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IHC Tables of Contents: 06081011-111-212-112-213

Proceedings of the 2011 Brazilian Symposium on Human Factors in Computing Systems

Fullname:Proceedings of the 10th Brazilian Symposium on on Human Factors in Computing Systems and the 5th Latin American Conference on Human-Computer Interaction
Editors:Alex Sandro Gomes; Clarisse Sieckenius de Souza; J. Alfredo Sanchez
Location:Porto de Galinhas, Brazil
Dates:2011-Oct-25 to 2011-Oct-28
Volume:1
Publisher:ACM
Standard No:ISBN: 978-85-7669-257-7; ACM DL: Table of Contents hcibib: IHC11-1
Papers:49
Pages:380
Links:Conference Website
  1. IHC 2011-10-25 Volume 1
    1. Keynote addresses
    2. HCI & culture
    3. HCI, teaching and learning
    4. HCI and the workplace
    5. Models for usability evaluation
    6. Informing design
    7. Critical reviews & surveys
    8. Multimodal interfaces
    9. Assistive HCI
    10. Accessibility
    11. Usability evaluation
    12. HCI and the elderly
    13. Viewing, interacting, annotating

IHC 2011-10-25 Volume 1

Keynote addresses

Social computational thinking tools: reinventing computation education in public schools BIBA 1
  Alexander Repenning
For the last 15 years we have been exploring notions of design and social media as means to foster highly engaging as well as effective educational environments. We have created what we call social computational thinking tools with the goal to synthesize human abilities with computer affordances. This presentation will outline three social computational thinking tools and discuss how they have combined notions of design and social media to create unique learning experiences in the classroom:
   1) Mr. Vetro is a Collective Simulation teaching students about human physiology through technologically enhanced role play of interacting organs,
   2) Scalable Game Design teaches students computational thinking through game design. They learn about computational thinking patterns in the context of game design and later apply these patterns to scientific simulation building.
   3) CyberCollage is a Collective Programming environment enabling students to work on game and simulation projects collaboratively in real time.
First, do no harm: user studies in pervasive healthcare research BIBA 2
  Jesús Favela
Pervasive Computing can help address some of the critical healthcare issues facing modern society, such as an aging population, increased obesity and escalating costs. While interaction concerns are of primary importance in pervasive computing, patient safety and the complexity of the domain demand special attention to these issues when designing and evaluating healthcare applications. Several pervasive healthcare solutions advanced at CICESE's Laboratory for Mobile and Ubiquitous Healthcare will be presented, for a variety of application scenarios such as supporting hospital work, caring for elders with cognitive disabilities or motivating patients with a chronic disease to adopt a healthier lifestyle. The approaches used to understand user needs and concerns of other stakeholders will be discussed, as well as the techniques used to evaluate these novel technologies. Issues that affect user acceptance of pervasive healthcare solutions, such as privacy and uncertainty, will also be discussed.

HCI & culture

Issues of the social web interaction project faced with afterlife digital legacy BIBA 3-12
  Cristiano Maciel
Interacting on the Social Web, people, feelings and properties are connected, generating digital legacy beyond life. Digital life goes further than the bodily one, and software limits make it difficult to model these aspects. Besides, there is a great difference between the criteria for identifying citizens in the real and in the virtual world, including notions of life, death and posthumous data. Interactive systems modeling concerning these issues are discussed, based on bibliographic research, observations of the Web and field research. Therefore, the volitional element is discussed, namely, software planning considering the user's decision on the destination of his digital legacy.
Vive la différence!: a survey of cultural-aware issues in HCI BIBA 13-22
  Isabela Gasparini; Marcelo S. Pimenta; José Palazzo M. De Oliveira
In times when interactive systems need to provide support for the emerging multi-cultureless of many countries, the "on-size-fits-all" approach is no longer applicable. Consequently, the introduction of the culture concept in interactive systems is becoming a necessity, a challenge, and a timely and relevant issue. Indeed, culture has received increasing attention in Human Computer Interaction (HCI) community. In this survey we summarize some basic concepts like internationalization, localization, describing some culture models, particularly Hofstede's cultural dimensions. After we discuss how HCI practices could address these cultural dimensions. Our intention is to establish background and some basic concepts for helping designers incorporating cultural issues in their interaction design.
On the epistemic nature of cultural viewpoint metaphors BIBA 23-32
  Luciana Cardoso De Castro Salgado; Clarisse Sieckenius De Souza; Carla Faria Leitão
This paper presents the results of a in-depth qualitative study to investigate if and how our previously proposed Cultural Viewpoint Metaphors (CVM) can support practitioners in assessing the quality of HCI design alternatives. The results of the study underline the epistemic value of CVM in cross-cultural system design processes. The metaphors have not only helped participants to organize their thinking about how cultural diversity is exposed and communicated through systems interfaces, but also to build new knowledge and understanding about culture itself.
Avaliação de interfaces em redes sociais para investigação do contexto interacional BIBA 33-37
  Lafayette Batista Melo
Neste artigo, descrevemos estratégias para investigação do contexto interacional em redes sociais com base em teorias do contexto da linguística e em adequações para analisar a interação humano-computador de modo a fazer avaliações do uso de interfaces. A análise toma como parâmetro os conceitos de configuração contextual, polifocalidade e acessibilidade interacional. É feito um estudo de caso, avaliando-se o uso do Facebook no apoio às aulas presenciais de um curso de informática. São feitas algumas recomendações para possíveis mudanças na construção de interfaces bem como são indicados caminhos para uma maior integração da lingüística com a área de IHC.

