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CLIHC Tables of Contents: 03051315

Proceedings of the 2005 Latin American conference on Human-computer interaction

Fullname:Proceedings of the Latin American Conference on Human-Computer Interaction
Editors:M. Cecilia Calani Baranauskas; Oscar Mayora Ibarra
Location:Cuernavaca, México
Dates:2005-Oct-23 to 2005-Oct-26
Standard No:ISBN 1-59593-224-0; ACM DL: Table of Contents hcibib: CLIHC05
Links:Conference Website
  1. Full Papers
  2. Short Papers
  3. Posters

Full Papers

Towards mood-oriented interfaces for synchronous interaction BIBAKFull-Text 1-7
  J. Alfredo Sánchez; Ingrid Kirschning; Juan Carlos Palacio; Yulia Ostróvskaya
This paper presents an approach to representing emotions in synchronous text-based communication which facilitates setting, conveying and perceiving an intended mood in a continuing fashion. We posit that, while chatting, users typically remain in a continual mood for relatively extended periods of time, as compared to the instantaneous representation provided by mechanisms such as smiley faces and emoticons. In order to explore our hypothesis, we built a prototypical instant messaging environment that provides a persistent representation of mood. This representation is based upon a bi-dimensional valence-arousal model of emotions. We report on initial results that indicate that synchronous text-based communication benefits from this approach.
Keywords: affective computing, emoticons, emotion models, instant messaging, valence-arousal model
Accessibility as a quality requirement: geographic information systems on the web BIBAKFull-Text 8-19
  Juliano Schimiguel; Amanda Meincke Melo; M. Cecília C. Baranauskas; Claudia Bauzer Medeiros
Web applications enable users with different profiles and necessities to access information from diversified locations and with different access tools. Besides the aspects that have already been discussed in works from the Software Quality domain, the accessibility to information and the Internet flexibility have been considered more and more important. Thus, considering accessibility as an important quality attribute for Web applications, in this paper we investigate the subject considering the context of Geographic Information Systems on the Web. Preliminary results of accessibility evaluation on some WebGIS applications show that this domain presents several challenges to be coped with in the design of their user interfaces.
Keywords: accessibility, quality, web GIS applications
Experimental study on evaluation of multidimensional information visualization techniques BIBAKFull-Text 20-30
  Raquel M. Pillat; Eliane R. A. Valiati; Carla M. D. S. Freitas
Information visualization systems often present usability problems mainly because many of these tools are not submitted to complete evaluation studies. This paper presents an experimental study based on tests with users to evaluate two multidimensional information visualization techniques, Parallel Coordinates and Radviz. The tasks used in the experiments were defined based on a taxonomy of users' tasks for interaction with multidimensional visualizations. The study intended to identify usability problems following the ergonomic criteria from Bastien and Scapin on implementations of both techniques, especially built for these experiments with the InfoVis toolkit.
Keywords: information visualization, multidimensional visualization, usability evaluation
Evaluation and context for in-car speech systems for older adults BIBAKFull-Text 31-39
  Mary Zajicek; Ing-Marie Jonsson
Listeners to speech based information systems attribute qualities to voices which will make them receptive, or otherwise, to the information. This paper looks at the value of laboratory-based usability testing on voices for an in-car speech messaging system. It compares results concerning the users' perception of voice, in particular source credibility, performed first on voices presented out of context in a laboratory setting and then the same voices embedded in an in-car system in a driving simulator. In the case of older adults the results are significantly different raising issues of context and value in usability testing for this group.
Keywords: in-car speech systems, speech systems, usability testing, voice quality
Software engineering, HCI techniques and Java technologies joined to develop web-based 3D-collaborative virtual environments BIBAKFull-Text 40-51
  Rolando Menchaca; Leandro Balladares; Rolando Quintero; Chadwick Carreto
In this paper, we describe a set of tools, based on software engineering, HCI techniques and Java technologies, to support the software development process of 3D Web-based collaborative virtual worlds (CVE) populated by non autonomous interactive entities. This work is a first effort to define a methodology supported by design, analysis and implementation tools that assist the development of Web-based CVE. Our proposal emphasizes on the collaboration aspects among the entities that populate the virtual world and the services that they offer to each other in order to carry out collaboration, rather than modeling and aesthetical aspects of the worlds. This is done from conceptual, operational and implementation points of view. The tools we propose are; a model for the conceptualization of the virtual world under the concept of social groups, a graph-based high level notation to specify the interactions among the entities, and a Java-based software framework that gives support to the model and the interaction graph in order to facilitate the implementation of the CVE. We describe the current implementation of our model. At the end, we outline how these tools could be part of a methodology for the construction of Web-based CVE and show an example of a CVE developed following the methodology and tools described.
Keywords: 3D collaborative virtual environments, Java technologies, human computer interaction, object oriented programming, software engineering
Understanding mobile work in a distributed information space: implications for the design of ubicomp technology BIBAKFull-Text 52-63
  Víctor M. González; Mónica E. Tentori; Elisa B. Morán; Jesús Favela; Ana I. Martínez
Moving beyond the focus on interactions at the desktop computer, this paper introduces a model providing conceptual tools to understand mobile work in distributed information spaces. The model serves to describe the fundamental interactive relationships between mobile and fixed people and artifacts physically distributed in a space. Our model emerges as a result of empirical ethnographic investigations of medical work conducted to ground the design of ubiquitous computing technology. The model is used here in the analysis of data collected during a detailed observation and shadowing of four medical workers. This analysis resulted on a set of design implications that we present here together with relevant findings about the nature of the kind of mobile work experienced at hospital medical settings. We argue that modeling and characterization efforts such as the one presented here are necessary to build the theoretical foundations required for the development of ubiquitous computing.
