The Usability Engineering Lifecycle in Developing a Ludic Application about Scorpions for Children

Introduction: Given the increasing number of scorpion-related accidents, especially involving children, it is essential to develop educational strategies that promote awareness and prevention of such incidents. Objective: In this context, this article presents the practical application of the Usability Engineering Lifecycle in developing an educational ludic application aimed at children aged 5 to 10. The main goal is to create a playful and accessible tool that helps disseminate information about the risks and safety measures related to scorpions. Methodology: The methodology followed the classic stages of the Usability Engineering Lifecycle - Requirements Analysis, Design, Evaluation, and Development - carried out with the collaboration of experts in health, education, and technology, ensuring that the content and interface were appropriate for the target audience. Results: The results indicate that the developed ludic application has significant potential to promote children’s awareness, contributing to the prevention of scorpion accidents. The study also highlights the importance of integrating usability principles from the early stages of development. It emphasizes the relevance of participatory, user-centered approaches in the context of public health solutions.

Authors

Publication Details

Published
2025-09-18
DOI
https://doi.org/10.5753/se4games.2025.14858
Primary Topic
Usability and User Interface Design
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

The Usability Engineering Lifecycle in Developing a Ludic Application about Scorpions for Children

João Paulo Gois, André Luiz Brandão, Natália Satie M. Halker
Usability and User Interface Design
article

The Usability Engineering Lifecycle in Developing a Ludic Application about Scorpions for Children

João Paulo Gois, André Luiz Brandão, Natália Satie M. Halker
article en

Abstract

Introduction: Given the increasing number of scorpion-related accidents, especially involving children, it is essential to develop educational strategies that promote awareness and prevention of such incidents. Objective: In this context, this article presents the practical application of the Usability Engineering Lifecycle in developing an educational ludic application aimed at children aged 5 to 10. The main goal is to create a playful and accessible tool that helps disseminate information about the risks and safety measures related to scorpions. Methodology: The methodology followed the classic stages of the Usability Engineering Lifecycle - Requirements Analysis, Design, Evaluation, and Development - carried out with the collaboration of experts in health, education, and technology, ensuring that the content and interface were appropriate for the target audience. Results: The results indicate that the developed ludic application has significant potential to promote children’s awareness, contributing to the prevention of scorpion accidents. The study also highlights the importance of integrating usability principles from the early stages of development. It emphasizes the relevance of participatory, user-centered approaches in the context of public health solutions.

Openalex Percentile: Top 75%
Usability and User Interface Design
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

The Usability Engineering Lifecycle in Developing a Ludic Application about Scorpions for Children — João Paulo Gois, André Luiz Brandão, et al. · (2025) | TGRS Research Map | TGRS