Revista dos encontros internacionais Ergotrip Design
Copyright (c) 2025 Revista dos encontros internacionais Ergotrip Design
Childhood is characterized by significant physical, cognitive, and social transformations, in which play—especially in playgrounds—plays a crucial role in the development of skills and competencies. However, little is known about the influence of playground equipment design on interaction and play behaviors. This study aimed to analyze the impact of playground design on children’s interaction and physical, cognitive, and social development. An unsystematic literature review was conducted through the CAPES Journals Portal, using the terms “playground,” “motor skill,” and “affordance” for the period between 2000 and 2025. The review gathered 22 studies whose methodological approaches, sample characteristics, age ranges, and other relevant information were analyzed. The findings indicate that playground design and spatial organization have a substantial impact on children’s physical activity levels. Interventions that increased the diversity of equipment or modified their arrangement were associated with higher levels of physical engagement. By integrating varied elements and addressing the specific needs of different child groups, playground design based on ergonomic principles can serve as a key environment for promoting engagement and healthy development among users.
This article presents the findings and insights gleaned from Workshop 4.0, the culminating event in a series of co-design sessions held at Revigrés, a leading Portuguese manufacturer of ceramic tiles. Workshop 4.0 focused on refining prototypes and validating user needs and company objectives, serving as a pivotal moment in the organization's journey toward design-led innovation. Through a comprehensive program comprising 14 activities spanning over four hours, participants engaged in collaborative efforts to refine product concepts and gather feedback for iterative refinement. Key insights from Workshop 4.0 include the importance of strategic exper-imentation and validation in the design process, the facilitator's guiding role in aligning design efforts with strategic goals, and the significant inno-vation gains achieved by Revigrés through a focus on sustainability and design that addresses user needs. The workshop also facilitated the cultivation of a design culture within the organization, fostering cross-functional collaboration and knowledge sharing among employees from diverse departments and backgrounds. By embracing design thinking principles and practices, Revigrés gained concepts that can help position the company as a player in innovation within the ceramics industry. As an integral segment of ongoing doctoral research in collaboration with Revigrés, this experimental initiative aims to capitalize on the insights gained from Workshop 4.0 to institutionalize design thinking company-wide, driving continuous innovation and sustainable growth in the years to come. This article provides valuable insights for organizations seeking to harness the power of design-led innovation to address complex challenges and drive meaningful change in their industries.
Nº 9 (2025): Revista dos encontros internacionais de estudos luso-brasileiros em Design e Ergonomia
The influence of semiotics elements in achieving information design proposes
Information can be considered something valuable and dynamic. Therefore, it is valid to seek ways that maximize the message and understanding of the information contained within it. A promising means are infographics, an artifact commonly used by journalists and information designers, for example. This article, therefore, aims to present a portion of this research regarding the analysis of the influence of signs in the processes of creating infographics, considering the relationship between the stages of the process and the purposes of information design. To this end, an exploratory-descriptive research was conducted with a qualitative approach, using a visual, semiotic, and relational analysis sheet as a specific tool for data collection, organization, and analysis. It was decided to take as objects of study the teaching processes of infographic creation, guided by information designers in short-term courses hosted on the Domestika platform. As results, it was found that the achievement of two out of the three purposes of Information Design is notably influenced by certain signs generated during the process. However, it was also observed that the purpose of definition does not undergo any semiotic influence from the signs produced in the process, which suggests a possible gap in the selected analysis criteria, thus presenting an unexplored research path.
Barriers to the inclusion of people with disabilities in the labor market
In Brazil, there are approximately 18.6 million people with disabilities (PwD), corresponding to 8% of the Brazilian population (IBGE, 2022). Of these, only about 545,000 are in the labor market (MTE, 2024). This research aimed to identify the main barriers faced by PwD in their inclusion and retention in jobs, and to describe the strategies used to overcome these obstacles. This is an exploratory and descriptive literature review, conducted in February 2024, in academic databases such as Google Scholar and Capes journals. After applying inclusion criteria (original articles published between 2018 and 2023, in Portuguese) and exclusion criteria (proceedings, theses, dissertations, duplicates, and texts not related to the topic), 22 articles were selected for full analysis. The results highlight physical, attitudinal, communicational, technological, and organizational barriers. Recommendations include the need for ergonomic adaptation of work environments and stations, the recommendation and use of assistive technology, the reduction of cognitive overload, training programs, and the strengthening of inclusive policies. The conclusion is that the inclusion of people with disabilities in the labor market requires coordinated actions between government, businesses, and civil society to eliminate or reduce existing barriers and implement ergonomic measures focused on the specific needs of individuals, at the physical, cognitive, and organizational levels.