Keywords: distributed information spaces, empirical studies, modeling of interactive behaviors, ubiquitous computing
Online help system design based on the situated action theory BIBAKFull-Text 64-75
  Luc Vouligny; Jean-Marc Robert
Nowadays, different forms of assistance are available in interactive computer-based systems. However, current online help systems, which correspond to the main components of online assistance, often are unsuccessful in providing support to users. The help that is offered is not well-suited to the problem the users encounter and to the particular needs they have. This paper reports on a new approach to online help system design based on the situated action theory. The approach has been implemented in a system called AIDE. The system has been evaluated with 15 subjects having to do programming tasks in C++, and compared to the online help available in the programming environment they were using and on the Web. The main results show that the assistance provided by AIDE was three times as effective as the two other forms of assistance to help in defining the problem, and twice as effective to help in resolving it. Results also show that with the AIDE system, students had much less recourse to human assistance when trying to complete their tasks.
Keywords: contextual help, mixed-initiative interactions, online help, situated action
UPi: a software development process aiming at usability, productivity and integration BIBAKFull-Text 76-87
  Kenia Sousa; Elizabeth Furtado; Hildeberto Mendonça
This paper presents the definition of a software development process (SDP) that integrates practices from Software Engineering (SE) and Human-Computer Interaction (HCI) with three main goals. First, we intend to help professionals from both areas in developing interactive systems with usability. Second, we want to make HCI an essential part of SE processes by facilitating the communication between professionals from these two areas, thus, bringing productivity to a new working environment. Third, we aim at describing the basis for generating User Interfaces (UI) through the integration of HCI concepts in the process, rather than on depending only on UI designers' experience.
Keywords: integration, productivity, return on investment, software development process, usability
Mobile refinding of web information using a voice interface: an exploratory study BIBAKFull-Text 88-99
  Robert G., III Capra; Manuel A. Pérez-Quiñones
Refinding information found on the web is a considerable problem for many users, especially when in mobile situations. In this paper, we explore how a voice-controlled service, accessible by telephone, could help to support mobile users' needs for refinding specific information previously found on the web. We outline challenges in creating such a service and describe architectural and user interfaces issues involved in an exploratory prototype system called WebContext.
   We also present the results of a study -- motivated by our experience with WebContext -- to explore what people remember about information that they are trying to refind and how they express information refinding requests in a collaborative conversation. The results and observations from our study: 1) add support and extend prior research on the importance of waypoints in the refinding process, 2) provide evidence that refinding may be accomplished using an iterative, two-stage model in which users first search for the information source, and then browse for the particular information being sought, revealing details of their information need as they make progress, and 3) give insights into the use of annotations added to web pages by the user to help in a collaborative refinding process. We also note the importance of context and artifacts in the refinding process and comment on the possible implications of our findings for the design of tools and interfaces for information refinding with a special emphasis on implications for voice interfaces for mobile refinding.
Keywords: conversation analysis, information management, information refinding, speech recognition, voice user interfaces
On the usability of gesture interfaces in virtual reality environments BIBAKFull-Text 100-108
  Marcio C. Cabral; Carlos H. Morimoto; Marcelo K. Zuffo
This paper discusses several usability issues related to the use of gestures as an input mode in multimodal interfaces. The use of gestures has been suggested before as a natural solution for applications that require hands-free and notouch interaction with computers, such as in virtual reality (VR) environments. We introduce a simple but robust 2D computer vision based gesture recognition system that was successfully used for interaction in VR environments such as CAVEs and Powerwalls. This interface was tested under 3 different scenarios, as a regular pointing device in a GUI interface, as a navigation tool, and as a visualization tool. Our experiments show that the time to completion of simple pointing tasks is considerably slower when compared to a mouse and that its use during even short periods of time causes fatigue. Despite, these drawbacks, the use of gestures as an alternative mode in multimodal interfaces offers several advantages, such as quick access to computing resources that might be embedded in the environment, using a natural and intuitive way, and that scales nicely to group and collaborative applications, where gestures can be used sporadically.
Keywords: computer vision, usability of gesture interfaces, virtual reality
Conveying human-computer interaction concerns to software engineers through an interaction model BIBAKFull-Text 109-119
  Maíra Greco de Paula; Simone Diniz Junqueira Barbosa; Carlos José P. de Lucena
This paper addresses the challenge of efficiently representing and communicating decisions about human-computer interaction to collaborate with software engineers. It describes and illustrates in a case study how an interaction modeling language based on the semiotic engineering of human-computer interaction may be used to derive a skeleton of certain UML diagrams, namely: use case, class, and sequence diagrams. Our goal is to provide a clear representation of the interactive exchanges that may take place, in order to prevent human-computer interaction decisions to be lost or inadvertently overruled when designing the system architecture and internal functional behavior.
Keywords: HCI models, HCI-SE integration, UML, interaction modeling
Revealing relationships in search engine results BIBAKFull-Text 120-127
  Cláudio Max. Zaina; M. Cecília C. Baranauskas
The amount of information available in the Internet is so vast that finding the desired information in such an unstructured repository easily becomes a tedious task. Graphical cluster-based representations of results from search engines shift the user's mental load from slower thought-intensive processes of reading information got from linear lists of results to faster perceptual processes such as pattern recognition in a visual display. In this paper we investigate the subject by presenting the design proposal of a new system that uses concepts of Information Visualization to help the user of Internet search engines to identify the group of documents that are related to the needed information by examining or browsing documents in the group. Some results of preliminary usability tests for the system are also provided shedding some light to the subject.
