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

Proceedings of the 2012 Brazilian Symposium on Human Factors in Computing Systems-1

Fullname:Proceedings of the 11th Brazilian Symposium on Human Factors in Computing Systems
Note:Nature of/in Interaction
Editors:Cristiano Maciel; Patrícia Cristiane de Souza; Junia Coutinho Anacleto; Vania Paula de Almeida Neris
Location:Cuiaba, Brazil
Dates:2012-Nov-05 to 2012-Nov-09
Standard No:ISBN: 978-85-7669-262-1; ACM DL: Table of Contents; hcibib: IHC12-1
Links:Conference Website
  1. IHC 2012-11-05 Volume 1
    1. Accessibility
    2. Social interaction
    3. Emotional aspects of interaction and end-user programming
    4. Integration between SE and HCI
    5. Teaching, impact and challenges in IHC
    6. Methods, tools and models in HCI
    7. New ways and devices for interaction
    8. Methods for evaluation of interactive systems
    9. Interfaces for mobile devices and digital TV

IHC 2012-11-05 Volume 1


Accessibility in rich internet applications: people and research BIBAFull-Text 3-12
  Leonelo Dell Anhol Almeida; Maria Cecília Calani Baranauskas
Accessibility in Rich Internet Applications (RIAs) is still far from reality for most of the Web applications currently available. Some factors that influence this scenario are the novelty of research and products for developing RIAs, and the challenging activity of identifying and involving representatives of RIAs target people. Aiming at clarifying the state-of-the-art of this research topic we conducted a Systematic Literature Review of studies addressing accessibility and awareness of others in RIAs. This paper presents our findings related to the overall contributions of the reviewed studies and analyzes the target people and the methods employed for involving them in the research lifecycle.
Comunicabilidade em sistemas de informação web corporativos: analisando a interação de surdos bilíngues BIBAFull-Text 13-22
  Aline da Silva Alves; Simone Bacellar Leal Ferreira; Viviane Santos de Oliveira; Denis S. da Silva
This article presents issues of communicability that can impact in the interaction of pre-linguistic bilingual deep deaf user in Web Organizational Information Systems. Thus, we seek to contribute to the development of more accessible systems to this user's profile, seeking its inclusion in the organizational environment. The analysis of interactions occurred in the Intranet of a science and technology health institution, using the Communicability Evaluation Method (CEM) of Semiotic Engineering. The results indicated that although the population studied have experience in web, presents difficulties in using the corporate system.
Identificando barreiras de acessibilidade web em dispositivos móveis: resultados de um estudo de caso orientado pela engenharia de requisitos BIBAFull-Text 23-32
  Sarah Gomes Sakamoto; Lyrene Fernandes da Silva; Leonardo Cunha de Miranda
The growing demand for mobile devices such as tablets and smartphones, and dissemination of new interactive media through these devices, reveals a new scenario in information access and knowledge. These devices have special features, with challenges regarding accessibility that are present only on these platforms. Requirements Engineering can contribute in this context, identifying requirements that promote accessibility, overcoming currently existing barriers. This paper presents the results of a case study oriented by Requirements Engineering, showing some of these difficulties and how they can be overcome.
Projeto D4ALL: acesso e manipulação de diagramas por pessoas com deficiência visual BIBAFull-Text 33-36
  Luciano Tadeu Esteves Pansanato; André Luís Martins Bandeira; Luiz Gustavo dos Santos; Dferson do Prado Pereira
D4ALL project aim the research, development and extension in the context of approaches and alternative techniques of representation and interaction for access and manipulation of diagrams for people with visual disability. The main results include research and development of assistive technology, as well as formation of human resources and execution of extension activities.
Estudo e relato sobre a utilização da tecnologia pelos deficientes visuais BIBAFull-Text 37-46
  Juliana Cristina Braga; Antônio Carlos Costa, Jr. Campi; Rafael Jeferson Pezzuto Damaceno Graduando; Neno Henrique da Cunha Albernaz
In view of the important role watching technologies play in the lives of people with visual disability (PVDs), this paper is intended to review the use of desktop, web and cell phone applications by PVDs. To accomplish such goal, the involved work gathered data from interviews conducted at some São Paulo associations and through an electronic form available on the web. The paper presents the resulting qualitative study containing: a) identification of the major difficulties PVDs face to use the studied technologies; b) comprehension of the major benefits from using such technologies; c) identification of new technologies as made available to PVDs; d) identification of the requirements for the design of new technologies; e) review of the potential use of distance education in favor of PVDs. This paper provides a qualitative analysis and reports that may help enable research groups to find out solutions to some of the problems addressed herein.
Uso do MIS para avaliar signos sonoros: quando um problema de comunicabilidade se torna um problema de acessibilidade BIBAFull-Text 47-56
  Luiz Paulo Damilton Corrêa; Flávio R. S. Coutinho; Raquel Oliveira Prates; Luiz Chaimowicz
This paper discusses the use of the Semiotic Inspection Method (SIM) to evaluate a scope not yet explored in interactive systems: audio. The audio features of an interface can be used to stream content and even convey information to users about their interaction. The scientific and technical application of the method for this scope will be presented. Besides the importance of evaluating the communicability of these sound features, this paper also discusses aspects of accessibility identified in the assessment. To illustrate, we present a case study that took into account the profile of users with hearing impairment, where the method was used to assess the impact of equivalence between audio features and visual features for these users in a digital game.
Customizing a communication device for a child with cerebral palsy using participatory design practices: contributions towards the PD4CAT method BIBAFull-Text 57-66
  Luciana Correia Lima de Faria Borges; Lucia Vilela Leite Filgueiras; Cristiano Maciel; Vinicius Carvalho Pereira
Participatory Design (PD) is frequently cited as a convenient approach for designing high assistive technology (HAT) for people with serious speech impairments. However, these reports show that PD is used in an ad hoc fashion, while a methodological framework for the inception, construction and evaluation of HATs is still missing. In this paper, we report the results of an action research performed to design a communication device to help a non-verbal child develop her language skills. PD4CAT -- a participatory design method for customized assistive technology was used to direct this research.