HCI, teaching and learning

Adaptação contextualizada do conteúdo da interface de um jogo narrativo educacional BIBA 38-47
  Marcos Alexandre Rose Silva; Junia Coutinho Anacleto
Este artigo apresenta um jogo narrativo educacional que possui a interface adaptativa com o intuito de permitir a qualquer educador(a) adaptar o conteúdo da interface com auxílio de sugestões advindas de uma base cultural, que possui informações que representam o conhecimento de senso comum dos brasileiros. Por meio de um estudo de caso, descrito no artigo, foi possível evidenciar que a possibilidade de adaptação da interface permite ao(a) educador(a) maior liberdade para criar um jogo de acordo com as suas necessidades e princípios pedagógicos, bem como, o uso da base cultural o(a) apóia em conhecer informações, que possivelmente estão presentes na realidade dos alunos e, assim ter um repertório maior para definir histórias, considerando os cenários, personagens e suas características, etc.
Widgets internship: developing learners skills in a user-centered development process BIBA 48-55
  Eduardo A. Oliveira; Taciana Pontual Falcão; Victor Ximenes; Paulo Melo
This paper describes an internship program in design and computer programming, based on a user-centered development process to develop mobile applications for an industry partner. With the support of a team of professionals, and inspired by a problem-based learning approach, the interns followed a user-centered design cycle formed by research, ideation, prototyping and testing. They were involved in collecting and analyzing data from user research, generating concepts and implementing widgets for mobile phones. Within the program, where eighty-five widgets were expected, one hundred and eleven were produced, indicating that the process inspired and engaged the interns in applying the skills and knowledge acquired. Additionally, the high rate of downloads of the applications developed is a good indication that the user-centered process resulted in products that satisfied user and market demands.
Modelo colaborativo y distribuido para enseñanza de la usabilidad BIBA 56-60
  Laura Aballay; César A. Collazos; Myriam Herrera
This paper proposes a model for usability learning in a collaborative manner. The model has been applied in a controlled experiment with advanced students from the computer science programs in four public universities in Latin America, that belong to community called LACXSER ("Latin American Co-laboratory on Software Engineering Research eXperimental"). The application of the model facilitated the collaborative work between geographically dispersed educational institutions and served as a medium for teaching and learning topics related to assessing the usability of interfaces, through a scheme of distributed collaborative work.
UsabilityGame: jogo simulador para apoio ao ensino de usabilidade BIBA 61-65
  Leonardo Sommariva; Fabiane B. Vavassori Benitti; Felipe Simoni Dalcin
There is a growing recognition about the importance of the Human-computer interaction teaching, which is being approached in many different ways in undergraduate courses related to IT (Information Technology). Usability is an essential concept that the students need to learn, but due its subjective aspects, the teaching becomes a challenge. Nowadays, the games have been appointed as a powerful educational tool. Therefore, this paper presents the UsabilityGame, a simulation game to help the usability teaching focused on the Usability Engineering Lifecycle, involving requirement analysis, prototyping and heuristic evaluation.
Avaliação da usabilidade de um sistema de informação acadêmico BIBA 66-70
  Yane Wanderley Dos Santos Rodrigues; Carina Frota Alves
Information Systems are essential for organizations. Given that the user is the core part in these systems, it is needed to guarantee that his/her Interaction with the systems is easy. Usability is the area that studies how easy interfaces are to its users. This work accomplishes a usability evaluation of an Academic Information System and proposes recommendations to improve the usability of the system.

