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

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Human Systems Engineering and Design (IHSED 2018)

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.

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Notes

  1. 1.

    Site Atratis Digital. Available at: http://atratis.com.br/blog/alcance-das-publicacoes-no-facebook-como-funciona-cada-uma-das-acoes. Accessed on 19 Mai 2018.

  2. 2.

    2 Site Nexo Jornal. Available at: 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 on 22 Mai 2018.

References

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  3. Saffer, D.: Designing for Interaction: Creating Innovative Applications and Devices. New Riders, San Francisco (2009)

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Correspondence to Vladimir Barros or Breno Carvalho .

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Barros, V., Carvalho, B. (2019). Live Action Carnavalia: A Case Study of a Process for User Engagement. In: Ahram, T., Karwowski, W., Taiar, R. (eds) Human Systems Engineering and Design. IHSED 2018. Advances in Intelligent Systems and Computing, vol 876. Springer, Cham. https://doi.org/10.1007/978-3-030-02053-8_25

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