Keywords: information visualization, query results visualization, search engine results, world wide web
MArq-G*: a semiotic engineering approach for supporting the design of multi-user applications BIBAKFull-Text 128-138
  Clarissa M. de A. Barbosa; Raquel Oliveira Prates; Clarisse S. de Souza
This paper presents MArq-G*, a semiotic engineering epistemic tool for the design of multi-user applications that leverages the designers' knowledge about the influence such applications may have on group dynamics and development. More precisely, MArq-G* is a conceptual architecture model for multi-user application design-support tools. It has been devised to help designers express part of their vision and rationale about group communication processes, as well as reflect upon potential consequences of their design decisions. The paper illustrates how MArq-G* enables different insights from those motivated by the use of task-based models in design. Moreover, a contrast with insights enabled by design ontologies inspired by speech act theory shows how MArq-G* supports new kinds of perspectives on multi-user applications.
Keywords: design impacts, feedback on design, group communication processes, multi-user applications, semiotic engineering
Comparing accessibility evaluation and usability evaluation in HagáQuê BIBAKFull-Text 139-147
  Eduardo Hideki Tanaka; Sílvia Amélia Bim; Heloísa Vieira da Rocha
Usability and accessibility are two attributes very important in software design nowadays and, in general, are evaluated separately. On one hand, usability evaluation methods alone can't answer whether software is accessible to all kind of users. On the other hand, an accessibility evaluation can say little about software usability. However, it seems that usability and accessibility evaluation methods have some points in common. The aim of this article is to compare and discuss the similarities and differences between the results of accessibility and usability evaluations in HagáQuê, a comic book editor software for pedagogical usage.
Keywords: accessibility evaluation, computers and education, usability evaluation
Animated agents and TTS for HTML documents BIBAKFull-Text 148-154
  Ingrid Kirschning; Joaquín O. Rueda
The present paper describes a project aimed to create a framework for interactive stories providing HTML based documents with speech capabilities and an animated character, as required in the Enciclomedia environment. This development is inspired by the success of the interactive books created by the CSLR of Colorado University [1], which integrate speech synthesis and educational agents into reading books for children. It uses Microsoft Agent technologies with MS SAPI speech synthesis and the resulting documentation [2] makes the integration of these tools to any HTML document easy and fast.
Keywords: TTS, enciclomedia, microsoft agents, speech synthesis
Development of a perceptive interface based on facial displays applied to learning environments BIBAKFull-Text 155-161
  Javier Arturo Porras Luraschi; Ana Luisa Solís González Cosío
This paper proposes a real time perception interface which can enhance the experience at learning environments by using the face as a communication channel with the system. In this work, relevant expressions are assigned to learning environments when it is important to know the user's interest on the information that is displayed. The actual system is implemented using pattern recognition techniques and visual recognition algorithms, and evaluated by its results.
Keywords: computer, expressions recognition, facial displays, learning environments, neural networks, optic flow, pattern, perceptive interfaces, real time, vision
Using water as interface media in VR applications BIBAKFull-Text 162-169
  Marissa Díaz Pier; Isaac Rudomín Goldberg
Human Computer Interface (HCI) has changed throughout the years, and evolved to integrate reference objects and other handy tools to improve interaction. It is now possible to develop tangible interfaces, where all kinds of objects are used: strings, clay models and virtual pens as well natural elements such as water, sand and air. In Virtual Reality applications the use of tangible interfaces and virtual reference allows the user to get involved with the virtual world in a more fluid and explicit way. In this paper we describe how we use water as a HCI and how we turn a water receptacle into a self-explanatory interaction tool. In our experience touching real water has proven to be rather dramatic as a tactile interface since it involves much more than the mere skin contact with the water; the effect is magnified by the temperature and wetness which affect the perception of the user. We have used water as interface for several applications and in this paper we will also discuss our results.
Keywords: Water as HCI element, design of tactile interfaces, human-computer interactions, immersive systems, virtual reality hardware
Promoting a separation of concerns via closely-related interaction and presentation models BIBAKFull-Text 170-181
  Bruno Santana da Silva; Otávio A Martins Netto; Simone Diniz Junqueira Barbosa
A common goal of HCI design processes is to provide an organized set of procedures and representations to develop high-quality interactive systems. However, we find large gaps between representations in existing approaches, and some representations do not have a clear scope or focus. This paper proposes to use a set of closely-related notations to address different sets of design issues in successive stages of design, aiming to achieve a clear separation of concerns. In particular, it focuses on the transition from an interaction model to an abstract presentation model.
Keywords: abstract presentation model, interaction design, interaction model, separation of concerns
Improving text entry performance for Spanish-speaking non-expert and impaired users BIBAKFull-Text 182-189
  Francesco Curatelli; Chiara Martinengo; Oscar Mayora-Ibarra
In this paper, an efficient method is described which is able to improve the efficiency of typing texts for non-expert and impaired users. Specifically, we propose an innovative key-board configuration that improves typing performance in languages with transparent orthographies. By adopting a novel orthogonal framework, the configuration of the keyboard is defined as a 2-D regular array of keys. According to this scheme it is possible to input, in a direct and intuitive way, any possible combination of pseudo-syllables (which are text entry units with simpler consonant-vowel phonemic structure), being also possible to introduce single characters in the classical, letter by letter, way. The orthogonal keyboard scheme has been applied and tested with the Spanish language, for it is the most spoken transparent language in the world. The performed tests show a significant improvement of the efficiency in alphanumeric text typing.