HCI and the workplace

Usabilidade e carga de trabalho: um estudo de caso para a prevenção de doenças ocupacionais em informática BIBA 71-80
  Isaias Horta Brazil; Wander Antunes Gaspar Valente
This paper proposes Prevenus methodology, computing occupational diseases prevention unified systems, namely a computer-oriented tool as an initiative that shares usability engineering and ergonomics. In usability engineering, through an evolutionary cycle, iterative and based on the user involvement. Ergonomics, through peripherals adequacy and work environment. The usability is discussed from the optics of prevention at its three levels, namely, primary, secondary and tertiary. The Prevenus method has succeeded in case study through primary and secondary prevention. For will improve the quality of life of professional information technology (IT) professional is required the regulamentation the profession, a paradigm shift in work organization of the company and in the software development. The solution for a prevention of these diseases is interdisciplinary and organizationally.
Knowledge and information and needs of system administrators in IT service factories BIBA 81-90
  Cleidson R. B. De Souza; Claudio S. Pinhanez; Victor Cavalcante
In this paper we describe the results of an empirical study about the information needs of system administrators in large scale Information Technology (IT) service delivery organizations. This study is based on interviews, non-participant observation, and an electronic survey with more than 200 systems administrators working on incident management, covering their daily work including knowledge and information needs in complex situations and routine work. Although previous work has uncovered the knowledge-intensive and collaborative nature of system administrators' work, the results described in the paper detail a much more complex picture: (i) low usage of knowledge management tools; (ii) high usage of personal communication and collaboration tools; and (iii) need of gathering information about customers from a specific set of stakeholders. We also found that the most useful sources of information in handling complex situations are: the customer; the customer account team; and other employees who were experts both in the customer and in particular aspects of the delivery of services. The results of this study indicate that knowledge management in IT service factories is very challenging and possibly should evolve from the current passive model of knowledge management to a dynamic style emphasizing both reusability through information technologies and sharing through face to face and computer-supported discussions among employees.
Multidirectional knowledge extraction process for creating behavioral personas BIBA 91-99
  Andrey A. Masiero; Mayara G. Leite; Lucia Vilela Leite Filgueiras; Plinio Thomaz, Jr. Aquino
The consideration of user aspects in the design of computer systems is vital to maintaining the quality of these products. The search for user information as to their interests, needs, and behaviors, requires actions that can be costly. However, the use of such information in an inefficient, inaccurate manner, without the formation of knowledge discourages the process of user-centered development. Interface designers need to collect information and consume it efficiently. One option for documenting and efficiently consuming the information from user research is to apply the technique of personas. The extraction of knowledge in databases is the selection and processing of data with the purpose of identifying new patterns, provide greater accuracy on known patterns, and model the real world. Thus, this work presents a multidirectional process of extracting knowledge for creating behavioral personas. The processes of data mining are performed and compared with variations allowing a real knowledge extraction in the creation of personas. The process is multidirectional being able to be applied in both directions for the composition of any kind of personas. The results of the work demonstrate the extraction of knowledge originating from demographic information to the construction of personas focusing on behavioral aspects.
Unindo IHC e negócios através do uso de personas: um estudo de caso no mercado de aplicativos móveis BIBA 100-104
  Carlos Rosemberg Maia De Carvalho; Gabriela Campos Costa; Carlos Diego Andrade; Albert Schilling Gomes; Carlos Marcellus Bandeira Cysne
This paper reports the use of Personas as a tool for technical innovation (creating new products) to mobile applications market, based on an integrated vision of business and Human Computer Interaction. For that, it was applied a method based on agility, collaboration and focus on the target users, which use secondary data and collective ideation from a combination of three areas: economics, technology and human factors. In the end, it is shown that using this approach provided a jump in the number of product ideas from 3 (which had been before the technique) to over 40, leveraging partnerships with customers and strengthening the culture of valuing experience user in the organization.