Social interaction

Redes sociais online orientadas à difusão de inovações como suporte à comunicação sustentável nas organizações BIBAFull-Text 67-75
  Fernando Cesar Balbino; Junia Coutinho Anacleto
Learning to hear and be heard are actions that promote sustainable communication. Based on this premise, this work presents Contagious, a set of computational guidelines to build onlide social networks focused on diffusion of innovations. The process of mapping principles of a social theory to computational guidelines is described. In the context of this work, an innovation tends to drive changes in individual and collective behavior, and should be communicated by means of a collaborative and education-based interaction. Thus, online social networks rise as a potential technology to support sustainable communication in organizations.
Understanding NUI-supported nomadic social places in a Brazilian health care facility BIBAFull-Text 76-84
  Roberto Calderon; Sidney Fels; Jônatas Leite de Oliveira; Junia Anacleto
We use the concept of third place as a lens to understand and catalogue the natural socializing practices of Brazilians within a chronic care hospital setting in order to understand natural practices that can be used on the design of NUI technologies to support Brazilian sociability and communities. Third places, as introduced by Oldenburg, are places that lie in-between the seriousness of work and the privateness of home, where social links are exercised through inclusive and playful conversation. We performed an ethnographic study with a community of Brazilian health care professionals at a chronic care hospital. We observed that daily socializing, through constant playful conversation creates a sense of "togetherness" that appears essential for problem solving and leads to more efficient work groups. We found that third places within the studied community happen as serendipitous gatherings where personal and work stories are exchanged. These gatherings occur in unexpected places and are nomadic in nature, thus, the third place location is fluid. NUIs and other ICTs can promote these gatherings by creating "informational hubs" where people can come together to acquire, discuss and share information.
The internet generation and its representations of death: considerations for posthumous interaction projects BIBAFull-Text 85-94
  Cristiano Maciel; Vinicius Carvalho Pereira
The internet generation massively uses social networks and interacts in these communities with data from dead people. However, how do the death representations of this generation influence its conceptions and practices on posthumous interaction? By means of a quanti-qualitative research, with surveys and data analysis, we aim to understand how the internet generation deals with posthumous interaction in social networks, so as to guide the design of this kind of interaction, considering its specificities. As a contribution to the Human-Computer Interaction area, we expect this concept -- posthumous interaction -- to be better interpreted by researchers and software developers, in order to design solutions that meet the particular needs of this kind of interaction, as well as the socio-cultural framework behind it.
Wikimarks: an approach proposition for generating collaborative, structured content from social networking sharing on the web BIBAFull-Text 95-98
  Carlos Rosemberg Maia de Carvalho; Elizabeth S. Furtado
Collaboration systems like wikis are seen as efficient tools for supporting structured content, but their success depends on many non-technical issues, like user participation. On the other hand, people are increasingly sharing content in social networks, although with no or little organization. In this scenario, we propose the Wikimark approach, a way for generating structured content by merging the wiki concept and the content sharing behavior seen in social networks. This paper presents the concept proposition and the related early-stage experiment, uxmarks.com.
Timelines as mediators of lifelong learning processes BIBAFull-Text 99-108
  Heiko Hornung; M. Cecilia C. Baranauskas
In Web environments for collaborative problem solving or collaborative learning, the process of a collaborative activity can be as important as or even more important than the outcome of the activity. Furthermore, processes need to be flexible to enable free exploration and creativity. Many online systems fail to optimally support those activities, because they are document-centric, or provide not enough flexibility regarding processes and meaning negotiation. In this paper, we propose a timeline metaphor that enables flexible processes and permits users to see the current state of a process "at a glance", i.e. what already has been done and what are possible next steps. We describe how literature and participatory practices informed the design of a low-fidelity prototype. As a first result, we present and discuss the prototype that is contextualized to the domain of lifelong learning among special education teachers.
"Eu vi o que você fez... e eu sei quem você é!": uma análise sobre privacidade no Facebook do ponto de vista dos usuários BIBAFull-Text 109-118
  Francine Bülow Bergmann; Milene Selbach Silveira
Social networking sites are powerful virtual technologies to bring people together and exchange information, enabling their users to post messages, videos and photos, make comments, "mark" people in publications and share with others, among other features. Networks like Facebook are growing in popularity in recent years, reaching 901 million monthly active users. However, as this network helps to make the world more open and connected, participants inevitably end up losing control over the extent that their personal information can reach among people who are or not part of their social connection. In this context, we conducted a survey to find out how people have considered the issue of privacy on these networks, and if they are aware or care about the risks that the exposure of information online can bring. This research was focused on Facebook, with the participation of 255 volunteers, and its results and considerations are discussed in this article.
SoS: um algoritmo para identificar pessoas homófilas em redes sociais com o uso da tradução cultural BIBAFull-Text 119-122
  Jônatas Leite de Oliveira; Junia Coutinho Anacleto
Social networking sites have grown very recently, allowing the formation and maintenance of online communities. We believe online communities formed by homophile people tend to have more active members. Homophily refers to the degree of similarity between individuals regarding beliefs, socioeconomic status, education, personal preferences, and so on. We describe here a method to identify people who are potentially homophile, ie social networking users who share several common themes, to optimize the proposed method Sack-of-Semantics (SoS). The first version of the SoS method was developed considering existig recommender systems, coupled to cultural translation from OMCS-Br knowledgebase to identify people talking about the same subject in a social network considering their cultural contexts. So even if the express themselves differently, with terms of his own cultural context, they can be identified because, using cultural translation, it is possible to see that they talk about the same subject. This second version of the SoS considers not only a subject, but many subjects to do the search and recommendation among people, fostering networking homophile.
Desenvolvimento de sistemas para web com base nas metáforas em uso: estudo de caso para redes sociais BIBAFull-Text 123-126
  Lafayette Batista Melo; Bruno Luís do Nascimento Costa; Dayvison Santos de Almeida
In this article, we describe how knowledge of metaphors in use by designers can influence the development of Web systems on social networks. A case study is done with an application and a Facebook page in the education area. We conclude that designers, in this research context, may have greater awareness of development, draw storyboards quickly and know exactly what requirements need to be further specified, after training on metaphors in use, for the development of better ways to support human-computer-human interaction.

