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CLIHC Tables of Contents: 03051315

Proceedings of the 2015 Latin American conference on Human-computer interaction

Fullname:CLIHC 2015: 7th Latin American Conference on Human Computer Interaction
Editors:J. Alfredo Sánchez; Luis-Felipe Rodríguez; Renata Fortes
Location:Córdoba, Argentina
Dates:2015-Nov-18 to 2015-Nov-21
Publisher:ACM
Standard No:ISBN: 978-1-4503-3960-5; ACM DL: Table of Contents; hcibib: CLIHC15
Papers:21
Links:Conference Website
  1. Full Papers
  2. Short Papers

Full Papers

Usability and consumption influence of fashion blogs: an exploratory study BIBAFull-Text 1
  Amyris Fernandez; Issaaf Karhawi
Fashion blogs are a staple of contemporary media landscape; a personal and informal guide to fashion knowledge, goods and brands. This article focuses on understanding what type of influence fashion blogs have on customers buying decisions. Findings shown in this paper are the results of Usability Tests and interviews with readers of fashion blogs. The main objectives are the comprehension of how navigation flow affects buying decisions and how bloggers' outfits, photos and posts influence on reader's consumption. It was possible to report that fashion blogs have special impact on social classes B and C in Brazil; informing and guiding readers' social dress codes and, thereafter, influencing purchases. Usability tests showed that navigation problems frustrate readers, especially when it involves lack of outfit information or when navigation was disfavored over companies advertising interests. The discussion developed in this paper is the result of an exploratory research with a qualitative approach.
Influence of a head-mounted display on user experience and performance in a virtual reality-based sports application BIBAFull-Text 2
  Pedro Kayatt; Ricardo Nakamura
Head-mounted displays (HMDs) are advertised as a solution to increase the sensation of immersion of users in virtual environments. Historically, however, research has found that technological limitations of those devices caused poor experiences and discomfort on users, limiting their applicability. We evaluated a device of the current generation of low-cost, high-performance HMDs in the context of a ball sports training application to find out if those problems remain. The results indicate that, while users reported increased immersion with the HMD, their performance in the test varied only slightly.
Enhancing Interfaces for Network Security Administrators with Legacy Attributes BIBAFull-Text 3
  Sandra R. Murillo; J. Alfredo Sánchez; Enrique Sánchez-Lara
Network management software began to evolve in the 70's when network operating systems and the ARPANET raised. Before the invention of graphical user interfaces by Xerox, command line interface (CLI) driven software ruled the world. In terms of usability, CLI were and are efficient and error tolerant. After graphical interfaces, a new generation of security tools emerged and were adopted by young system administrators but, despite technological efforts that have been implemented so that computing infrastructure managers can control security features (availability, integrity, authentication, non-repudiation, confidentiality), results are not always as expected. To take the CLI usability advantages to graphical versions is a constant challenge. This work presents a study about usability factors in legacy CLI, identifies which ones play a significant role and obtains statistical correlations between them, uses some basic concepts from the cognitive sciences to clarify and suggest strategies to do a better graphical interface design in terms of user experience and usability.
Evaluation of the emotional answer in HRI on a game situation BIBAFull-Text 4
  Gloria Adriana Mendoza Franco
This project has as purpose to propose an adequate method for the assessment of the emotional answer after an interaction with a social and emotional robot. A lottery game application has been developed for playing with the robot Nao, and through an experimental scenario the empathy towards a robot has been demonstrated. As a result, the Emocards are presented as a promising assessment method for the emotional answer of the users.
Application Requirements for Deaf Students to use in Inclusive Classrooms BIBAFull-Text 5
  Soraia Silva Prietch; Napoliana Silva de Souza; Lucia Villela Leite Filgueiras
The goal was to search for an alternative to mediate communication between people who are Deaf or Hard of Hearing (D/HH) and hearing individuals, in which the major motivation was to provide empowerment for D/HH students, using technology to provide them with more autonomy in inclusive classrooms. With that in mind, a systematic literature review was conducted to elucidate requirements for a mobile application that includes a Speech-To-Text (STT) system, as well as an opinion research accomplished with D/HH participants to know potential users' priorities among the elucidated requirements. As a result, the preference to communicate in Libras (Brazilian Sing Language) prevails, although users consider important to use a mobile application as the one proposed.