Models for usability evaluation

Definición de un marco de desarrollo de sistemas interactivos usables: a partir de la integración de CIAF y MPIu+a BIBA 105-113
  Maria L. Villegas; William J. Giraldo; Toni Granollers; Helmuth Trefftz
En este trabajo se realiza la integración de dos propuestas enmarcadas en el desarrollo de sistemas interactivos, la primera (CIAF: "Collaborative Interactive Application Framework") enfocada en el desarrollo de lainterfaz de usuario y la segunda (MPIu+a: "Modelo de Proceso de la Ingeniería de la Usabilidad y Accesibilidad") en la evaluación de la usabilidad. Esto con el fin de tener un método disciplinado y coherente que a partir de modelos y bases de conocimiento permita el desarrollo de sistemas interactivos usables. Se presenta, por tanto, un marco formalizado de desarrollo metodológico, conceptual y tecnológico que integra el diseño, el prototipado y la evaluación de la interfaz de usuario en todas las disciplinas.
Um modelo de avaliação da usabilidade baseado na captura automática de dados de interação do usuário em ambientes reais BIBA 114-123
  Artur Henrique Kronbauer; Celso A. Saibel Santos
The omnipresence of these new technologies associated to different ways of interaction and to the diversity of user characteristics (such as age, level of education and geographical distribution) create new challenges for the usability assessment of these devices and their applications. One of those challenges is the proposal of oil methodologies that perform usability tests contextualized in the environment where such devices are used (called in vitro tests). The mobility properties and the use of multimodal interfaces provide ways of interaction, to some extent unusual, which would hardly be reproduced in laboratory (in vitro tests). This paper focuses on this sphere and proposes a model for user interaction data collection about an application. The model intends to compare the designer's point of view with the user effective behavior in real situations through the automatic data capture that serves as basis for the process of usability assessment of the designed applications.
Identificando problemas de usabilidade através de inspeção no modelo de interação BIBA 124-133
  Macilon A. Costa Neto; Alessandro J. De Souza; Jair C. Leite
Usability evaluation at design-time can save a lot of money in software projects by allowing a fast time-to-market. It also avoids fixing usability problems only after laboratory tests, which requires changing code. Design-time evaluation could use both software models and prototypes. In this paper, we describe a model-based usability inspection technique to evaluate interaction models. Our technique use ALa-DIM modeling language that focus on the abstract structure of user-system interaction and also in the main contents that the designer wants to communicate to the user. It helps the usability experts to evaluate the designer's communicative intentions in the user interface.
Mundos virtuales: ¿usabilidad real? BIBA 134-138
  Roberto Muñoz; Cristian Rusu
Virtual Worlds (VWs) are computer-simulated virtual environments accessed by multiple users, through their avatars. VWs constitute a growing space for collaborative play, learning and work. Usability evaluation for VWs brings new challenges. There is a need for new evaluation methods or at least for the use of traditional evaluations in novel ways. The paper describes the development process of a set of usability heuristics for VWs (applications, including their early validation, through two case studies.

Informing design

"Afinando" a comunicação entre pares para melhorar a compreensão da mensagem do BIBA 139-148
  Leticia Lopes Leite; Milene Selbach Silveira
This study aims to investigate ways to facilitate and encourage the resolution of doubts in help systems in pairs to collaborative environments for teaching. It is founded on two pillars: support systems, because it is considered that these resources are the best way to explain a system to user, and using expressions of communicability, coming from the Semiotic Engineering, because it is assumed that they can facilitate the identifying and solving doubts. This article presents a set of expressions of communicability to be used in the help system in pairs, as well as experiments for their definition. Moreover, it presents an architecture and a software prototype that enables the use of this set of expressions.
Using and utilizing an innovative media development tool BIBA 149-156
  Chris Roast; Andy Dearden; Elizabeth Uruchurtu
This paper describes a novel commercially developed tool for supporting efficiency and effectiveness of a digital film production processes. The tool is described as are two alternative user interfaces for it. Approaches to analyzing the effectiveness of the tool prior to its widespread adoption are described and the conclusions from this analysis are illustrated.
Pamphlet vs. mobile: sensemaking of health information BIBA 157-161
  Eduardo H. Calvillo-Gãmez; Ana I. Grimaldo-Martínez; Víctor M. Gonzãlez; Rafael Llamas Contreras
In this paper, we report the results obtained of comparing how people make kense of health information when receiving it via two different media: application for a mobile device and a printed pamphlet. The study was motivated by the 2009 outbreak of the AHN1 influenza and the need to educate the general public using all possible media to disseminate symptoms and treatments in a timely manner. In this study, we investigate the influence of the media in the sensemaking process when processing health information that has be to comprehended fast and thoroughly as it can be life saving. We propose recommendations based on the obtained results.
Shape-based versus sketch-based UI prototyping: a comparative study BIBA 162-166
  Vinícius C. V. B. Segura; Simone D. J. Barbosa
During the early user interface design phase, different solutions should be explored and iteratively refined by the design team. In this rapidly evolving scenario, a tool that enables and facilitates changes is of great value. UISKEI takes the power of sketching, allowing the designer to convey his or her idea in a rough and more natural form of expression, and adds the power of computing, which makes manipulation and editing easier. More than an interface prototype drawing tool, UISKEI also features the definition of the prototype behavior, going beyond navigation between user interface containers (e. g. windows, web pages, screen shots) and allowing to define changes to the state of user interface elements and widgets (enabling/disabling widgets, for example).
   This article presents the main concepts underlying UISKEI and a study on how it compares to similar prototyping techniques, such as Balsamiq and paper prototyping, in the interface behavior definition stage.

