Monday 4 April 2016

Caricature and Broadcast

Hello readers:)

This week we are going to present you the two important topics in usability engineering in terms of cartoons and videos.

Caricature on Usability Testing

Usability Testing is an integral part of the design process of the user interfaces which aims to improve the design by collecting information about user's perceptions and experiences in using the interface. This becomes critical to evaluate the user's requirements and to ensure if the users like the product and are able to use the product. The conceptual models are evaluated in controlled settings involving users. Example: Laboratory settings.

Evaluators control what users do and reduce the outside influences and distractions. This scenario is depicted in the cartoon below.


This task also involves observations, interviews and surveys making the users to perform the tasks in think aloud method. Video of the users including their expressions, key presses and mouse movements are recorded as a process of data collection. This provides a contextual understanding of the user's experience and satisfaction in using the product. The below caricature helps us to imagine the laboratory settings and tasks performed in Usability testing.



Video on Paper Prototyping

Paper prototyping is one way to evaluate your device's interaction design before even its built, with the help of papers and cards. Below is the video on the same which explains more about how to do prototyping for your system.

                                             

Sunday 27 March 2016

Usability Design analysis on ubiquitous devices

Hello Readers :) 

This week we are going to present you our analysis on usability design of two ubiquitous devices. We have chosen below devices for this purpose.
  •    Apple Watch
  •    Smart Mirror

Our analysis mainly focuses the primary usability factors like Efficiency and Effectiveness.

1. Apple Watch (Inch Category)

The Apple Watch is a smart watch developed by Apple Inc. It incorporates fitness tracking and health-oriented capabilities with integration with IOS and other Apple products and services. The device is available in four variants: Apple Watch Sport, Apple Watch, Apple Watch Hermes, and Apple Watch Edition.  Apple Watch relies on a wireless connected iPhone to perform many of its default functions such as calling and texting. It is compatible with the iPhone 5 or later models running iOS 8.2 or later, through the use of Bluetooth. Let’s analyze the usability issues of Apple focusing on its interaction design with the users

Efficiency-As we previously discussed in our earlier blogs, efficiency can be defined as time taken to complete the user tasks. A good usability design should have higher efficiency with faster rates of completing the tasks. Below are the issues faced by Apple Watch based on this efficiency factor.

Smaller app icons and touch targets

Apple watch comes with very tiny targets than we will see in our normal smartphones. Basically to ensure that users can reach touch targets quickly and reliably, the recommended target size is 1cm × 1cm (0.4 in × 0.4 in).Because of the these tiny targets people with FAT fingers is difficult to reach the targets successfully. To unlock the screen you have to type your pin on a minuscule numerical pad.




And the application screen uses a plethora of tiny circles (representing apps) organized in a focus-plus-context visualization — the center of the screen is the focus and has the largest circles, and as you get further out, the icons get smaller. Launching an app is an adventure.      
                                       

Hand off

Hand off refers to allowing users to continue the task started on the watch on their phone. With the Apple Watch the hand-off is a lot more painful, for two reasons: (1) not all apps allow users to continue their tasks on the phone, and, more importantly, (2) the interaction cost of resuming the task is fairly high. Unlike with the Samsung Galaxy Gear, your iPhone is not automatically unlocked when the watch is in its immediate proximity. So you have to swipe up (not touch) a tiny icon in the bottom left corner of your lock screen — an utterly bizarre interaction design — and then unlock your phone before being able to continue the task on your phone. Hand off is a powerful tool that should be used not only for getting more detailed content that cannot fit the watch screen, but also, more generally, for tasks that cannot be done on the watch. In particular, designers should help users recover more smoothly from errors using hand off.

Apple watch also has its advantages with respect to interaction in some cases like below which increases the Effectiveness of the device.

Deck of Cards Works Best

The tiny targets have some important implications for design. Because using navigation elements such as buttons and links is so tedious, in fact, what works best on the watch is the deck of cards, a pattern that definitely is not optimum for other devices.




2. Smart Mirror (Yard Category)

Shopping is an entertainment and pleasure for some people while it’s something to get through without visible or psychic damage for some others. These emotions are likely to be heightened with the debut of new MemoryMirror (MemoMi), a digital mirror that rolls videos, 360-degree viewing and provides social networking.