Methodology for digital interactive products development for mobile devices, which support learning processes in a university environment BIBAFull-Text 6
  Daniel Mauricio Salamanca Díaz
This article describes the methodology that was developed and used in the research-creation project "Developing applications for mobile devices to support learning processes". The project was focused on creating interactive products that support the knowledge transfer and the user skills development through fun and ludic. The work took place at the Universidad Jorge Tadeo Lozano in Bogota, Colombia and the team was made up of students, alumni, full-time and part-time professors, and specialized consultants. We studied the project-based learning and the team-based learning methodologies for building our own methods. Five prototypes of applications were developed and we used different themes, scopes and objectives that would allow the team to make maximum use of their previous knowledge and form a broad picture of what it means to developed products for mobile devices in a university context with so many different people profiles.
Florch: Challenges on developing a new social network accessible for senescent users BIBAFull-Text 7
  Ana Elisa de Oliveira Siena; André de Lima Salgado; Renata P. de Mattos Fortes
Brazilian senescent population can grow three times the actual number in the next 20 years [18], being over 88 million people in 2035. This senescent growing number brings new challenges on quality of life for Brazilian society. How to promote digital inclusion to this profile of user is still a challenge in the literature. We believe that a social network focused on senescent users can enhance the digital inclusion for them. However, it's essential that the social network be designed for senescent users. This study aims to create a project with this characteristics. We analyzed a successful social network (WhatsApp) in order to propose a new one (Florch) for senescent users. We developed a high fidelity prototype of Florch and tested it. Our findings show usability and accessibility problems faced on the project's development. In addition, a Hierarchical Task Analysis of our social network showed that it has less and simpler tasks than the successful social network (WhatsApp).
The User Model, Vocabulary and Logical Architecture for Adaptive Augmented Reality BIBAFull-Text 8
  Maritzol Tenemaza; Angélica de Antonio; Jaime Ramírez
Adaptive Augmented Reality (A2R) is an emerging technology that can support users in their daily life with useful information for their activities which is really adapted to the user's characteristics, to the environment where the activity is taking place, and to the current context. However, one of the problems identified is the lack of a formal definition of the models required and the logical architecture for the development of A2R systems. As a first step to this goal, our aim is to propose a detailed definition of the content of the User Model required for this type of systems. We explored state of the art ontologies for user modelling, and propose a set of significant user characteristics to be modelled. Also, we present an initial architectural model for this type of systems.
#AdobeTypeUI: Projecting a new OpenType interface BIBAFull-Text 9
  Marcos Duda Bonatto; Chaiane Thiesen Bitelo
Technological advances have enabled improvements of digital typography, including the addition of different features in the same file simultaneously, resulting into the OpenType format. Designers nowadays can explore new features in fonts, however, Adobe System's softwares, such as Adobe InDesign, have some issues regarding easing the use of these functions. Therefore, the aim of this study is to develop a new proposal for the OpenType menu included in Adobe InDesign, analyzing OpenType technology, understanding basics of interface design and developing an alternative for this menu. Bibliographical research is used in order to analyse OpenType technology and comprehend basic aspects of interface design. Documentary research is used for collecting opinions from users who are part of #AdobeTypeUI campaign on the internet. With this data gathered, a proposal for OpenType interface is designed and verified with users through a usability test. The results show that users can understand the new proposal and it becomes a possible alternative to the current OpenType menu on Adobe InDesign.
Expression: Visualizing Affective Content from Social Streams BIBAFull-Text 10
  Ofelia Cervantes; Francisco Gutiérrez; Ernesto Gutiérrez; Esteban Castillo; J. Alfredo Sánchez; Wanggen Wan
Analysis of social content for understanding people's sentiments towards topics of interest that change over time has become an attractive and challenging research area. Natural Language Processing (NLP) techniques are being adapted to deal with streams of social content. New visualization approaches need also to be proposed to express, in a user friendly and reactive manner, individual as well as collective sentiments. In this paper, we present Expression, an integrated framework that allows users to express their opinions through a social platform and to see others' comments. We introduce the Sentiment Card concept: a live representation of a topic of interest. The Sentiment Card is a space that allows users to express their comments and to understand the trend of selected topics of interest expressed by other users. The design of Expression is presented, describing in particular, the sentiment classification module as well as the sentiment card visualization component. Results of the evaluation of our prototype by a usability study are also discussed and considered for motivating future research.