Critical reviews & surveys

Panorama, oportunidades e recomendações para o contexto brasileiro de interação humano-computador e design centrado no usuário a partir do uso de personas BIBA 167-176
  Danielly Barboza Guimarães; Carlos Rosemberg M. Carvalho; Elizabeth S. Furtado
The present work is to establish an overview of the research and development of interactive computer products in Brazil from the point of view of the intersection between User-Centered Design and Human Computer Interaction. The study approach is based on the synergy between statistical data from a national survey and the development of personas, aiming to balance quantitative and qualitative aspects, and seek a more efficient and empathetic community. The result carries information, new information and questions related to the profile of those who study and practice UCD/HCI; activities that develop, where, how and under what circumstances it occurs, and finally, how they obtain, generate and pass on knowledge.
Applicability of the semiotic inspection method: a systematic literature review BIBA 177-186
  Soraia De S. Reis; Raquel O. Prates
In 2006 the Semiotic Inspection Method (SIM) was proposed and the authors raised the hypothesis that it was a technology and domain independent evaluation method. The aim of this study was to investigate whether published studies describing the use of SIM support this claim. In order to identify the papers to be analyzed a systematic literature review was conducted. Analysis of the papers indicated that SIM has been applied without adaptations to different domains and in each of them it has been able to identify issues specific to the domain. Hence, our findings support the claim that the method is independent of both domain and technology.
Anãlise comparativa de heurísticas para avaliação de jogos digitais BIBA 187-196
  Thiago Schumacher Barcelos; Thiago Carvalho; Juliano Schimiguel; Ismar Frango Silveira
Heuristic evaluation can potentially identify issues related to the interface and playability of digital games, as long as an adequate set of heuristics is used. However, heuristic sets proposed in the literature have an excessive number of items and some are not specific enough to reveal issues. In this work, we propose a set of compiled heuristics for digital game evaluation. We compared the performance of the novel set with a set from the literature and conclude that, even though the novel set has roughly half the items, it allowed the identification of the same number of issues in two games. The description of the identified issues was slightly more specific.
Uma revisão sistemática sobre métodos de avaliação de usabilidade aplicados em software de telefones celulares BIBA 197-201
  Vinícius P. Gonçalves; Vânia P. A. Neris; Marcelo Morandini; Elisa Y. Nakagawa; Ueyama
Many of the personal computer features were transported to the cell phones. In Brazil, the number of cell phones sold is greater than the number of landlines. However, most of the features available in cell phone software are not used. It is important that usability aspects are observed in these applications. Thus, this paper presents a systematic review of evaluation methods applied to software usability of cell phones. Three main questions were addressed in the review: Which usability evaluation methods have been applied?. What are the recurrent problems found in these evaluations? and what are the solutions?. This article presents results based on papers found in five knowledge bases. The systematic review resulted in 221 works-related which 21 were included, 93 excluded, and 107 considered repeated. The test results suggest that less than half of the evaluations consider traditional methods such as Heuristic Evaluation. The problems mentioned are related to navigation and interface elements visibility. Only 30% of the included papers indicate suggestions for solving found problems.

Multimodal interfaces

Speak up your mind: using speech to capture innovative ideas on interactive surfaces BIBA 202-211
  Osvaldo Huerta; J. Alfredo Sánchez; Salvador Fuentes; Ofelia Cervantes
This paper presents Vozze, a user interface that has been designed to speed up the process of recording and managing ideas and their associations during innovation activities. Vozze integrates three major concepts: multi-tactile surfaces, speech recognition, and workspaces that are dynamically created and linked to each other. Our main goal is to provide the advantages of using a technological platform in innovation processes while maintaining a natural interaction. Multi-tactile surfaces are based on simple hand gestures we have designed. Speech recognition addresses issues related with text entry on interactive surfaces, which typically relies on cumbersome virtual keyboards. Finally, dynamic workspaces allowu sers to easily represent and share their ideas, as well as to create associations among them. We describe a prototypical implementation of Vozze as well as results from initial usability and user experience evaluations.
Avaliação da usabilidade de MUI: um estudo de caso BIBA 212-221
  Ana Esther Victor Barbosa; Danilo De Sousa Ferreira; José Eustáquio Rangel De Queiroz; André Luís B. M. Ramos
This research presents a hybrid approach for the evaluation of the usability of multimodal user interfaces. The method, which combines user opinion, standard conformity assessment and user performance measurement, consists of an extension of the original hybrid approach adapted to the multimodal context. The realization of this case study indicates that the three methods are complementary between each other, in order to produce a more confident and complete diagnose of the usability of the evaluated product. The case study was performed using HP TouchSmart PC. It was not registered any significant differences between the result of the considered groups (beginner and intermediate users) as well as both environments (laboratory and field).
Developing an accessible interaction model for touch screen mobile devices: preliminary results BIBA 222-226
  Lara Schibelsky G. Piccolo; Ewerton M. De Menezes; Bruno De Campos Buccolo
Mobile devices are becoming the mass IT platform of the future, reaching people that have never accessed the digital world. Aiming at digitally including visually impaired people also, it is necessary to address solutions that overcome natural barriers originating from the touch screen feature? a growing market trend. This concern has already triggered a number of researches and also some commercial solutions. However, a survey conducted to identify user requirements with blind and partially-sighted people evidenced that the few solutions available on market and the cutting-edge research are far from the reality for visually impaired people in a developing country scenario. To bridge this gap, this paper defines a set of guidelines that has been applied on the development of an accessible interaction model for mobile devices in the Brazilian context.
Model-based design and generation of a gesture-based user interface navigation control BIBA 227-231
  Sebastian Feuerstack; Mauro Dos Santos Anjo; Ednaldo B. Pizzolato
The gesture-based control of interfaces could enable interaction in situations where hardware controls are missing and support impaired people where other controls fail. The rich spectrum of combining hand postures with movements offers great interaction possibilities but requires extensive user testing to figure out an optimal control with a sufficient control performance and a low error rate.
   In this paper we describe a declarative, model-based gesture navigation design based on state charts that can be used for the rapid generation of different prototypes to accelerate user testing Band comparison of different interaction controls. We use the declarative modeling to design and generate several variants of a gesture-based interface navigation control. The models are described using state charts and are transformed to state machines at system runtime. They can be directly executed to form a multimodal interaction.
Voice interfaces for real-time translation of common tourist conversation BIBA 232-236
  Eduardo M. Pires; Lais V. Vital; Carina F. Alves; Alex S. Gomes
This paper describes a voice interface real-time cross-lingual translation system designed to fulfill short communication needs between speakers of different languages. Through our design method, three incremental prototypes were developed. The interaction model was applied to real situations in prototype validation tests using taxi drivers and tourists.