Geotechnical engineering is a branch of engineering that conducts investigations to analyze the geological conditions of soils. To do this, soil samples are collected for laboratory testing. In order to maintain the original field characteristics until they reach the laboratory, the samples require specific collection and storage procedures. The general objective of this study is to optimize the storage and transport process of soil samples through the proposal of a product based on the User-Centered Design approach, with a focus on reducing ergonomic risks. The relevance of this study lies in enabling the prevention of accidents and occupational diseases, as well as the proper protection of the soil sample. To investigate and understand the activities and needs of the workers involved, a preliminary ergonomic analysis was carried out as part of the user-centered design methodology - GODP - Guidelines for Project Development, applied for the development of the new product. During the methodology application, usability tests were conducted both with the current product and with the proposed product.
Inclusive education in Brazil faces some challenges, such as physical barriers that impede pencil use. Pencil adapters can be a strategy to facilitate school participation. Therefore, this research aimed to categorize the pencil adapters commercially available online. A quantitative, survey, and descriptive study was conducted. To achieve this, market research was first conducted, followed by data collection on pencil difficulties among children with disabilities attending schools in the city of Recife. Subsequently, the adapters were categorized by their characteristics, as well as a correlation between pencil difficulties and product ergonomics. Thirty-seven pencil adapters were found, grouped by similarities into six categories regarding product shape and human-product interaction. By exploring product configurations and categorizing them, it was possible to identify the profile of users who would benefit from the adapters, which can minimize prescription errors and product abandonment.
Assessing school furniture fit with anthropometric data of elementary school children
The Intensive Care Unit (ICU) is an environment that imposes a high level of stress and psychosocial risks on nursing professionals. This article presents the results of the application of the NASA-TLX Index to nurses in the Adult ICU of the Hospital das Clínicas of UFPE, as part of a master's dissertation in Ergonomics (2024). The objective is to identify ergonomic practices and analyze the psychosocial and cognitive influences on the performance of these professionals, considering factors such as occupational stress, mental load, and emotional well-being. The sample consisted of nurses from the Adult ICU sector, aiming to promote quality of life at work. The data were organized in Microsoft Excel and analyzed with SPSS software, using Student's t-tests or ANOVA, as appropriate. The research seeks to understand how ergonomic and psychological factors can contribute to minimizing negative impacts on professionals and improving working conditions in the hospital environment.
The observation of a significant rate of illness and absenteeism in a cement industry results in into a loss of productivity and discouragement of employees in the performance of their tasks. This requires the application of ergonomic principles in specific sectors to resolve this serious scenario. In this context, the objective of this article is to investigate the collected material through a descriptive analytical methodological analysis of ergonomic problems in a limestone mining operation within the cement industry. The results highlight positive and negative aspects that contributed to the study's development and improvement of working conditions in cement companies, as well as new and future perspectives for further research. This paper also presents a discussion of the content found in the bibliographic research of authors who have worked on the subject matter. The concluding data are presented in a discursive manner, pointing out the environments, the stages of the work cycle, the strategies, and the examples that characterized the work in the mining sectors.
Presenteeism among nursing professionals in the hemodialysis sector and the importance of ergonomics
This study aimed to identify, in the scientific literature, existing information about presenteeism among nursing professionals in the hemodialysis sector and its relationship with worker’s healths’ health, through na integrative literature review conducted in the PUBMED, SCOPUS, BVS na Google Scholar databases. Of eight articles published between 2014 and 2024 were identified, with three from Brazil, two from Turkey, one from Australia and New Zealand, one from China, and onde from Serbia. The findings revealed that presenteeism is a common phenomenon among nursing professionals in the hemodialysis sector, influenced by physical, psychological, and social factors. Nursing, being predominantly a female profession, reflects cultural expectations and gender stereotypes that associate caregiving with women. Consequently, the majority of participantes in studies on presenteeism in the hemodialýsis sector were female.
Being-Centered Design: an existentialist approach
This article describes ‘Being-Centered Design,’ an existentialist approach that leverages speculation and critical reflection to foster desired modes of existence at the core of a situated perspective. The main goal is to establish a “poetic space” for poiesis - the creation and production of design - towards a local “wisdom economy,” inspired by Stuart Walker. Centering on the question of 'Being' and becoming, the model aims to transcend the dominant anthropocentric paradigms in design, to embrace the positive potentials of deep and transformative experiences through the phenomenology of contemplation, spirituality, and transcendence. These dimensions are explored both from the standpoint of creation as well as the reception and use of design products and concepts, which act as mediators over technique and as enhancers of new modes of existence. To discuss the applicability of emerging concepts, the article positions Being-Centered Design within the context of an ongoing action-research project, in collaboration with the community of the Linen Cycle of Castelões.