Evaluation of the user experience and intrinsic motivation with educational and mainstream digital games BIBAFull-Text 11
  Luis Gustavo Rotoly de Lima; André de Lima Salgado; André Pimenta Freire
Many studies of digital games have been developed to investigate a series of attributes to improve the games industry and to know the impacts of the use of digital games on users. Many arguments exist stating that the appeal of mainstream digital games could be used as an instrument to engage students in "serious games" to help improve their motivation in learning Computer Science topics. However, it is important to compare what is the experience of users with educational games in comparison to mainstream games to better understand this relationship. It is also very important to highlight important attributes that different educational games present that help improve the experience of students with educational games. The aim of the present study was to analyze the user experience with two educational games targeted at Software Engineering learning in comparison to a mainstream racing game. The method to measure user experience involved the application of the Game Experience Questionnaire (GEQ) proposed by Ijsselsteijn et al. and an adaptation of the Intrinsic Motivation Inventory (IMI). The analysis of the results of the games with different characteristics in comparison to a popular game to students allowed us to draw initial conclusions about the effects of different game characteristics in making games more appealing to Computer Science students and the correlation with their intrinsic learning motivation.
A platform for experimenting with brain-computer interfaces in points of interest of smart cities BIBAFull-Text 12
  J. Alfredo Sánchez; Lizbeth Peralta-Malváez; Ofelia Cervantes; Wanggen Wan
This paper presents a platform to support experimentation with applications that enhance user experience in points of interest (POIs) of smart cities by incorporating brain-computer interfaces (BCI). We propose a general architecture for applications in this realm that includes four major layers: Presentation, sensing, action management, and data management. This architecture can be instantiated with various types of BCI sensors and diverse POIs. We describe its components as well as a prototype based on this architecture. We also report on initial findings of the use of our prototype, which show the potential of our approach to support research in the area.
Comparative analysis of user experience in virtual photographic-based presence platform BIBAFull-Text 13
  Héctor H. Huipet Hernández; Víctor M. González
Nowadays, virtual photographic-based presence systems such as Google Street View (GSV) have the potential of offering experiences that allow users to virtually travel to any place in the world with a level of realism that mimics the entire context of the setting with a 360-degree photographic mosaic. Despite the novelty and value of such systems given the effort required to generate them is still not clear how much of the real experience can be replicated and in general what are the unique characteristics defining the user experience it creates. Among other things one wonders about, what are the aspects of a real experience that can be replicated in a virtual environment? Is it possible to achieve a sense of presence, immersion or flow with this approach? We conducted a comparative analysis between the real and virtual traversing of an urban zone, where 32 participants conducted a series of tasks and solved questionnaires that tried to address the previous questions. It was found that the sense of presence, immersion and flow is better on the real environment experience, however the correlations between presence, immersion and flow were stronger in the virtual world. The sense of direction was not a relevant side factor for any of the measures. Technical limitations of GSV and speed of interaction and bandwidth were key factors that can be improved in order to achieve better sensing in the virtual world.
UX-AdChat: Semi-automatic, predictable usability evaluator of written dialogue systems BIBAFull-Text 14
  Fernando Aguilar-Reyes; Karen L. Poblete; Victor M. González
AdChat is a dialogue manager system that assists users in buying the product that best fits their needs. The semi-automatic, web-based usability evaluation system, UX-AdChat, evaluates the satisfaction of the clients that use any system based on AdChat without any human assistance while applying the test. The goal is to predict the satisfaction of the clients based on the PARADISE framework, combining the measurement of qualitative and quantitative attributes in order to maximize the experience of the users while optimizing costs.

Short Papers

Enactive sketches for designing enactive interactions BIBAFull-Text 15
  Andrés Rodríguez; Pascual González; Gustavo Rossi
The role of sketching for designing enactive interactions is reviewed, a conceptual framework is described and an exploratory case study is analyzed and discussed. The framework is organized as a map with two dimensions: the first one expresses the interactivity embodied in the different representations used by designers. The other dimension organizes the user experience expressiveness achieved by the different sketches. The sketch categories are linked through the attributes of interactivity sought by the designer. The case study supports the need to include some form of interactive sketching for designing of enactive interactions..