Keywords: human-computer interaction, impaired users, orthogonal keyboard, pseudo-syllables, text entry
Authoring tools for adaptive learning designs in computer-based education BIBAKFull-Text 190-201
  Adriana J. Berlanga; Francisco J. García
A challenging topic in computer-based education is to develop authoring tools that support the creation of personalized learning designs that, on one hand, do not prescribe any learning approach and, on the other, guarantee the reusability and exchangeability of those learning designs. In this paper we argue that Adaptive Educational Hypermedia Systems (AEHS) can employ the IMS Learning Design (IMS LD) specification as a notational method. In such way, that teachers and designers will have freedom for designing personalized learning flows that are interoperable and reusable. To support our reasoning, first, we briefly explain AEHS and their characteristics. Then, we introduce the learning design concept and the IMS LD specification. Subsequently, we present an authoring tool we are developing to define learning designs with adaptive characteristics for AEHS and, subsequently, we illustrate their definition by means of a study case. Afterwards, we point out the strengths and weakness of utilizing IMS LD in AEHS, and finally, we expose conclusions and further work.
Keywords: IMS LD, authoring tools, computer-based education, learning design, learning technology specifications
Vias-Ka: modelo de acessibilidade para sistemas computacionais de educação a distância BIBAFull-Text 202-210
  Andréa Miranda; Janae Gonçalves Martins; Juliano dos Santos; Sabrina Loureiro; Alejandro Martins Rodriguez; Elizabeth Specialki; Ricardo Miranda Barcia
Considering the needs of the current society to provide education for all equally, the Virtual Institute of Advanced Studies (VIAS) aims at creating solutions for the development of competencies at various levels, which with an educational modeling adequate to each situation act, aiming at usability, flexibility and functionality of the different Distance Education (DE) courses support tools. Thus, this article presents an educational platform model, based on the digital accessibility criteria, considering, a priori, the deaf characteristics.
Avaliação comparativa de algoritmos de personalização para direcionamento de conteúdo BIBAKFull-Text 211-222
  Carlos R. C. Alves; Lúcia V. L. Filgueiras
Personalization techniques that combine user characteristics, user behavior, and content organization can be used to help users on finding objectively content on the web. The main contribution of this text is the multidisciplinary study that was conducted integrating different areas on human knowledge in order to find the best way to direct content, including a wide research on personalization concepts and application. This study also presents the development of the Argo software which is formed by a web site, a component that captures and stores information about the user navigation, and three different personalization algorithms. Using navigation data it is possible to generate user profile, which is used to recommend content. Tests were conducted to check efficiency of the personalization algorithms.
Keywords: content recommendation, personalization, usability
Integrando visões de IHC e de ES por padróes no desenvolvimento por prototipação descartável BIBAKFull-Text 223-234
  André Constantino da Silva; Júnia Coutinho Anacleto Silva; Rosângela Aparecida Dellosso Penteado; Sérgio Roberto Pereira da Silva
O objetivo deste artigo é apresentar um modelo de processo de Prototipação Apoiado por Padrões de ES e de IHC. Este modelo foi desenvolvido ao se analisar os problemas resultantes da aplicação do modelo de processo de Prototipação ao desenvolver sistemas interativos considerando as visões de ES e de IHC. Sua finalidade é amenizar os problemas levantados por meio da aplicação de padrões. Para validar a proposta do modelo proposto foi realizado um estudo de caso cujo objetivo foi desenvolver um sistema interativo para gerência de pedidos realizados por telefone para uma lanchonete, aplicando um conjunto de 342 padrões das áreas de ES e IHC.
Keywords: desenvolvimento de sistemas interativos, modelos de processo, padrões computacionais
Organização conversacional: inspeção das representações na WikiPedia BIBAKFull-Text 235-245
  Adéle Malta Pontes; Clarisse Sieckenius de Souza; Simone Diniz Junqueira Barbosa
Neste trabalho analisamos uma ferramenta do tipo Wiki, chamada WikiPedia. Nesta análise mostramos como os designers desta ferramenta criam seus sistemas de significação e como os usuários apropriam-se deste sistema de signos e criam, a partir das suas interpretações e das restrições impostas pelos designers, seus próprios sistemas de significação. O foco da análise recaiu na representação de signos voltados à caracterização de uma conversa. Esta caracterização permitiu, além de um olhar mais especifico em relação aos sistemas de signos da WikiPedia, uma classificação genérica de sistemas de apoio à participação em discussões (SAPD's).
Keywords: WikiPedia, engenharia semiótica, organização conversacional, sistema de significação
Detecção de padrões repetitivos em seqüências de ações sobre ruído em aplicações por demonstração BIBAKFull-Text 246-255
  Sérgio Roberto P. da Silva; Raqueline Ritter de M. Penteado
Software applications that exploit implicit programming by demonstration should be able to detect repetitive patterns in user's actions in an autonomous and efficient way. In this paper, we present a software agent for the detection of repetitive action patterns that makes use of domain knowledge in this process. We explain its design rationale and discuss some of its advantages, by comparing it with the classic algorithm KRM, which does not make use of domain knowledge. We demonstrate that our agent might have a more efficient detection process for repetitive tasks since it activates the search algorithm fewer times. Moreover, we show that it can detect repetitive tasks even in the presence of noise in the action sequence.
Keywords: domain knowledge, extensible applications, programming by demonstration
ErgoManager: um sistema gerenciador de interfaces com o usuário para sites web transacionais BIBAKFull-Text 256-267
  Walter de Abreu Cybis; Dominique Scapin; Marcelo Morandini
This paper describes the specification of ErgoManager as well as the results from the first validation study associated with the development of this UIMS (User Interface Management System) intended to support webmasters at assuring "in use" quality for interactive Web sites. The ErgoManager UIMS aggregates two basic components: ErgoMonitor and ErgoCoIn. ErgoMonitor is a monitoring tool intended to quantify the "average" usability that web sites have been offering to theirs users. It applies task-oriented analysis as a way to identify specific instances of users' behaviors while they are accomplishing transactional tasks with the web site. In the sequence, ErgoMonitor determine the incidence and the duration of these behaviors and use these data to produce usability measures, which quantify the average productivity of interactions. ErgoCoIn is a checklist based CSEE (Computer Supported Ergonomic Evaluation) tool that features automatic services aimed at inquiring context of use aspects and recognizing web page components as a way to tailor focused ergonomic checklists. By integrating these tools, ErgoManager intends to support a quality assurance strategy based on the confrontation between usability quantitative metrics and qualitative aspects of user interfaces.
Keywords: SGUI, análise de arquivos de log, avaliação de usabilidade, métricas de usabilidade, web
Personalização de interfaces para ambientes virtuais de aprendizagem baseados na construção dinâmica de comunidades BIBAKFull-Text 268-276
  Paulo Sergio Rodrigues Lima; Silvana Rossy de Brito; Orlando Fonseca Silva; Elói Luiz Favero
As experiências com o uso sistemático dos Ambientes Virtuais de Aprendizagem (AVAs) têm relatado problemas de diferentes naturezas. A maioria dos problemas esté relacionada com a enorme quantidade de informação que precisa ser gerenciada e ao mesmo tempo estar disponível para professores e alunos, as interações entre os diversos participantes do processo e a dificuldade de perceber que as atividades dos outros têm impacto direto nas suas próprias atividades. Este artigo propõe uma solução baseada em personalização para estações individuais de aprendizagem como foco na formação dinâmica de comunidades. Valorizando a percepção e considerando que os alunos exercerem diferentes papéis nas várias comunidades em que participam.
Keywords: ambientes virtuais de aprendizagem, comunidades virtuais de aprendizagem, hipermídia adaptativa, personalização de interfaces

Short Papers

User modeling with personas BIBAKFull-Text 277-282
  Plinio Thomaz Aquino Junior; Lucia Vilela Leite Filgueiras
User demographic and behavior data obtained from real user observation provide valuable information for designers. Yet, such information can be misinterpreted if presented as statistic figures. Personas are fictitious user representations created in order to embody behaviors and motivations that a group of real users might express, representing them during the project development process. This article describes the persona as being an effective tool to the users' descriptive model.
Keywords: personas, user modeling, user profile, user roles
Designing for all in the house BIBAKFull-Text 283-288
  Fausto J Sainz de Salces; David England; David Llewellyn-Jones
The elderly population in the world is increasing rapidly and consequently so is demand for new technologies that allow them to live independently. Facilitating the control of household appliances and the home environment through various devices that encompass multimodal and ambient interfaces seems a way to achieve this. We tested three modalities of output -- audio, visual and multimodal -- using two different devices -- palmtop and laptop -- as realistic prototypes of household appliance controllers. Through experimental design the applicability of using icons and musical earcons as a medium to transmit information to the user and its suitability to the home was investigated. Results showed participants performed markedly better using the multimodal and visual interfaces than with the audio interface. In addition both groups performed better using the palmtop as compared to the laptop.
Keywords: domotica, elderly, multimodal
Instructional design and interaction style for educational adaptive hypermedia BIBAKFull-Text 289-294
  Alessandro S. F. R. de Assis; Michael M. Danchak; Linda Polhemus
Learning styles have been attracting the attention of many researchers in educational adaptive hypermedia. We define educational adaptive hypermedia as a learning system designed to tailor online presentations of content for individuals over time. The general approach is based on learning styles psychometric instruments to categorize students and adapt the system accordingly. However, the validity of such assessment instruments is questionable, which might compromise the whole adaptation process. We investigate a cyclical instructional design able to satisfy different learning styles. Observing individuals' interaction styles with this learning cycle revealed to us some hints on how to personalize lessons so that individual learning is improved.
Keywords: adaptive hypermedia, instructional design, interaction styles, learning styles
Cognitive strategies to the increase of hyper document quality to distance learning BIBAKFull-Text 295-300
  Vânia P. Almeida Neris; Júnia C. A. Silva; Americo Talarico Neto; Sílvia Zem-Mascarenhas
For an effective process of distance learning it is necessary to assist teachers during the design of instructional material, helping them designing the material structure, navigation, organization and layout and considering pedagogical aspects that facilitate the student knowledge building. We consider usability as the needed effort to use the software and the material as an interface to students. In this context, if the material is made easier to be understood, teachers are reducing the students' effort and increasing the material usability. The main goal of this work was to evaluate the use of a group of Cognitive Strategies as an aid for structuring and organizing the instructional material content delivered through the interface, aiming to increase the hyper document usability and consequently its quality. It is intended to write and document these principles in a Pattern format.
