MUNINN LIBRARY €“ A VIRTUAL GAMIFIED LIBRARY

Autores

  • João Victor Guimarães Santos Universidade Evangà©lica de Goiás - UniEVANGà‰LICA
  • Eduardo Zoldan Debastiani Universidade Evangà©lica de Goiás - UniEVANGà‰LICA
  • Daniel Araujo Debastiani Universidade Evangà©lica de Goiás - UniEVANGà‰LICA
  • João Và­tor Luiz Soares Silva Universidade Evangà©lica de Goiás - UniEVANGà‰LICA
  • Lucas Oliveira Santiago Universidade Evangà©lica de Goiás - UniEVANGà‰LICA
  • Luis Felipe Borges Rosa Universidade Evangà©lica de Goiás - UniEVANGà‰LICA
  • Rafael Luiz Pires Lima Universidade Evangà©lica de Goiás - UniEVANGà‰LICA

Palavras-chave:

muninn library, virtual gamified library, figma platform

Resumo

ACCORDING TO THE 5TH EDITION OF THE "PORTRAITS OF READING" SURVEY IN BRAZIL, IT SUSTAINED A
SIGNIFICANT DROP OF APPROXIMATELY 4.6 MILLION READERS IN BRAZIL BETWEEN 2015 AND 2019.
WITH THE RECENT DECLINE IN THE NUMBER OF ACTIVE READERS IN BRAZILIAN TERRITORY, DUE TO LACK
OF TIME, OR INTEREST, THERE IS A COMMON PROBLEM. OFTEN THE INDIVIDUAL INTENDS TO READ BUT
GIVES UP ON THE WAY BECAUSE HE DOES NOT FIND VIABLE SOURCES OR SPENDS A LOT OF TIME OR
MONEY WHENEVER HE WANTS TO FIND AND PURCHASE A BOOK, WHETHER PHYSICAL OR VIRTUAL.
GIVEN THIS PREROGATIVE, THE MUNINN INITIATIVE HAS AS ITS MAIN OBJECTIVE TO FACILITATE AND
MAKE READING CONVENIENT WITH THE APPLICATION OF EFFICIENT RESEARCH METHODS, SO THAT THE
USER RESERVES HIS TIME TO READ AND DOES NOT HAVE TO SHARE IT WITH THE SEARCH FOR ITS
CONTENT. IN ADDITION TO READING BOOKS, IT ALSO SPENDS ITS TIME IN ITS REVIEWS WITH OTHER
USERS, BEING ABLE TO STORE THE ONES THAT THE USER ALREADY HAS OUTSIDE THE PLATFORM, TO
CONCENTRATE ALL THE CONTENT IN ONE PLACE. IN THE DEVELOPMENT OF THE SOFTWARE, THE
SCRUM METHOD WILL BE USED, WITH A FOCUS ON THE MVP OF THE PRODUCT, CREATED THROUGH
USER STORIES AND TEAM GOALS. FOR THE CHOICE OF THE FUNCTIONALITY TO BE DEVELOPED IN THE
WEEK SPRINT, THE ORDER OF PRIORITY AND THE LEVEL OF DIFFICULTY, DEFINED THROUGH PLANNING
POKER, WILL BE TAKEN INTO ACCOUNT. MUNINN'S VISUAL IDENTITY WAS DESIGNED TO APPEAL TO
THE USER'S COGNITION AND BE INTUITIVE IN ITS FEATURES, AND ITS DEFINITION WAS MADE THROUGH
THE ANALYSIS OF PERSONAS. THE COLORS HAVE LOW SATURATION AND WARM TONES, SO THE EYES
FEEL MORE RESTED, FOLLOWING THE PRINCIPLES OF COLOR PSYCHOLOGY. THE BLOCK STRUCTURE OF THE PAGE MAKES IT EASIER FOR THE BRAIN TO UNDERSTAND THE SHAPES, BEING ABLE TO
UNDERSTAND THE INTERFACE WITHOUT MUCH EFFORT, FOLLOWING THE GESTALT LAW. SOME
ELEMENTS, SUCH AS BOOK COVERS OR DETAILED DESCRIPTIONS, MAY APPEAR PARTIALLY COVERED
IN THE INTERFACE, INDICATING THE IDEA OF CONTINUATION, THUS APPLYING THE UX RULE. THE
DIGITAL READER SCREEN HAS ELEMENTS THAT CAN BE HIDDEN FROM THE INTERFACE, FOR FULL FOCUS
WHEN READING. THE RESULTS ACHIEVED WERE THE FIRST SCREENS OF THE SITE: THE PROFILE,
HOME, AND DIGITAL READER PAGES WERE PROTOTYPED USING THE FIGMA PLATFORM,
DEMONSTRATING THE ARRANGEMENT OF ELEMENTS, HOW THE RULES WILL BE APPLIED, AND THE
INITIAL LOOK OF THE PLATFORM.� 

Referências

Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals.

Cambridge, MA: The MIT Press.

CATIVELLI, Adriana Stefani; MONSANI, Diego; JULIANI, Jordan Paulesky. Gamificação em

bibliotecas: despertando a motivação dos usuários. Encontros Bibli: revista eletrônica de

biblioteconomia e ciência da informação, v. 21, n. 45, p. 70-81, 2016.

SANTOS, Everson Barcelos. Gamificação em bibliotecas: objetivos, características e análise

de experiências relatadas na literatura. 2019.

ALVES, J. Retratos da leitura no Brasil: por que estamos perdendo leitores. Disponível

em:

<https://www.cenpec.org.br/tematicas/retratos-da-leitura-no-brasil-por-que-estamos-perdendo-leitores>

. Acesso em: 17 set. 2022.

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Publicado

2022-11-30