Recent studies, that focus on children’s reading habits, have been indicating a decrease of interest in the age group between 8 and 11 years old. Faced with this problem, the use of emerging technologies, such as books that make use of augmented reality (AR), offers an alternative to traditional teaching and an incentive to reading activities that children need, which triggers the increase of interest. Although there are numerous typologies of this product, there is still no clear guideline for its production from a design point of view, respecting its constraints and potential, whether in terms of age, complexity and quantity of content, graphic elements, or multimodal and interactive elements that augmented reality offers. This study intends to answer part of this problem, proposing, in the design production process, a project methodology through a multidisciplinary methodological tool, with the objective of guiding the creation of this type of product in terms of design. Through a methodology that includes bibliographic review, creation of elements to consider in the design methodology and the assessment through the analysis of three case studies, the result of this research proposes a methodological tool as a guide for good practices in future design projects. In addition, the creation of a quality seal is also suggested to be used by designers when design projects follow this type of guidance, thus increasing the value of science and research applied to AR products.
CITATION STYLE
Fiusa, M., Peres, C., & Marques, A. L. (2023). Reading Motivation Factors Through Interactive Narratives and Augmented Reality. In Springer Series in Design and Innovation (Vol. 27, pp. 805–822). Springer Nature. https://doi.org/10.1007/978-3-031-20364-0_67
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