Assistive HCI

Anãlise da sociabilidade de comunidades BIBA 237-246
  Glívia A. R. Barbosa; Raquel O. Prates; Luiz P. D. Corrêa
In this paper, we examine the sociability proposal of online communities and their impact on the social interaction among deaf users through a case study of Orkut communities. The results allowed us to verify that the resources offered by the communities, as well as the way used to express them in the interface create challenges for deaf users to socialize in this environment.
Towards a participatory development technique of assistive technology for mobility and speech impaired patients BIBA 247-256
  Luciana Correia Lima De Faria Borges; Lucia Vilela Leite Filgueiras; Cristiano Maciel
Assistive technology and computer-based therapeutic aids require an expressive amount of customization in order to achieve the desired effects on patients. The effort of structuring a technique for the development of customized solutions of assistive technology is addressed in this paper, focused on motor and verbally impaired users, based on accommodations in traditional participatory design techniques after experiments with patients, caregivers and therapists. This work provides guidelines to the technique as result of a systematization of researches and participatory design practices.
Accessibility for people with cerebral palsy: the use of blogs as an agent of social inclusion BIBA 257-266
  Ariane Oliveira Ferreira; Simone Bacellar Leal Ferreira; Denis Silva Da Silveira; Aurélio Fernando Ferreira
Cerebral palsy is a brain injury, which depending on the affected site, may be responsible for affecting a person's movements. In extreme cases, the consequences brought about by physical disability may influence the social exclusion of the individual. The situation may be aggravated by problems with speech and vision. In addition, low purchasing power, which is commonplace, can hinder the citizen's adaptation to the routines of everyday life and keep him/her from accessing software and hardware. These resources, if well designed, tend to contribute to the social inclusion of computer users, and in particular using the web as a communication tool. Among the systems found on the web, blogging, due to its interactive features, was selected as a research subject. For these reasons, this paper addresses the identification and analysis of problems of accessibility and usability in web access to public blogs by users with cerebral palsy, proposing a list of recommendations for developers of blog publishing systems. It is noteworthy that the article is a contribution in the computing challenges of the Twenty-First century proposed by the Brazilian Computer Society as the fourth challenge, universal and interactive access of the Brazilian citizen to sources of knowledge.
Designing a game controller for motor impaired players BIBA 267-271
  Bianca O. Pereira; Cristiano Expedito; Fabrício Firmino De Faria; Adriana S. Vivacqua
Much progress has been made in building interfaces for people with visual, auditory and motor disabilities, both for day to day activities and for computer interaction. Despite these advances, videogame interaction is highly dependent on hand movement for control. This makes it almost impossible for individuals with motor disabilities to play videogames. In this paper we describe the design of an interaction device for individuals with severe motor disabilities. Through interviews and discussions with a motor-impaired user, we created a device that enables him to play a videogame, using a combination of motion capture and speech recognition. We built a prototype with an accelerometer and a microphone, which allows individuals with upper body motor disabilities to play games designed for people without any disabilities.

