Tangibilizar o imaterial através do design estratégico para auxiliar no tratamento da dependência química
Description
In Brazil, it is known the growing need for improvements in public health services, especially in this work, the scope of addict treatment. To reverse the situation of the disease, there are treatments that approach different user aspects of psychoactive substances, being the most used the Cognitive Behavioral Therapy (CBT). At this point, the interdisciplinary design can help by designing ways to facilitate learning that this intervention provides, for the Design works with tangibilization immaterial, in which case the information, facilitating engagement with treatment. Through the use of strategic design approach, a game was developed, which is a tool to help the learning content on psychoactive substances and their effects and facilitate interpersonal communication and approach of drug addicts and their families. Thus, the general objective of this research is to understand how the tangibilization of psychoeducational content about addiction proposal in the therapeutic game qualifies the learning experience of such knowledge in the evaluation of users. The project was developed through an exploratory study had the specific objectives, understand, through interviews with patients and families, evaluation of users on the formal aspects (pawn, cards and board) of the game as regards its proposal facilitator for the content learning experience and also understanding, assessment of users on the dynamics designed for the game regarding the tender experience for learning the content. Therefore, it was used, together with the literature on the Strategic Design, Theory of Appraisals, arising from psychology, as it enables a connection between assessment designed stimuli (in this case the game) and the user experience, resulting their interaction with the stimulus (positive emotional experience desired and supposedly facilitator of learning). As main results, respondents demonstrated that the physical elements of the game were important components for the entry of people in the creative atmosphere of the platform, favoring collective learning. Also, it was indicated that there was a positive emotional response, which contributed consistently to the experience with the game and the learning psychoeducational content. The exchange of knowledge through creative dynamics proposed by the tool has been identified as a remarkable experience extends learning, assessment of participants. From the results, one can show that the Design provided an opportunity to build an innovative tool. At this point, one can realize the potential of interdisciplinary strategic design, which came two distant areas such as mental health and design.CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior