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  <title>DSpace Communidade:</title>
  <link rel="alternate" href="http://repositorio.ufc.br/handle/riufc/23989" />
  <subtitle />
  <id>http://repositorio.ufc.br/handle/riufc/23989</id>
  <updated>2026-06-12T02:44:20Z</updated>
  <dc:date>2026-06-12T02:44:20Z</dc:date>
  <entry>
    <title>Aplicando o modelo MALTU na avaliação da experiência do usuário no jogo "papers, please": identificação de limitações e propostas de refinamento</title>
    <link rel="alternate" href="http://repositorio.ufc.br/handle/riufc/85841" />
    <author>
      <name>Pinheiro Júnior, José Lindberg Oliveira</name>
    </author>
    <id>http://repositorio.ufc.br/handle/riufc/85841</id>
    <updated>2026-04-14T20:33:45Z</updated>
    <published>2026-01-01T00:00:00Z</published>
    <summary type="text">Título: Aplicando o modelo MALTU na avaliação da experiência do usuário no jogo "papers, please": identificação de limitações e propostas de refinamento
Autor(es): Pinheiro Júnior, José Lindberg Oliveira
Abstract: This work proposes and validates an adaptation of the MALTU Model (Model for the Evaluation of Interaction in Social Systems based on User Textual Language) for the context of digital games. Although MALTU is effective in evaluating traditional information systems, where efficiency and the absence of errors are priorities, its direct application to games reveals critical limitations, especially in titles that use discomfort and difficulty as aesthetic resources. The case study focused on the game Papers, Please, chosen for its mechanic of intentional friction. A total of 90 real URPs (Usage-Related Posts) were collected and analyzed from multiple sources (Steam, Metacritic, and specialized websites), totaling 105 entries after the procedure of splitting posts with multiple intentions. The results highlight three main limitations of the original model: (1) ambiguity regarding the origin of friction, failing to distinguish between deliberate design and technical failure; (2) absence of specific Game UX goals, lacking categories for depth, narrative, and ethical tension; and (3) reduction of emotional complexity, hindering the capture of ambivalence. As a methodological contribution, this work proposes three empirically validated refinements: (1) a new "Origin of Friction" dimension; (2) expansion of UUX goals with an explicit separation between traditional HCI goals and specific game goals; and (3) subcategories for reflexive emotions. Validation on the corpus demonstrated that 75.9% of friction mentions were classified as intentional and valued, while 13.8% were identified as unintentional (technical portability issues). The most mentioned Game UX goals were: Depth (35 mentions), Design (34), and Moral Reflection (32). Among the reflexive subcategories, Sociopolitical Reflection (30.4%) and Ethical Tension (23.2%) stood out. These data corroborate the need for evaluative frameworks that recognize the legitimacy of controlled discomfort as an aesthetic resource and clearly differentiate narrative challenge from usability barriers.
Tipo: TCC</summary>
    <dc:date>2026-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Comparação entre aplicativos de organização financeira utilizando o Modelo MALTU</title>
    <link rel="alternate" href="http://repositorio.ufc.br/handle/riufc/85840" />
    <author>
      <name>Andrade, Gabriel Leitão de</name>
    </author>
    <id>http://repositorio.ufc.br/handle/riufc/85840</id>
    <updated>2026-04-14T20:27:09Z</updated>
    <published>2026-01-01T00:00:00Z</published>
    <summary type="text">Título: Comparação entre aplicativos de organização financeira utilizando o Modelo MALTU
Autor(es): Andrade, Gabriel Leitão de
Abstract: This paper presents a comparative analysis of user experience (UX) and usability in financial management applications Minhas Finanças, Mobills, and Organizze, based on the Model for Evaluation of Interaction in Social Systems from the User’s Textual Language (MALTU). The research is justified by the increasing need for personal financial organization in a context of indebtedness and the popularization of digital tools, whose complexity barriers can hinder effective use. The main objective was to identify and classify how functionalities and interaction meet the needs of different Brazilian user profiles. Methodologically, a mixed approach was adopted, divided into two phases: an exploratory survey with 156 respondents for profile mapping and application selection, followed by the application of the MALTU model. This phase involved the extraction and classification of 3,000 User Related Posts (PRUs) from the Google Play Store, with the aid of artificial intelligence (DeepSeek-R1) for data sentencing. Results indicated that the Minhas Finanças application achieved the best balance between technical stability and satisfaction. Mobills, despite its efficiency in automation, showed high levels of frustration due to synchronization failures. Organizze was praised for its minimalist aesthetics but criticized for its business model opacity. It is concluded that stability and transparency are decisive factors for user trust, and that the MALTU model proved effective in capturing subjective nuances that escape traditional technical inspections.