Accessibility

Evaluation of web accessibility tools BIBA 272-279
  Eduardo Hideki Tanaka; Heloísa Vieira Da Rocha
There are several accessibility evaluation tools, with different features, which may help a lot when evaluating Web accessibility. However, few data exist about what evaluators think about these features and if these tools are easy or difficult to use. Moreover, there is not so much information about the usage of these tools by inexperienced accessibility evaluators and their opinions when checking guidelines conformance to evaluate Web accessibility. Thus, this paper presents some findings of user tests done in order to evaluate four Web accessibility tools.
Evaluation of web accessibility from the perspective of functional illiteracy BIBA 280-288
  Eliane Pinheiro Capra; Simone Bacellar Leal Ferreira; Denis Silva Da Silveira; Bruno Brochado Ribeiro; Débora Maurmo Modesto
Functionally illiterate users are potential Internet users, so technological solutions must ensure that content is intelligible to them. Considering accessibility evaluations is important to improve web accessibility, and some barriers are only detected with participation of users in evaluation. But, most of works in this area dealt with persons with visual impairment. This paper aimed to research the behavior of functionally illiterate users, identifying important characteristics that should consider in an evaluation of accessibility. It was elaborated a list of best strategies that the specialists and researchers should consider in accessibility evaluation with the audience under examination.
"Eu também quero jogar!": reavaliando as práticas e diretrizes de acessibilidade em jogos BIBA 289-297
  Jean Felipe Patikowski Cheiran; Marcelo Soares Pimenta
Electronic games have gained a prominent place in human activities. In addition to constituting a billion dollar industry, these games form an important collection of resources for human development. Aiming to include people with special needs in the target audience of the mainstream games, research groups and organizations have proposed accessibility practices and guidelines that maximize access to these subjects. As the guidelines collections often address different issues and different outlooks, we have used a content analysis technique to identify and categorize the common themes and, in light of well-structured models of accessibility practices, we have compiled a comprehensive set of electronic games guidelines.
Relationship between accessibility and software evolution BIBA 298-302
  Alline Mayumi Ribeiro Kobayashi; Caroline Castello Letizio; Eduardo Hideki Tanaka
In general, it is accepted that a newer release of a specific product or software will be better than the previous ones. But, in terms of software accessibility, is this applicable? This paper presents a research in progress that involves TelEduc, an e-learning Web environment, by comparing the accessibility level of some tools of the latest TelEduc version with the ones in the previous version. It is expected that the results can help both TelEduc developers to solve the existing accessibility problems and users that would like to know which version is more accessible.

Usability evaluation

USABILICS: avaliação remota de usabilidade e métricas baseadas na análise de tarefas BIBA 303-312
  Leandro Guarino De Vasconcelos; Laércio Augusto Baldochi Júnior
The availability of tools and facilities for the creation and publishing of information on the Web has allowed people without a Web development background to build and deploy applications on the Web. In this scenario, usability evaluation tasks are rarely adopted in the application's development process. Therefore, there is an increasing interest on studies related to the automatic or semi-automatic remote evaluation of usability. This paper presents USABILICS, a system targeted for the semi-automatic remote evaluation of usability based on an interface model. The proposed model allows the definition of tasks using a simple and intuitive approach, which can be applied to large and dynamic Web applications. USABILICS analyses the execution of tasks by calculating the similarity among sequence of events produced by users and those previously captured by the developer. The results produced by USABILICS, when compared to laboratory-based tests, indicate that our approach is effective towards identifying usability problems in Web applications.
Motivational aspects in energy feedback systems design BIBA 313-322
  Lara Schibelsky Godoy Piccolo; Maria Cecília Calani Baranauskas
In harmony with the 3rd HCI wave, the design of residential energy feedback systems (REFS) is an emerging research area in HCI, stimulated by the changes the world has suffered for economic and environmental reasons. Theoretical background supports the ambitious goal of changing a culture by means of a new technology, evidencing the importance of addressing social aspects, beyond those traditionally related to technology. While most concerns are related to sustainable attitudes, fine-tuning the effectiveness of REFS solutions, the scenario addressed by this research requires a deeper analysis of culture to understand particular issues as fraud and the growing of local economy for the design of a feedback system. This paper analyzes technical, formal and informal aspects of this technology introduction in a developing society, inspiring a set of design guidelines and requirements for REFS.
Uma estratégia para análise da adoção de sistemas colaborativos baseada nas relações entre experiências de usuário, tecnologia e BIBA 323-332
  Elizabeth S. Furtado; Leandro Santiago; Vasco Furtado
This paper is the result of a research Project that discusses the application of a strategy for evaluating of factors that affect the adoption of collaborative software by users. The authors discuss TI adoption, and present a literature review of this topic. The user behavior model that was used in the evaluation process is then shown. The main objective of the strategy is to investigate the main questions of an entrepreneur about her product in beta version, trying to understand which factors are the most relevant to her postrelease actions. In the study case, data was collected and there were evidences that the relations among user experiences, marketing and technology affected user behaviors. It was given some recommendation to orient the entrepreneur in her post-release actions.