Collection and analysis of information from social interactions, for the design of apps: a perspective based on organisational routines BIBAFull-Text 16
  Mónica Forero-Díaz; José Aguilar-Zambrano
We propose a method of collecting and analyzing information based on observational tools for defining design requirements for apps. The method is based on the notion of organizational routines from the point of view of social interaction and is used to identify patterns of information in group experiences over time
   The proposed method has 5 steps: 1) Collection of information into the observed situation, 2) Viewing the information collected using the storyboard tool, 3) Group routines by similarity and temporal stage 4) Characterization of these routines, and 5) Analysis of the information from the perspective of social interaction. We emphasize that the collection of information by observers, who are active members of the analyzed group, increases the chances for identifying early requirements for app design
   The paper gives some lesson learned in the application of the method to real cases. These experiences help to explain what happens at the intersection between patterns of information into social interactions and design requirements. This paper concludes that the concept of routines is useful for identify useful information for early design requirements, and for defining objectives of main technical requirements necessary for social interaction apps.
Interaction Styles in Alice: Notes and Observations from Computer Animation Workshops BIBAFull-Text 17
  Leonel Morales Díaz; Laura S. Gaytán-Lugo; Lissette Fleck
After several years conducting workshops on computer animation with Alice, a free platform for three dimensional computer animation created by Carnegie Mellon University, a pattern of styles of use was detected. It appears that participants in such workshops engage with the platform in one of four ways: 1) following instructions and copying the animation that the instructor is showing, 2) creating rich and visually attractive scenes with little or no movement, 3) inventing dialogue-based stories and placing characters in the scene to act them, and 4) scripting complex movement-rich scenes that use advanced features of Alice. In this paper we recount how we came to notice the patterns, describe the styles in detail, propose a process to validate their consistency across groups and events, and discuss why studying these styles could be relevant and revealing.
IntelliHome: A framework for the development of ambient assisted living applications based in low-cost technology BIBAFull-Text 18
  Carolina Valdez Gándara; Cristian García Bauza
In this paper we describe a framework to build ambient assisted living (AAL) applications able to transform a conventional environment in a smart environment using low cost technology. The main purpose of this work is to assist people with disabilities in their residences or works promoting the social inclusion
   The system allows its users to be their own remote control to control different appliances of their house or office, interacting with them naturally using HCI and natural user interfaces
   This document is organized as follows: first, we present an introduction to AAL and describe the related work. In Section 2, we describe the main aspects of the implementation of the framework. Section 3 explains the communication between the different devices and describes a prototype. Finally, Section 4 introduces the limitations of the system, while section 5 concludes the paper.
Measuring User Experience in Latin America: An Exploratory Survey BIBAFull-Text 19
  Carmen Gerea; Valeria Herskovic
User experience (UX) is a relatively new field of research and practice. There have been several attempts to define the scope of UX and to explore if UX is measurable and how. Some studies have analyzed cultural differences in regards to UX. However, no studies have focused on Latin American / Spanish-speaking practitioners. We replicated a previous study, translated it into Spanish and added new questions about specific aspects of UX practice aimed to help us understand the background of the respondents. In this paper we present the results of our survey. We had 112 responses from Spanish speakers -- practitioners, researchers and students, from industry and academia. Most respondents agreed that it is reasonable to measure UX and that the biggest challenges are costs and time. This exploratory research paves the way for future work to: (1) understand how cultural background and industry or research maturity may play a role in the state of the art of the practice of UX; (2) search for methods and tools to solve specific issues related to the Latin American context; (3) develop specific education and research programs aimed to take UX field of study and research to a more mature level.
Narrative agency and user experience in transmedia narratives: Brazilian telenovelas case BIBAFull-Text 20
  Mariane Harumi Murakami
This short paper proposes a reflection about the transmedia strategies in Brazilian telenovelas, more specifically on how is the user experience in this kind of narratives. The user experience design in these narratives in multiple platforms is key to this new paradigm of entertainment media, once the main objective of transmedia storytelling is to create engagement and immersion of the user in the narratives.
Recounting the History of User Interface Research through Publication Titles BIBAFull-Text 21
  Leonel Morales Díaz; Carlos Zelada Chevez
The availability of access to full collections of academic publications allows the scrutiny of the interest on particular topics through time by examining the titles and metadata of such publications. Using basic text mining techniques, it is possible to identify when attention on a subject raised, peaked or declined. Deeper analysis can point to topic substitution or the switch of attention from one subject to others. In this work we use basic analysis to examine how the study of user interfaces has evolved through time by examining the titles in the Digital Library of ACM and the results provided by Google Scholar search engine.