The end of fitting room queues? This smart mirror lets you try on different clothes without visiting the fitting room in in-store clothes shopping. Mirror uses cameras and sensors to track the shopper's body in real-time. They can virtually try on clothes and change colours using hand gestures. It uses augmented reality to show how clothes will fit.


Do you also need a second opinion while shopping alone? The MemoMi lets you capture a variety of whole body stills and video images instead of resorting to a poor quality selfies. These can be shared with friends and relatives via email, social media, etc. This also helps the sales associates to gather history details and preferences to send recommendations to the customers directly from the mirror.


Neiman Marcus is the first retail outlet to introduce MemoMi to its customers





Red or green? MemoMi creates avatars of the shopper wearing various clothing. MemoMi uses Intel integrated graphics technology to create avatars of the shopper wearing various clothing. It also lets people add accessories, and see outfits from different angles without straining their neck or using a wall of mirrors.


The rooms use radio frequency identification (RFID) technology to recognise all the items of clothing in the room and offer alternative sizes and colours that are available to buy. It additionally allows consumers to build personal profiles of their favourite items, which can be purchased later online. It then tells the customer the best way to improve their look, appear younger, what to wear to look thinner, and more.


Pros
  • Makes the users feel excited about their new virtual shopping experience
  • Products and materials available are categorised by various models, colors, sizes, etc. so that it is easier to choose and decide what to buy
Cons

  • Novice users might initially feel difficult to understand the gestures and the usability of the device
  • The device is too big that it does not ensure privacy for the users

Monday 21 March 2016

Design Considerations for Social Media Platforms

Hello Readers!

We are going to present you below research paper and technical paper which focuses on the interaction design patterns for social media platforms

Research Paper: Co-designing a social media service for civic participation - critical issues and challenges

Nowadays, social media plays a vital role in social issues and problems. It intended to express the multicultural environmental aspects, perceptions and issues. Though it is a good approach, in which we can interact all over the world. But, if we go through it to deeper and deeper, we can see some gaps between civic peoples (i.e., interaction between local communities).   

This paper defines the critical issues and challenges in co-designing a social media services for civic participants and gave the suggestions on how to cope with the challenges in a multicultural participation's. They also help up with the MONIMOS case studies which examine the possibilities of social media in civic participation and collaboration with the public sector.       

In this research, they found some difficulties like 1) inclusiveness - who is allowed to participate 2) stakeholders and representatives - what kind of groups are represented in the process and by whom 3) expertise - who holds the facts and what kind of facts are seen relevant and valuable 4) knowledge and understanding about the process 5) interest or motivation to be involved in the process.

They were found difficulties while engaging participatory design like participation is a deliberative process (public discussion) that should be open and accessible to the public. In urban planning, civic participation is seen to bring value that is unquestionable: it is important to involve citizens in processes that deal with their everyday life and environment. However in the public sector, participatory practices have been found to be still underdeveloped and sometimes problematic: e.g., the process and decision-making are slowed down.
In addition, participatory processes often create conflicts due to clashing interests and values. Another view to participation comes from software engineering. In that context, participatory design refers to software design process, in which the end users participate actively as members of the design team. Participatory design should bring together users and designers, integrate their different knowledge, and provide a common design space for users and designers. When developing social media services, users cannot be viewed only as individuals but also as members of real world and online communities. Likewise, individuals in social media services – as well as in participatory design, are not merely “consumers”, but rather people who are switching between the roles of a consumer and producer.

Previously researcher introduces the four principles of social media based production – prod usage - as:  Open participation, communal evaluation, Fluid hierarchy, ad hoc meritocracy, unfinished artifacts, continuing progress, Common property, individual rewards.

As a result of their research, they highlighting critical factors to take into account executing participatory social media service development processes and also highlight a need for constant meta-level discussion with the users about the ongoing process.              

Technical Report: Social Media and Public Health Research.

This paper is a technical report of the first phase in a new research programme on social media in health and medical science communication, led by professor Thomas Söderqvist, Medical Museion. They also conducted a survey to analyze the social media landscape in the field of public health science.