Emotional aspects of interaction and end-user programming

Decisões de design de interfaces ruins e o impacto delas na interação: um estudo preliminar considerando o estado emocional de idosos BIBAFull-Text 127-136
  Rogério Aparecido Campanari Xavier; Franco Eusébio Garcia; Vânia Paula de Almeida Neris
A influência das emoções do usuário durante o uso de um sistema interativo tem sido estudada pela área de Interação Humano-Computador (IHC). Modos de se considerar as emoções no design destes sistemas têm sido discutidos. A literatura, inclusive, apresenta formas de se avaliar a resposta emocional dos usuários. Mais do que a avaliação das emoções, a associação de emoções com decisões de design pode apoiar o trabalho dos designers de sistemas interativos. Este artigo apresenta uma proposta de associação de respostas emocionais humanas a elementos de interface. A proposta é pautada pela identificação de emoções por meio das 10 heurísticas de Lera e Domingo [11] e da Estrutura do Espaço Emocional Semântico de Scherer [19]. Um estudo de viabilidade da proposta foi realizado, consistindo na observação da interação de idosos com um website sobre culinária por meio de tablets. Os resultados permitem uma avaliação de como decisões de design podem afetar a interação -- por exemplo, como decisões ruins podem comprometer o domínio do usuário sobre a interação.
Basis and prospects of motivation informing design: requirements for situated eco-feedback technology BIBAFull-Text 137-146
  Lara Schibelsky Godoy Piccolo; Maria Cecília Calani Baranauskas
Motivation is a determinant aspect of behavior, which may influence the interactive systems usage. As so, it must be considered especially when designing a technology that intends to influence user's behavior and attitudes. This paper aims at shedding light on concepts related to motivation taking the basis of Psychology theories, and making sense of them for the design of Residential Energy Feedback Systems (REFS) in a Brazilian scenario. Both intrinsic and extrinsic motivations, which are culturally influenced, are taken into account, as a first step to suggest design requirements for REFS informed by motivational aspects.
Energy, environment, and conscious consumption: making connections through design BIBAFull-Text 147-150
  Lara Schibelsky Godoy Piccolo; Maria Cecília Calani Baranauskas
While environmental scientists alert the society to the urgent need for a turning point in the way resources have been consumed globally, the current economic situation in Brazil favors opportunities to increase still more individual's consumption. This paper relies on the technology presence to inspire the conscious consumption. Instantiated in the design of Residential Energy Feedback Systems (REFS), the challenge to connect energy consumption and environmental impact in Brazil is discussed. Then, design ideas proposed by HCI students that aimed to motivate users towards a more sustainable behavior are presented and analyzed, pointing out directions to a locally contextualized and effective motivational design approach.
Documentation comes to life in computational thinking acquisition with agentsheets BIBAFull-Text 151-160
  Marcelle Pereira Mota; Leonardo Serra Faria; Clarisse Sieckenius de Souza
This paper is about the use of live documentation in Computational Thinking Acquisition (CTA) programs with AgentSheets. AgentSheets is a visual programming environment to build games. Based on previous studies showing that semiotic relations among visual game elements could be further explored to the benefit of the learners, we designed PoliFacets, a Web extension to AgentSheets cast as a live conversational document. With it, teachers and learners can follow different threads of conversation about (multiple representations of) game elements and relations between them. We present a qualitative evaluation study of PoliFacets with two experienced AgentSheets instructors and three school teachers trained to coach students in CTA programs. Findings show that although our system has not yet completely fulfilled our design intent, it has led participants to gain relevant insights about their teaching and learning, as well as to articulating doubts and misunderstandings that otherwise could have gone unnoticed.