Keywords: cognitive strategies, distance learning, hyper documents, quality, usability evaluation
Integrating activity theory and organizational modeling for context of use analysis BIBAKFull-Text 301-306
  Genésio Cruz Neto; Alex Sandro Gomes; Jaelson Castro; Suzana Sampaio
Activity Theory is a theoretical-based context analysis technique that anchors the ethnographer descriptive work, calling his attention to the individual and social elements of human activities. For more than a decade, it has been a recognized framework for enhancing computer design practices, however there are still no methods for integrating context analysis based on Activity Theory with traditional system modeling techniques. In this paper we present a system design process that integrates ethnographic analysis based on Activity Theory with the i* organizational modeling technique. The approach uses human-practices analysis as the social root for system requirements derivation.
Keywords: activity theory, context of use analysis, organizational modeling, requirement engineering
When marketing meets usability: the consumer behavior in heuristic evaluation for web BIBAKFull-Text 307-312
  Maria Julia Benini; Leandro L. Batista; Marcelo K. Zuffo
This paper describes a solution on heuristic evaluation for HCI (human-computer interaction) that has been applied in commercial websites usability intervention.
   It is a practical experience report of the efficient use of HCI (human-computer interaction) that has been received enthusiastically by the market. Its relevance comes from the combination of experimental psychology models both from HCI and consumer behavior theories.
   Graphical user interface (GUI), information structure and contents are analyzed by the point of view of the Marketing and of the cognitive ergonomics. While the GUI design and its inherent wireframe are responsible for sharing cognitive efforts with user, avoiding information processing overload, the information structure and contents not only corroborate for usability but also for the website communication strategies effectiveness.
Keywords: commercial websites, heuristic evaluation, practical HCI experience, predictive models
Estudo comparativo utilizando uma ferramenta de avaliação de acessibilidade para web BIBAKFull-Text 313-318
  Timóteo Tangarife; Cláudia Mont'Alvão
The social inclusion of disabled people demands an realization of resources to become viable and effective. This article presents the question of accessibility for the Brazilian Electronic Government and a Brazilian tool of accessibility validation. An exploratory research was carried through, taking for base the homepage of a governmental site showing that there is a difference in the results obtained following the recommendations of the W3C and the Electronic Government. The article shows the necessity of having a harmonization of the accessibility standards to create a unified demand of the market for software which support web accessibility.
Keywords: W3C, e-Government, inclusion, web accessibility
Personas como modelo de usuários de serviços de governo eletrônico BIBAKFull-Text 319-324
  Lucia Filgueiras; Plinio, Jr. Aquino; Rodrigo Sakai; Alvaro Gregório Filho; Carlos Torres; Iara Barbarian
Efforts towards Internet use as a means for public services are definitely increasing worldwide. In Sao Paulo State, Brazil, usability is considered an important factor to citizen-centric e-government. The dispersed nature of e-government development, by many different teams and the broad audience of internet makes user modeling an essential task for communicating user characteristics to designers. The persona modeling technique is a valuable tool to this task.. This paper presents the process of obtaining personas from user data in e-poupatempo and their use for design and usability evaluation.
Keywords: e-government, personas, usability, user model, user profile
Software usando reconhecimento e síntese de voz: o estado da arte para o Português brasileiro BIBAFull-Text 326-331
  Nelson Neto; Enio Silva; Erick Sousa
Speech is a natural interface for human-computer interaction. Speech (or voice) technology is a well-developed field when one considers the international community. There is a wide variety of academic and industrial software. The majority of them assumes a recognizer or synthesizer is available, and can be programmed through an API. In contrast, there are few resources in public domain for Brazilian Portuguese. This work discusses some of these issues and compares SAPI and JSAPI, which are APIs promoted by Microsoft and Sun, respectively. We also present two examples: a tic-tac-toe JSAPI-based game using Portuguese digits recognition and a computer-aided language learning (CALL) application using SAPI-based speech recognition in English and synthesis in Portuguese.
Geração de interfaces através de sistemas baseados em conhecimento: uma abordagem centrada em explicações de modelos de resolução de problemas BIBAKFull-Text 332-337
  Andréia Libório; Elizabeth Furtado; Ismael Rocha; Vasco Furtado
O processo de geração de interface de usuário é complexo e exige um grande esforço do especialista porque existem várias combinações possíveis e incertezas sobre a mesma opção. Acreditamos que é importante a modelagem dos conceitos de IHC e dos conhecimentos de todos os envolvidos e um reuso dessa modelagem para automatizar e otimizar tal processo. Portanto propomos um SBC (Sistema Baseado em Conhecimento) que represente o conhecimento dos projetistas de interface. Esse Sistema possui a característica interativa, de maneira que o usuário pode ter uma explicação do resultado produzido melhorando o entendimento e a aceitação da interface proposta. Aplicamos o método proposto para gerar protótipos da interface do usuário de um sistema de simulação da criminalidade.
Keywords: geração de interface, interface abstrata, problem solving method, sistema baseado em conhecimento


Aprendizaje de las matemáticas utilizando una herramienta distribuida BIBAFull-Text 338
  Everth Rocha; Gabriel Gerónimo; Francisco Hernández
Este proyecto busca apoyar el proceso de aprendizaje de las matemáticas en escuelas de educación primaria, proponiendo una práctica educativa que utiliza modelos mentales usuales para el niño, el uso de la informática, y de tecnología distribuida de información. A lo largo de este documento se expone la forma en que se han empleado metodologías de usabilidad para implementar la interfaz de esta herramienta.