HCI and the elderly

Análise de comportamento da terceira idade ao efetuar uma compra no BIBA 333-342
  Rafael Xavier Esteves De Almeida; Simone Bacellar Leal Ferreira; Denis Silva Da Silveira
The elderly, group of Internet users that is constantly increasing, use the Internet for several purposes, such as communication, paying bills, buying products in ecommerce sites, among others. In order to facilitate online shopping, to make it fast and not cause any trauma, it is important that the site's interfaces are easy to use by this group of people. Some qualitative researches punctuate several usability problems, verify user satisfaction and indicate adjustments and features better suited for the elderly that can be applied without extra costs on the system's in order to make these people more active in online shopping and part of the technological world. This article aims to evaluate the process of buying products done by the elderly, in order to make recommendations which allow developers to organize the information in the ecommerce sites to be better perceived and understood by users in this profile. To do so, the books purchase on the Americanas.com site was evaluated among five users, with ages ranging from 60 to 65 years old.
Interação de idosos com celulares: flexibilidade para atender a diversidade BIBA 343-352
  Vinícius Pereira Gonçalves; Vânia Paula De Almeida Neris; Ueyama
The elderly population grows in Brazil and it is necessary to develop appropriate technologies to them. With the low prices of cell phones, many families would like their elderly to use this technology in order to have contact with them when they are not at home. However, the current design of cell phone applications favor young audience, instead of also considering the elderly different needs. Elderly population has its differences, like educational levels, experience with technology, cognitive skills and physical dexterity. This paper presents the design of interfaces that are flexible to meet the diverse requirements of elderly when interacting with cell phones. A framework for the design of flexible user interfaces was applied in a case study. Considering the results of this study with elderly users, interaction requirements were formalized considering syntactic, semantic and pragmatic aspects. Finally, a set of rules defining the design of the system flexible behavior was specified.
Acessibilidade sensível ao contexto para adultos mais velhos em sistemas web BIBA 353-357
  Silvana M. Affonso De Lara; Denis Oliveira; Renata P. Mattos Fortes
The main aim of this paper is to discuss experiences with the development of a mechanism aid to help middle-aged and senior adults to better use websites. The paper presents the development of a plug-in that allows for the customization of Web pages, and also presents voice prompts that are generated automatically to help with data entry. The paper presents results from a usability inspection of the plug-in, and directions for future work that will be pursued in line with the findings from this study, particularly related to further studies with users from the target audience.

Viewing, interacting, annotating

Interactive analysis of Likert scale data using a multichart visualization tool BIBA 358-365
  Fabio Petrillo; André Suslik Spritzer; Carla Dal Sasso Freitas; Marcelo Pimenta
Likert scale data correspond to data collected from questionnaires, where there are several statements about a fact, situation, design or technique, and the respondents must specify their level of agreement with each statement by marking one of several ordered alternatives. Often, five choices are posed to respondents (strongly agree, agree, neither agree nor disagree, disagree and strongly disagree) for each statement. Data obtained with such surveys are translated to numerical scores to undergo statistical analysis, and are presented graphically in a number of different ways. When evaluating information visualization techniques, for comparison purposes it is often necessary to apply the same Likert-scale based questionnaire to different views or techniques. Most of the existing tools, however, do not support the simultaneous analysis of multiple Likert scale datasets. This paper presents an interactive visualization technique to help the analysis of Likert scale data obtained from several, alternative sources. The technique is based on a hybrid table and bar chart view, and provides different interactive tools to support data exploration. We describe the use of our tool in a case study where we compare different graph layouts.
Diseñando interfaces graficas usables de aplicaciones en entornos de television digital interactiva BIBA 366-375
  Andrés F. Solano; Gabriel E. Chanchí; César A. Collazos; José L. Arciniegas; Cristian A. Rusu
The high penetration of television in Colombia and the fast deployment of Digital Television in the future, make necessary the study of the main characteristic: interactivity; thanks to which it is possible to have applications that allow viewers to be an active participant. Thus, it is important study the most adequate way to design usable applications for Interactive Digital television -- iDT. This paper presents a set of guidelines for designing applications in iDT environments, which have been generated from tests conducted at the iTD laboratory of the University of Cauca.
Scalable annotation mechanisms for digital content aggregation and context-aware authoring BIBA 376-380
  Arno Scharl; Alexander Hubmann-Haidvogel; Gerhard Wohlgenannt; Albert Weichselbraun; Astrid Dickinger
This paper discusses the role of context information in building the next generation of human-centered information systems, and classifies the various aspects of contextualization with a special emphasis on the production and consumption of digital content. The real-time annotation of resources is a crucial element when moving from content aggregators (which process third-party digital content) to context-aware visual authoring environments (which allow users to create and edit their own documents). We present a publicly available prototype of such an environment, which required a major redesign of an existing Web intelligence and media monitoring framework to provide real-time data services and synchronize the text editor with the frontend's visual components. The paper concludes with a summary of achieved results and an outlook on possible future research avenues including multi-user support and the visualization of document evolution.