Tipo: TCC</summary>
    <dc:date>2026-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Avaliação da usabilidade das interfaces gráficas do Linux para o uso nos laboratórios da Universidade Federal do Ceará no campus Quixadá</title>
    <link rel="alternate" href="http://repositorio.ufc.br/handle/riufc/85839" />
    <author>
      <name>Silva, Nataly Campelo</name>
    </author>
    <id>http://repositorio.ufc.br/handle/riufc/85839</id>
    <updated>2026-04-14T20:22:05Z</updated>
    <published>2026-01-01T00:00:00Z</published>
    <summary type="text">Título: Avaliação da usabilidade das interfaces gráficas do Linux para o uso nos laboratórios da Universidade Federal do Ceará no campus Quixadá
Autor(es): Silva, Nataly Campelo
Abstract: This research presents a comparative usability evaluation between the Gnome 46 (Ubuntu 24.04) and KDE Plasma 5.22 graphical environments, focusing on the academic context of the Federal University of Ceará campus in Quixadá. The main objective was to identify which interface offers the best user experience for undergraduate students in everyday laboratory tasks. The adopted methodology followed the DECIDE framework, utilizing a mixed-methods approach that combined usability tests with direct observation, using the Think Aloud technique, the application of the System Usability Scale (SUS) questionnaire, and interviews aimed at understanding the user, with a sample of ten students. Quantitative results revealed an advantage for Gnome 46, which obtained an average score of 90.25 (classi ed as "Best Imaginable"), while KDEPlasma reached 83.00 (classi ed as "Excellent"). The qualitative analysis, grounded in Nielsen’s Heuristics, identi ed that the main dif culties in KDE were related to menu consistency, whereas Gnome stood out for its minimalist design and lower cognitive load. It is concluded that, although both interfaces possess high acceptability, Gnome 46 proved to be more intuitive for the tested user pro le, presenting lower severity of usability problems and greater ef ciency in the execution of academic tasks.
Tipo: TCC</summary>
    <dc:date>2026-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Entre a cidade e o artista: a curadoria digital das memórias de Fausto Nilo na valorização de Quixeramobim</title>
    <link rel="alternate" href="http://repositorio.ufc.br/handle/riufc/85838" />
    <author>
      <name>Medeiros, Raimundo Vinicius da Silva</name>
    </author>
    <id>http://repositorio.ufc.br/handle/riufc/85838</id>
    <updated>2026-04-14T20:16:45Z</updated>
    <published>2026-01-01T00:00:00Z</published>
    <summary type="text">Título: Entre a cidade e o artista: a curadoria digital das memórias de Fausto Nilo na valorização de Quixeramobim
Autor(es): Medeiros, Raimundo Vinicius da Silva
Abstract: The relationship between individuals and their place of origin plays a fundamental role in&#xD;
shaping artistic sensibility. In the context of Quixeramobim (CE), this connection manifests&#xD;
uniquely in the trajectory of composer, architect, and urban planner Fausto Nilo. Despite the&#xD;
relevance of his work to Brazilian culture, there is a gap in the digital preservation and&#xD;
dissemination of the memories linking the artist to his hometown.Therefore, this study aimed&#xD;
to develop the digital artifact 'Traços e Memórias' (Traces and Memories), materialized as an&#xD;
interactive website intended to valorize local intangible heritage through the curation of&#xD;
Fausto Nilo's experiences. Methodologically, the research adopted the Design Science&#xD;
Research (DSR) approach, structured in three phases: (1) Investigation and Curation,&#xD;
grounded in Humanist Geography and documentary sources; (2) Design and Development,&#xD;
resulting in an immersive interface based on visual metaphors and affective maps; and (3)&#xD;
Heuristic Inspection, which verified the technical conformity of the interface. The result is a&#xD;
multimedia platform integrating textual narratives, iconographic records, and soundscapes,&#xD;
offering the community a tool for preserving collective memory. It is concluded that the&#xD;
artifact not only documents the past but reinterprets the city through an affective lens,&#xD;
demonstrating the potential of Digital Design as a mediator between history, art, and&#xD;
technology. The developed digital artifact is available for public access at the electronic&#xD;
address:&#xD;
https://rviniciusm.github.io/tracos-e-memorias-tcc/
Tipo: TCC</summary>
    <dc:date>2026-01-01T00:00:00Z</dc:date>
  </entry>
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