The first section of the report is to describe different uses of social media for public health science communication with examples of social media platforms.
  •  Research dissemination
Sharing links and recommendations to already published articles and contributing new research results to existing or new Wikipedia articles. With links to the original sources, researchers have an opportunity to disseminate their research to other professionals.
  • Scientific discussions and networking
Depending on preferences and skills, blogs can be shaped to fit the needs of individual researchers. And users can benefit from the immediate responses from other researchers or public health practitioners.
  • Engaging the public
Institutional Facebook pages can be used to share health-related research of relevance to the public, but also to give the public a chance to respond and ask questions.
  • Academic teaching
Twitter has been used during lectures for larger groups of people as a way to facilitate discussions and reflection among the students due to its flexibility and diversity.
  • Research and data collection
Using social media as a site for data collection may be closely combined with communication of the research, either with the informants or with fellow researchers.
According to the demand for functionality of social media, the design consideration of social media platforms relates to key functionalities of social media, such as openness, flexibility, free, two-way communication, network building, rapid distribution, data-oriented design, interdisciplinary design, and a number of shared characteristics between public health sciences and social media.

Despite several needs of design, there are many weaknesses need to be taken into account, such as lacking of control, opening to misuse, no formalized peer-review, and time consuming.




Monday 14 March 2016

Case Study on Software evaluation in Companies

Hello Readers:)

This  week we are going to present you the below article on software evaluation model performed on major companies and its efficiency. "A maturity model and an evaluation system of software customer satisfaction: the case of software companies in Korea"

Objective:
Mainly this paper aims to introduce an evaluation model of software that reflects software specialty as well as customer feedback. A maturity model of software customer satisfaction is presented, and an evaluation system is developed based on the maturity model. As a case study, the maturity model and the evaluation system are applied to software companies and their customers to show evaluation results.

Existing Software Evaluation Models and their limitations:
There are many kinds of software process evaluation models such as CMM, SPICE, PSP, BOOTSTRAP, ISO 900‐3 and TickIT related to ISO 900‐39  and SEPRM . Among them, CMM  and SPICE are the two most popular and basic software evaluation models. They are designed to evaluate the capability level of software with the goal of improving software development processes. IT service CMM  is a process maturity model of organization that delivers IT services to customers.  However, the traditional software evaluation models such as CMM, SPICE, and IT Service CMM were not developed from the customer point of view. Those models are focused on software development process in terms of the software developers, providers, and software auditors.  Thus, it is necessary to review evaluation models about general customer satisfaction in order to develop an evaluation model of software customer satisfaction.

Maturity Model :
The maturity model of software customer satisfaction considers both software products and related services, because customer satisfaction is determined by the combined perception of a software product and its service. The maturity levels of software customer satisfaction can be classified according to the extent of collection and reflection of customer opinions about software product and service.
Four maturity levels of software customer satisfaction are defined as

• Initial level: no consideration for customer feedback concerning products and services

• Ready‐made level: providing a ready‐made and general product and service to customers. Making strategies for the enhancement of customer satisfaction by targeting one market group of general customers
• Tailored level: providing various products and services to a segmented market that considers its corresponding customer characteristics. Making strategies for the enhancement of customer satisfaction by targeting differentiated or segmented customers
• Customer‐oriented level: providing customized or personalized products and services to an individual customer. Making strategies for the enhancement of customer satisfaction by targeting each individual customer. Emphasizing change management to improve product, service and organization according to customer's dynamic requirements

Each maturity level of software customer satisfaction can be described in three aspects:
  • the extent of collection and reflection of customer opinions
  • the decision factors of product customer satisfaction
  • the decision factors of service customer satisfaction


The below figure presents a schematic diagram that compares the maturity model of software customer satisfaction with other related works.


Evaluation Model:
The evaluation framework of software customer satisfaction is divided into two parts:
  1. 1. Product satisfaction
  2. 2. Service satisfaction
This framework has an underlying assumption that total customer satisfaction should be measured by evaluating product satisfaction and service satisfaction together. Technology and functions are measured in software product satisfaction. Various software service issues such as installation support, education, maintenance and repair, and customer care are measured in service satisfaction.
In the framework, the first‐level and the second‐level attributes are developed for product satisfaction and service satisfaction. Evaluation indices for measurement are generated from the second‐level attributes. The attributes and evaluation indices of the evaluation system are presented below



Case Study:
To verify practical values of the maturity model and the evaluation system of software customer satisfaction,its been applied to software companies and their customers in Korea. 
In the project, software companies are classified into four areas:
  1. 1. e‐Business solution
  2. 2. development, management and security software
  3. 3. private and office software
  4. 4. industry and science software
A total of 62 software companies from the four areas participated in the project. Their data were investigated for the project's quality and reliability in advance.Finally, 18 companies were selected for the application of the evaluation system and 180 of their customers released meaningful data through the questionnaires and interviews. In addition, 17 experts on software evaluation participated in assigning the weights of evaluation attributes in the framework.

