绘图易访问性- UX设计课堂入门模块

Jose Miguel Gago da Silvan, Fernando Moreira da Silva
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引用次数: 0

摘要

通过绘图进行反思是一种能够发展感知、项目价值的策略。一些研究解释了在吸引学生学习一门学科时,绘画是如何作为一种推理工具的;学习者试图表现出他们对某一特定主题的理解。画作品的行为作为一种激励,学生通过图形表示一个想法与学习主题互动。在高等教育环境中,有必要将绘画作为一种推理工具,在课堂上寻找新的方法,在开发用户体验(UX)项目中,重点放在可访问性和可用性因素上。这种学习策略在用户界面设计的当代背景下是至关重要的,因为它允许新的结果,允许学习者以系统的方法理解如何开发,授权用户体验项目中的可访问性解决方案。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Drawing Accessibilities - Classroom Introductory Module to UX Design
Reflection through drawing is a strategy capable of developing perception, project values. Several studies explain how drawing serves as a reasoning tool when engaging a student to learn a subject of study; the learner tries to represent their comprehension on a specific subject. The act of drawing works as an incentive, students interact with the subject of study through the graphic representation of an idea. There is the need to empower drawing as a reasoning tool in higher education settings, in finding new approaches in classroom in developing user experience (UX) projects focused in accessibility, usability factors. This learning strategy is crucial in the contemporaneous context of user Interface design because it allows new outcomes, allows learners to understand in a systematic approach how to develop, empower accessibility solutions in a UX project.
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