Copyright (c) 2024 Revista dos encontros internacionais Ergotrip Design
Design Education and Industry Collaboration: Exploring the Strategic Role of Chief Design Officer through a Multifaceted Pedagogical Approach
This article presents an educational experimental endeavor undertaken within the scope of a doctoral research project, involving key stakeholders, including the University of Aveiro, Revigrés, and Design Factory Aveiro. The primary focus of the doctoral research is to assess the strategic significance of the role of a Chief Design Officer within the corporate landscape, with a specific emphasis on the Portuguese industry, notably the ceramic tile and flooring company, Revigrés. As an integral part of the Project in Product Design II teaching team, the methodology already employed in the curricular unit was adapted to align with the research objectives. Following consultations with Revigrés, a project brief was formulated, providing students with a targeted challenge. Describing the journey taken with this experiment, this article draws parallels between the role of the academic teaching team, functioning as a scientific supervisor, project manager, and mediator between the company and students, and that of the Chief Design Officer. The latter is viewed as a design team leader, a strategic design visionary, and a bridge-builder aligning business objectives with market and societal needs. This article meticulously details the entire process of this pedagogical experience, offering a comprehensive analysis that extracts meaningful results for both ongoing research and the partnering company. The insights gained contribute not only to academic research in design but also provide valuable implications for the strategic positioning of a Chief Design Officer in fostering innovation and collaboration between academia and industry.
User experience in games: A comparative case study of Top Gear 2 and Horizon Chase Turbo
This article presents a comparative analysis of the users’ experience when playing Top Gear 2 (1993) as well as its remake Horizon Chase Turbo (2015) based on tests with volunteers. It’s been proved that standards of mechanics and aesthetics in retro games are unlikely to age: Horizon Chase Turbo is a great example of this, as the general qualities associated with the game match with the ones observed in its original counterpart, even beating it when it comes to notable qualities as its handling and appeal to consumers of the current generation. The analysis’ results suggest that the remakes of classic games in fact can preserve and repurpose the history of video games when they manage to attract new generations of players as it evokes nostalgia for the older ones. In game design, it is important to take into consideration the users’ cultural baggage: those who experienced the product on its release date may have different pérceptions than those who are using it for the first time.
Spatial arrangement in the classroom: a case study based on emotional design
Design plays a supporting role in various contexts, including education, ranging from the publishing of teaching materials to the design of furniture. Considering the wishes and needs of students and educators is important for building environments that are conducive to learning. This article seeks to explore the relationship between design and teaching in the school environment, highlighting the influence of the organizational arrangement of space on the lives of users. The study proposes evaluating and comparing the perception of different arrangements in a Brazilian classroom, in order to identify similarities and differences in the conception of the ideal classroom arrangement. The research, of a qualitative-quantitative exploratory nature, was composed from the results of a form using Plutchik's Wheel of Emotions (1980) and Henry Sanoff's Poem of Wishes (2001) to analyze students' perceptions and wishes about the spatial arrangements of a classroom.
Technology and sustainability teaching initiative through the use of electronic waste
In this paper, we emphasize practical classes in technical secondary education, with an emphasis on sustainability, with specific planning of curricular components such as architecture and organization of computers and informatics based on Active Methodologies, Project-Based Learning (PBL). The subjects involved in the teaching and learning process, students and professors, developed, in the classroom, prototypes of products for different purposes from the reuse of electronic waste. Through the application of focus groups, questionnaires and a workshop with demonstration of the prototypes, enabling learning about computer knowledge and awareness of issues related to sustainability, especially with regard to the reuse, reuse and disposal of electronic waste. It is believed that the initiative presents, among other main characteristics, innovation and sustainability, and can be adapted and applied, not only in secondary education, but also in other levels of education, including in other schools in the country.
Usability evaluation of the institutional website and online store of the Electrolux Brazil brand: a study with users and experts
This article presents a case study of the institutional website and online store of the Electrolux Brazil brand. The study employed methods such as the System Usability Scale (SUS) with users and heuristic evaluation with experts. The results, demonstrated by low SUS scores, show that the website does not adequately meet usability expectations. Additionally, several issues were identified, including visibility problems, lack of consistency, and difficulties in performing tasks such as searches and navigation. Based on the findings, recommendations were provided to enhance the website's usability, aiming to improve the user experience and more effectively meet user needs. The study highlights the importance of considering usability in the design phase of websites to ensure a more user-friendly and functional online environment.