Results:


  • Software companies that acquire high product customer satisfaction also have high service customer satisfaction – the rank in product satisfaction is revealed to be identical to that in service satisfaction.
  • Customer satisfaction regarding development, management and security software is higher than that of any other software areas. One can deduce that development, management and security software such as DBMS, case tools, and middleware are relatively stable in market and technology trends. Thus, their results in customer satisfaction seem to be superior to other software areas.
  • The standard deviation of service satisfaction is 0.22, while that of product satisfaction is 2.13. This indicates that relative ranks of customer satisfaction among software companies depend more on product satisfaction. Customers still perceive software quality more in terms of product quality than service.
  • The average product satisfaction is lower than service satisfaction by 2.676. The resulting customer satisfaction tends to decrease easily, as customer expected values increase. Thus, it can be interpreted that software users still have higher expectations of satisfaction in software itself than in the related services


Monday 7 March 2016

Participatory Design


RESEARCH PAPER 1:

RELEVANCE OF VIDEOGAMES IN THE LEARNING AND DEVELOPMENT OF YOUNG CHILDREN

INTRODUCTION

In today’s world, videogames has gained a tremendous growth in all major aspects, thereby, making its study an essential factor. Violence in the games is the major concern. It is generally a known fact that the players of videogames (namely children or adults), tend to incorporate the same playing style into their real world. This paper highlights the adaptation play in a child’s growth as per the theories proposed by Freud, Piaget and Vygotsky (Bruner, 1972A).

Following is the statement put forth by Ian Bogost in his book “Persuasive Games”

Playing a role in a videogame does not automatically imply validation for the behavior the game models, As I have argued, videogames can also give players the opportunity to empathize with people and situations they might not ordinarily encounter. Videogames teach abstract principles that service general problem-solving skills and learning values. It encourages the learner to experiment within knowledge domains freely without fear of incompetence due to incomplete mastery. (p. 230-231)

Few other statements put forth by other researchers include:
“the game teaches players how to convert skills into strategies, and to turn failure into success” (James Paul Gee, “Demonstrating the important Learning Found in COTS Games”, 2004) Taking a step back from the immediate situation, analyzing the choices and the odds, and finding the right strategy. (Beck & Wade, Got Game: How the Gamer Generation Is Reshaping Business Forever, Cambridge, Mass.: Harvard Business School Press, 2004)

Videogames giving its capacity of communicating and submerging individuals into an imaginary world can be used for creating a way of playing for educative entertainment, in this way it can prevent the ambient risks that young people of 14 to 25 years old in Colombia suffer and make their life better. (Guerrero, 2014)

PARTICIPANTS CHOSEN

For this current research, 50 boys were chosen. On the other hand, girls of Elementary schools belonging to 2nd, 4th and 6th classes corresponding to 7-8, 9-10 and 12-13 age limits were also picked up. Participants were distributed into groups of 16 ( 8 boys and 8 girls under 2nd grade), 16 ( 8 boys and 8 girls under 4th grade ) and 18 ( 9 boys and 9 girls under 6th grade ) respectively. Apart from participants functioning as players and controllers, few extra players were always kept as handy.

INSTRUMENTS CHOSEN

Xbox360, a console for playing games was chosen. Two numbers of TV’s in the form of flat screen and controllers to act as joypad was present. Additionally, a video camera was also fitted in order to record the activities and observations when children played. Few accessories namely action figures and portal to introduce them were also kept.

REASONS FOR CHOOSING THE DESIRED PARTICIPANTS

Children of the desired age limits belonging to respective grades and schools were particularly chosen to carry out this study in order to analyse and provide solutions for the following criteria

1. Learning behaviour of the desired age group children.

2. Both genders were chosen to investigate whether boys or girls were more attracted to videogames.

3. Observation of the children’s cooperation skills by allowing them to play in pairs.

4. Observations to know whether these children organised themselves when doing such activities.

5. To determine how far children can learn by themselves without adult’s intervention.

6. How far children can solve problems themselves without asking for any kind of help.

7. Lastly, it is to find how much a child can inter relate the play by understanding its real meaning and apply to his/her learning capabilities to achieve and sustain their growth.