Ambientes virtuais inclusivos: desafios ao design para acessibilidade BIBAKFull-Text 339
  Amanda Meincke Melo; M. Cecília C. Baranauskas
In this paper, we describe an ongoing Project carried out in our University to investigate aspects of accessibility in the campus and to propose solutions towards the construction of an inclusive environment. Our focus in this Project is on promoting the accessibility to the information technology, especially through the Web.
Keywords: accessible design, communication, inclusive virtual environments
Desenho de interface para sistema de armazenamento e distribuição de imagens médicas BIBAFull-Text 340
  Keylla Sá Urtiga; Marco Antonio Gutierrez
Sistemas de Informação em Saú;de são extremamente complexos por serem de natureza confidencial, pelo volume crescente de dados armazenados e por permitirem acesso a um grande número de usuários distintos. Conseqüentemente, o desenho de efetivas interfaces para esses sistemas tornou-se um importante desafio no âmbito da Informática Médica. Entretanto, verifica-se que pesquisas voltadas à construção de sistemas médicos baseados nos princípios de desenho centrado no usuário (DCU), visando sua usabilidade, tem tido pouca proeminência, especialmente no Brasil. Reunindo esforços para modificar essa realidade, apresenta-se o desenho da interface de um sistema de transmissão e arquivamento de imagens médicas (PACS), o qual possui a interface WEB fundamentada na área de Interação Humano-Computador (IHC), e seu desenho norteado por heurísticas de usabilidade vastamente conhecidas na literatura.
Patterns de interface em PDA: aplicação em coleta de dados de usabilidade BIBAKFull-Text 341
  Plinio T., Jr. Aquino; Lucia V. L. Filgueiras; Elen C. de Oliveira; Thaysa R. Bello
This poster describes interface patterns for PDA defined from usability studies at application developed from Usability Engineering Laboratory. The applications usability studies generated 15 interface patterns for PDA, with propose to create reliability during usability tests in Laboratory. When using defined patterns, it was gotten efficiency during the execution of the application.
Keywords: PDA, interface patterns, usability laboratory
MobiZoom -- utilizando SVG em dispositivos móveis como auxílio à visualização de Páginas web previamente conhecidas BIBAFull-Text 342
  Pablo Liporace; Jose Bezerra da Silva Filho
Este trabalho apresenta uma proposta que visa agilizar a navegação de páginas Web em dispositivos dotados de telas de tamanho reduzido, em especial nos aparelhos celulares.
   Propomos através da ferramenta MobiZoom, a transformação de página HTML em documento escalável SVG (Scalable Vector Graphics), sendo este visualizado utilizando uma interface baseada em Zoom (ZUI -- Zoomable User Interface).
Diseño y evaluación de una interfaz móvil para lectura de medidores de energía BIBAFull-Text 343
  Víctor Álvarez-Cortés; Benjamín Zayas-Pérez
El Instituto de Investigaciones Eléctricas (IIE) ha venido trabajando durante varios años en el área de AMR (Lectura Automática de Medidores, por sus siglas en inglés) así como en la deteccón del robo de energía eléctrica como líneas estratégicas para el desarrollo de infraestructura interna y también como respuesta a las demandas de automatización de la Comisión Federal de Electricidad (CFE) y de la Compañía de Luz y Fuerza del Centro (LyFC).
   Dentro del área de distribución de la energía eléctrica, donde los equipos de medición se encuentran localizados geográficamente en diferentes puntos dentro de la ciudad, los sistemas de medición remota requieren del empleo de equipo móvil que le permita al lecturista o supervisor recorrer la zona asignada y recopilar los datos de medición de campo y/o datos de posibles ilícitos en el uso del servicio de energía. Actualmente el dispositivo móvil empleado para realizar la lectura consiste en una terminal de mano, incluso en los sistemas más recientes, la cual ofrece funciones para lectura, programación y configuración de los medidores y de los equipos concentradores de mediciones eléctricas.
   Analizando la funcionalidad ofrecida por las terminales de mano del sistema de lectura remota del IIE, se percibe que ésta es limitada, tomando en cuenta que su interfaz de usuario está basada en caracteres, mediante las cuales el usuario introduce la información en secuencias de teclas.
   Esta forma de entrada de datos ofrece mecanismos limitados de recuperación de errores, ya que en el caso de equivocación, el usuario debe generalmente empezar nuevamente la secuencia. Asimismo, las capacidades de conectividad de las terminales de mano están limitadas a los dispositivos de medición en campo y carece de esquemas de enlace a redes tipo LAN, WLAN o Internet, que les permita intercambios dinámicos para manejo de información de energía en línea.
   Lo anterior impacta en la arquitectura del sistema de medición, que requiere que la terminal sea transportada desde el lugar de la medición en campo, al centro local únicamente para descargar los datos de la terminal y posteriormente integrar los datos de todas las demás terminales al sistema de facturación.
   La hipótesis del trabajo de investigación es que la terminal de mano, de uso fuertemente arraigado en el sector eléctrico y actualmente reconocido como el medio aceptado para la lectura de medidores, puede ser reemplazado por el uso adecuado de dispositivos y tecnología móvil. En particular se plantea el uso de un dispositivo móvil tipo PDA para reemplazar a la terminal de mano, lo cual se estima permitirá mejorar la interacción entre dispositivo y lecturista, así como ofrecer un medio para facilitar el uso y aprendizaje de la aplicación de medición para las tareas tanto de lectura, programación y configuración de los equipos de medición.