Design of a dog waste station for the municipality of Vila Nova de Gaia
This article describes the methodological process for the design of a dog waste station for S. Paio park (Vila Nova de Gaia, Porto), developed in an academic context as part of a partnership between the University of Porto and Vila Nova de Gaia City Council. The methodology included a mapping of containers in national and international parks, a SWOT analysis of these containers, observation and documentation of daily practices in the park for which the dog waste station is intended, the process of idealizing and designing the product, modeling, prototyping and testing. Based on the results of the research (problem definition), several proposals were developed, resulting in the design of a product that comprises a bag dispenser attached to a container that does not allow waste other than bagged animal waste to enter. The product is currently being manufactured for later implementation in S. Paio park.
Evaluation of the perception of the graphical interface of E-banking applications with young users and elderly adults: a usability approach
E-banking services have spread rapidly in recent years, reaching users from the most different segments, providing ease or difficulties, depending exclusively on the design of their interfaces. The present study aims to verify how the graphical interface is perceived by senior adult and young adult users in different e-banking applications (apps). A bank transfer simulation methodological procedure was applied in two different segments of e-banking apps, with young adult and senior adult users, focused on analyzing the perceived usability of their interfaces. The results indicate that visual aspects influence the usability of apps; and that users choose interfaces in which the perception of security, during transactions and/or digital payments, is more evident.
Additive Manufacturing Applied in Children’s Orthosis Desing for Lower Limb
Additive Manufacturing has been applied in different fields, including Assistive Technologies (AT). Orthoses can be defined as exoskeletal devices that help limbs, organs or tissues to fulfill their functions. The objective of the project was to develop a children's orthosis for lower limbs produced using digital technologies and Additive Manufacturing (AM) processes. The method used was the Double Diamond. An orthosis already used and made by thermal plastic molding served as a reference, from which positive and negative points were analyzed and modifications and adaptations were listed. The final orthosis model features windows for skin breathing on its back, providing more comfort and a lightness design. In the symbolic-aesthetic scope, emphasis is placed on the high-relief designs and color combinations, which give a playful aspect to the product, and can increase acceptance of the orthosis by children. In terms of production, the parts were designed to be more suitable for the 3D printing process.
A critical review of brazilian legislation about child-resistant packaging: a contribution to packaging design
Children in developing countries, such as Brazil, are still susceptible to accidents involving household product packaging. This article is a literature review regarding the Child Resistant Packaging (CRP), which presents the problems of intoxication, as well as the emergence of those packages. The article also discusses the Brazilian Bill No. 4841/94 compared with the current U.S. testing protocol, in order to make suggestions for improving the ergonomic and safety problems encountered.
The perspective of ergonomics on the accessibility of people with motion restrictions in the work environment: a systematic review
The integration between ergonomics and accessibility is essential to create inclusive work environments for people with mobility restrictions. In addition to adapting physical spaces, it is crucial to optimize working conditions to en- sure safety, comfort and efficiency. This article highlights the importance of these ergonomic adaptations in the workplace and aims to raise awareness about the rights of people with mobility restrictions. This systematic review sought to answer how ergonomics can be effectively applied to promote the inclusion of people with mobility restrictions in the workplace. Using the PRISMA model, the research analyzed a variety of databases and applied rig- orous criteria to select relevant articles. The data was categorized and analyzed to establish considerations on the topic. The bibliographic review found 83 articles, of which 5 were selected. The evolution of the concept of accessibility stands out, driven by laws, such as Law no 10,098/2000, and the Statute of Persons with Disabilities. Ergonomics plays a crucial role in inclusion, addressing physical, cognitive and advanced,but faces implementation challenges. Ergonomic adaptations are fundamental to creating accessible environments, including ramps, elevators, adapted bathrooms and assistive technologies. Continuity requires compliance with accessibility standards and recognition of individual needs. Despite legal advances, many faces ergonomic risks due to the lack of adaptation of work environments. It is crucial to raise awareness among companies, provide clear guidance and invest in education and public policies to create a more accessible and inclusive work environment. organizational aspects. Brazilian legislation has
This article reflects on the evolution of design education, from its popularisation to specialised training courses such as Service Design and Design for the Circular Economy. It discusses the importance of critical thinking and creativity in the training of conscious and activist designers, capable of tackling social and environmental challenges. Design teaching based on the humanist approach emphasises the impor- tance of integrating technical skills with ethical attitudes and values. The article ex- plores teaching-learning methodologies in design, emphasising the fundamental role of learning-by-doing and the interaction between teachers and students. Activism in design is presented as a response to the environmental and social crisis, emphasising the need for designers to get involved in solving complex problems and promoting collective well-being. The article advocates a collaborative and interdisciplinary approach to design teaching, with the aim of training a generation of designers committed to positively transforming society and building a more sustainable and equitable future.
Discovering paths: identifying the main banking tasks for the elderly public in ATM
Society can present artifacts that become complex as they encounter the elderly population. Among these complexities, this study has shown which are the main tasks that this public frequently interacts with at a self-service checkout. The data collected revealed valuable insights into how financial services can be better adapted to meet the specific needs of this audience. These findings are key to improving the banking experience of seniors, allowing for the creation of more accessible and user-friendly solutions that align more effectively with their unique expectations and requirements. In order to collect the data, a focus group was needed, where a recruit- ment questionnaire was applied, and another questionnaire was applied in order to understand the main interaction needs of the elderly public, using the participatory design approach.
Describing the ergonomic conditions related to street vendors in Porto Alegre (RS), Brazil: problematization and preliminary aspects
The Informal employment or informal economy is present in many urban settings even ambiguously defined. This kind of job almost always presents characteristics such as precariousness, insecurity, instability, excessive weekly working hours and lack of regulatory framework. These are aspects that have particular implications regarding ergonomic issues in the work environment. The aim of this paper is to characterize aspects related to ergonomic constraints related to informal sector in Porto Alegre (RS), Brazil. It was conducted an itinerant cartography through the urban areas. A diversity of artifacts related to the dynamics of informal sector were collected from field observation and interviews were performed with street vendors, which provided understanding regarding the demographic profile, in addition to highlighting aspects inherent to occupational biomechanics, safety, environment and work organization.
Redesigning the onboarding of a Smart Home application: aesthetics and movement as factors of emotional influence
This study presents a redesign proposal for the onboarding process of a Smart Home application developed by Altice Labs, aiming to address issues identified in a previous version regarding aesthetic coherence and usability. Grounded in the principles of emotional design and the temporality of user experience, a new approach was developed focusing on a unified visual language and the use of animations as an engagement element. Usability tests validated the effectiveness of the implemented changes, revealing significant improvements in users' initial experience and positive emotional responses. The study points to the relevance of onboarding in shaping users' perceptions and attitudes over time, and exposes the potential of a design approach attentive to the visceral, behavioral, and reflective dimensions of experience to enhance the perceived quality and engagement capacity of a mobile application.
Usability analysis of a Virtual Reality device in a social awareness experience
This article presents the results of a usability evaluation of the Google Cardboard Virtual Reality (VR) device in an immersive experience through a 360° video of a social nature, entitled Amazônia Adentro. The research was motivated by the question about the possibility of bringing together different social contexts based on impacts caused by a virtual experience, and in this case, using a low-cost device, with a view to iden- tifying possible weaknesses and/or potential uses in the context. trained, as well as enabling practice in a scaled manner. To this end, research of an inferential nature was developed, based on usability tests of the device with a sample of users, based on the three pillars provided for by ISO 9241 (11), namely: efficiency, effectiveness and satis- faction. In this sense, in general terms, the study carried out indicated that the device in question, for the application evaluated and in the chosen context of use, proved to be an interesting and viable resource for using VR technology.
Design-verse technologies: qualitative investigation of environments and objects in virtual reality for visual evaluations of UX and HCI
This article addresses Virtual Reality (VR) applied to Design, focusing on its contri- bution to Research, Development and Innovation (RDI) of artifacts based on User Experience (UX) and Human Computer Interaction (HCI). The research question: Is it possible to visually recognize real objects transposed into a virtual reality (VR) envi- ronment, and evaluate their general dimensions and aesthetic aspects such as shape, color and texture through different perceptual dimensions (Semantics, Apparent Usability and Emotional Response) ? After bibliographical reviews, practical in-depth studies and digitization of objects for VR, a Qualitative Assessment was carried out with 8 Postgraduate participants in Design, Arts, Architecture and Technology. The results indicate the feasibility of realistic visual representation of products, allowing analyzes in the aesthetic, symbolic, emotional and apparent usability dimensions. The potential of VR as a design and evaluation tool, limitations of the technology and suggestions for future research are highlighted.