INTERESTING FACTS ABOUT THE RESEARCH

1. Children started playing the Skylanders game by themselves without any kind of external help by simply using the sample tutorial present for playing the game.

2. The game was completely new to these children. Even in such situation, they started showing interest spontaneously so as to participate in the game immediately and explore it.

3. The participation rate for the game kept increasing tremendously as day and time progressed thereby leading to formation of second group of children playing another game under adult’s and staff’s guidance.

4. Communication established between groups on its own without any external force.

5. Children themselves started forming teams without any proper definition which led to formation of meaning for the game that they played by means of collaborative thinking.

6. Children started sharing their experiences regarding what they discovered (positives and negatives) during the time of play and even provided tips to their fellow mates in making progress towards the game.

7. Skills and knowledge were shared among the rest of the children as when any kind of progress or mastery of the game was achieved.

8. Bruner (1984) discovered a method named Scaffolding which is very much related to the method proposed by Vygotsky (1979). It is defined as the Zone of Proximal Development: the distance between what one can do alone and what one can do with the help of someone with better skills. The child, who knows the most or understands the game at a faster rate, will offer that knowledge to those who are slow learners. The speed at which children started learning gradually increased because of increase in the mutual learning system that these children followed.

9. Some forms of leadership roles were also exhibited by some players.

One of the best example to depict this scenario was the presence of a 7 year old girl, who was playing during the first few minutes of the game opted to act as a mentor and a tutor for other children giving them her own chance to play. She even started giving some information which was very much useful for the other children younger in age than her to progress through the game. The most interesting fact was that whenever she felt like playing, the younger generation were happier to give her a chance which she would again give up after few minutes of play. This happened throughout the research season.

10. The fact to be noted was that no big conflicts happened during the entire play. Even during the time when minor conflicts happened, no forms of interruption happened making the game to be stopped completely.

11. The game was a big success which was expressed by means of greetings from children towards the people who conducted this research. It was also noted that children of all the age groups who were considered for this research completely enjoyed the whole performance.

12. A very ingrained belief in adults, parents or teachers, is that only boys are interested in videogames and nor girls, and that, if they are interested, the girls are slower at learning than the boys. Various studies have shown that both gender do play video games, although they have different preferences in the type of videogames as shown by Greenberg et al (2010) among others. It was noted during this study that this belief was completely false as girls played equally fast to that of the boys.

13. Lacasa et al (2009) describes that this capacity of self-regulation among children of primary education. This effect got proved when children started maintaining their own time limits and made turns among them automatically.

14. Back and Wade (2004) have demonstrated the collaboration between group of players and the acquisition of social skills while playing videogames. This theory also got proved in this research as children started taking up different roles within the group among themselves.

15. A ludic environment established throughout the study which was very much essential to make this research a success.

16. Children got so much immersed within the play that they started interacting with the figures which was within the game considering it to be a real human.

CONCLUSION

To conclude, it is to be clearly identified, accepted and noted that this learning process followed by the children through the means of playing games show casted their caring, control and leadership qualities.


RESEARCH PAPER 2:

CLASSIFYING MOVIES BASED ON AUDIENCE PERCEPTIONS: MTI FRAMEWORK AND BOX OFFICE PERFORMANCE

INTRODUCTION

Today’s fast moving society, people are highly accelerated by systemized work which leads to hyper anxiety tend to affects their social value and their cultural heritages. In this situation, movies play a vital role to relaxing themselves and ignite them to forecast their social responsibilities. Movies are cultural artifacts which reflect the societal ethical of the country.   
A  Movie is a progression of pictorial representation, when exposed on a screen, which constructs the illusion of moving images due to the phi phenomenon. This optical illusion causes the audience to perceive continuous motion between separate objects viewed rapidly in succession.
This research based on korean which observes the current status of the movie genre usage in movie research and film industry and introduced a new method to classify movies by large-scale audience survey by measure the factors to set the Movie type indicator (MTI) . It shows the comparison between the movies types and genres with respect to box-office revenue. Versatile box-office revenues (opening week revenue, total revenue, and revenue-per screen) differed significantly across movie types, whereas only the opening week revenue showed a significant difference across movie genres, suggesting that movie types may be a better predictor of a movie’s box-office performance than movie genres that have been frequently used in prior research on box-office performance prediction.
“John Miller, managing director of J.P. Morgan Securities’ entertainment group which owns 80% of the Hollywood’s film production loans market, doesn’t read scripts, doesn’t care about plots, and doesn’t worry about which stars have signed on. But, Miller does focus on what really counts in a movie’s success: its business plan, especially its budget, release date, genre, and distribution schedule.” (Businessweek, February 24, 2005)

