 2019

Authors and Affiliations

  1. 1.C.E.S.A.R SchoolRecifeBrazil

Personalised recommendations