   Quizá el uso tan extendido de la terminal de mano obedezca a la tendencia de utilizar tecnologías y equipos probados en este sector eléctrico donde debido a la naturaleza crítica de su operación y necesidad de continuidad en sus procesos se favorece la adopción de tecnologías probadas, aunque no necesariamente innovadoras.
   Para probar las posibles ventajas de adopción del dispositivo móvil, se desarrolló un prototipo de interfaz móvil siguiendo un diseño centrado en el usuario que ofreciera las capacidades de configuración, programación y lectura remota de mediciones de energía e ilícitos.
   El prototipo desarrollado se evaluó utilizando las métricas de usabilidad de eficiencia, eficacia y percepción subjetiva de los usuarios. Las pruebas se desarrollaron en laboratorio con técnicos del sector eléctrico evaluando su desempeño desde el punto de vista de usabilidad. Asimismo se realizó la evaluación de la terminal de mano con los mismos técnicos ejecutando las mismas tareas con el objeto de comparar resultados entre ambos sistemas y encontrar evidencia experimental que permitan establecer las ventajas de la interfaz propuesta en PDA.
Herramientas etnográficas y una variante del muestreo de experiencias para el rediseño de la GUI de un cliente de mensajes instantáneos por internet BIBAFull-Text 344
  Omar Sosa Tzec; Roberto Holguín Molina
Se propone una interfaz gráfica de usuario (GUI) de uno de los clientes de mensajes instantáneos por Internet (IRC) considerando computadoras con pantalla pequeña aplicándose dos métodos basados en el muestreo de experiencia (ES) [1] para luego realizar con el resultado un ejercicio de búsqueda de necesidades [2]. Luego, un modelo esquemático-radial se plantea para el proceso de rediseño el cual se fundamenta en el paradigma de diseño conocido en inglés como Calm Technology (CT) [3].
A web-agent based system to extend the elders social family networks BIBAKFull-Text 345
  Pedro C. Santana; Víctor M. González; Marcela D. Rodríguez; Jesús Favela
The aging of the population is a phenomenon faced by most nations. From a qualitative study, key issues emerged regarding unmet needs of elder's communication that we propose to address with a web-agent based communication system.
Keywords: digital photos, elderly, sharing, social family networks
Mediando processos de comunicação em organizações e desenhando interfaces BIBAKFull-Text 346
  Raquel Zarattini Chebabi; M. Cecilia C. Baranauskas
In this paper, we describe an ethnographic-based approach to understand and analyze aspects of communication processes within work organizations, aiming at the design of a system to support them. Results of a case study showing the process of understanding, modeling and representing the system through its interfaces is discussed.
Keywords: communication, lean production, organizational semiotic, user interfaces
Diseminación de información a través de pantallas publicas concientes del contexto BIBAFull-Text 347
  Marcela D. Rodríguez; Angel G. Andrade; Maria-Luisa González
Actualmente, una de las formas de dar a conocer información en grandes organizaciones, es a través de corchos que se encuentran localizados en puntos estratégicos donde esta información es visible por la mayoría de los usuarios. Tomamos como caso de estudio nuestra Universidad, en donde encontramos que estos corchos lucen saturados de información, por lo que resulta engorroso localizar información. Lo anterior nos ha motivado a proponer un sistema que mediante Pantallas Electrónicas Públicas, se ayude a los usuarios a localizar fácilmente la información más relevante para sus actividades. Para lo anterior se propone utilizar la técnica de visualización de "Pared en Perspectiva" [1].
Generation of usable interfaces for mobile devices BIBAKFull-Text 348
  J. Alfredo Sánchez; Oleg Starostenko; Eduardo Aguilar Castillo; Marisol González
We report on our work aimed at the generation of interfaces for mobile devices that comply with usability guidelines. We conducted a usability study that led to the definition of ten general usability guidelines for mobile devices. We then modified our existing software platform for mobile interface generation so that it enforces the proposed usability guidelines.
Keywords: generic interfaces, mobile devices, usability guidelines
Comparación de algoritmos de aprendizaje para identificación del usuario a través de la voz BIBAFull-Text 349
  Esaú Villatoro; Luis Villaseñor-Pineda; Manuel Montes-y-Gómez
En este trabajo presentamos una comparación entre cuatro algoritmos de aprendizaje automático para identificación del hablante. El estudio hace hincapié en la simplificación de la caracterización de la señal de voz al no usar reconocimiento fonético. Los resultados hasta ahora alcanzados nos brindan elementos para preferir el algoritmo de Máquinas de Vectores de Soporte (SVM).
Color patterns para aplicação de cores em projetos web focados em EAD BIBAFull-Text 350
  Samuel Bastos Buchdid; Júnia C. Anacleto Silva; Luciana Martha Silveira
Este trabalho tem o objetivo de oferecer um apoio maior aos projetistas WEB, bem como aos educadores que promovem a Educação a Distância (EAD) e aos alunos que querem participar das discussões de projeto, e que não necessariamente têm um conhecimento profundo sobre o uso de cores na WEB. Visando associar as soluções de sucesso percebidas nesse contexto aos aspectos físicos, fisiológicos e culturais envolvidos na percepção cromática e focalizando problemas de usabilidade do sistema, tais como aprendizagem, memorização, performance, taxa de erro, satisfação e finalização da tarefa, pretende-se formalizar Color Patterns a partir do conhecimento e experiência de uma especialista na aplicação de cores no projeto WEB.