PARTICIPANTS CHOSEN

In this research, they have selected 377 movies (both foreign and Korean) to create the movie lists forth audience survey. These movies are from the Top 100 film lists of the Korean Box-office from 2001 to 2004, plus movies that garnered more than 100,000 admissions from 2005 to 2007 in Korea. Of the 377 movies, 230 titles (132 Korean, 98 foreign) were used.
Totally 125 students are participants who are all categorized with respect to their degrees sort of undergraduate, graduate, and MBA of different age groups and also participants are chosen based on their frequently movie going behavior.

INSTRUMENTS CHOSEN

In this research, they used paper based survey as an instrument in which participants are motivated to complete the open ended survey after watching their respective movies which are pre assigned to them.

REASONS FOR CHOSING THE DESIRED PARTICIPANTS

Perceptive of the people may vary on different sort of age groups. In this film industry, movies are common factor to all the age group people, so researcher chosen the participants at different age group to set the movie type indicator.
By considered the above mentioned factors, researchers chosen the respondents were 52% male and, in terms of age group, about 71% were in their twenties, and 28% were in their thirties.
Somehow, movies lovers are aware of key success criteria of the movie.In terms of frequency of cinema-going behavior, 29% were watching movies at the theater 12 or more times a year, 31% were watching six to 11 times a year, 23% were four or five times a year, and 17% belonged to the one to three times per year group.

INTERESTING FACTS ABOUT THE RESEARCH

1. One of the main interesting facts in this paper, in which researcher narrow down the key categorization on nine series of clusters further extends to various genres with MTI scores for each.
2. Using a large-scale audience survey data, the authors clustered movies into 9 distinct types based on 8 audience-perceived movie characteristics such as fun, eye-catching, discomfort, and feel-good.
3. By this, researcher validated their method by comparing movie types vs. movie genres in terms of their box-office revenue explanatory power.
It drives movie production to build a people likable movie, results to block-busters revenue, and also helps to increase the social standards.

CONCLUSION

As we gone through the research paper, we have concluded that introducing MTI score to the movies reflects the perspective of versatile people on different genres of movies which motivate the movie directors to produce blockbuster films.   

REFERENCES

1. Beck, J. Wade, M. (2004) Got Game: how the gamer generation is reshaping business for ever. Harvard Business School Press, Cambridge, MA

2. Bogost. (2010) Persuasive Games: the expressive power of videogames. The MIT Press.

3. Bruner, J. S. (1972b). Immaturity: its nature and uses. American Psychologist 27, 687-708.

4. Bruner, J.S. (2012). What Psychology Should Study. International Journal of Educational Psychology, 1(1), 5-13.

5. Ferguson, C. J. (2010) Blazing angels or resident evil? Can violent video games be a force for good? Review of General Psychology, 14(2), pp. 68-81.

6. Gee, J.P. (2005) “Demonstrating the important Learning Found in COTS Games”, Paper presented at The Serious Game Summit. San Francisco, California.

7. Ferguson, C. y Rueda, S. (2010). The Hitman, Violent Video Game Exposure Effects on Aggressive Behavior, Hostile Feelings, and Depression Study. European
Psychologiste, 15, 99108.

8. Lacasa, P., Méndez, L., & Martinez, R. (2009). Using videogames as educational tools: Building bridges between commercial and serious games. In Marja Kankaanrata & Pekka Neittaanmäki (eds.). Parte II Learning (69-82). Milton Keynes, UK: Springer Verlag

9. Lacasa, P., Méndez, L., & Martinez, R. (2008). Bringing commercial games into the classroom. Computers and Composition, 25, 341–358.

10. Vygotsky, L. S. (1979). Consciousness as a problem in the psychology of behavior. Soviet psychology, 17(4), 3-35.

11. Bruner, J. S. (1972a). Concepciones de la infancia: Freud, Piaget y Vygotsky. En J. Linaza (comp.) Acción, pensamiento y lenguaje: Escritos de J. S. Bruner, (p. 31-44). Madrid: Alianza (1984).

12. Guerrero, J. (2014). Herramientas lúdicas, pedagógicas y metodológicas a través de los videojuegos. Bogotá. Revista e-ikon