Desenvolvimento de jogos educacionais pelo usuário final: uma abordagem além do design participativo BIBAFull-Text 161-164
  Dyego Morais; Tancicleide Gomes; Flávia Peres
This paper reports the experience of DEMULTS Project, which seeks the relationship between education, inclusion and technology. Thus, we aim to apply the methodology of software development in school settings, with end users as part of the whole process and acquiring know-how operational development of systems that will use -- educational games of Biology and History. The aim of this paper is to present techniques, lessons and achieved results about the relationship between technology, education and learning the concepts of biology and history, beyond participatory approach.

Integration between SE and HCI

Definindo uma abordagem para inspeção de usabilidade em modelos de projeto por meio de experimentação BIBAFull-Text 165-174
  Natasha M. Costa Valentim; Káthia Marçal de Oliveira; Tayana Conte
Inspections in the early stages of development helps to reveal problems that can be corrected at a lower cost. With this belief we decide to define a set of reading techniques specific for usability inspection in design models, called MIT (Model Inspection Technique for Usability Evaluation). To that end, we perform several experimentations that are used not only to evaluate the proposed techniques but also to better define the inspections procedures in a way that they can be really useful and ease of use. This paper presents the first cycle of definition and experimentation of MIT discussing the results and the refinement of the initial set of techniques.
Integração de engenharia de usabilidade em um modelo de capacidade/maturidade de processo de software BIBAFull-Text 175-184
  Rodrigo Becker Rabello; Rodrigo Araujo Barbalho; Juliane Vargas Nunes; Christiane Gresse Von Wangenheim
Especialmente no atual cenário de convergência/divergência digital, a inserção da Engenharia de Usabilidade no processo de software pode qualificar o projeto de interface, aumentando os ganhos, diminuindo o suporte, ampliando a competitividade e potencializando a satisfação e a produtividade dos usuários. Contudo, os principais modelos de maturidade/capacidade de processo de software (MMCPSs) não integram processos de usabilidade. Assim, este estudo propôs uma extensão para um MMCPS que integra processos de Engenharia de Usabilidade. Tal extensão foi construída a partir de uma revisão do estado de arte sobre os principais MMCPSs, analisando e comparando-os, a fim de identificar processos ligados à engenharia de usabilidade neles incluídos. Depois de elaborada, a extensão foi avaliada por meio de um painel de especialistas. Assim, espera-se contribuir com as organizações que desejam avaliar e melhorar seus processos de software e de usabilidade, servindo como um guia de melhores práticas.

Teaching, impact and challenges in IHC

Can the teaching of HCI contribute for the learning of computer science the case of semiotic engineering methods BIBAFull-Text 185-194
  Silvia Amélia Bim; Carla Faria Leitão; Clarisse Sieckenius de Souza
This paper presents the results of an in-depth qualitative study carried out to investigate the teaching and learning of Semiotic Engineering methods, namely the Semiotic Inspection and the Communicability Evaluation methods. We identified three kinds of abilities that are necessary for a better learning and application of these methods: systematic interpretation, abstraction and wide perspective. We have also identified the relation among these three abilities. In the triangulation step of the research we found that these abilities are also recurrently invoked as necessary to the learning of other Computer Science subjects such as programming, induction, and object-oriented design and development. In conclusion, we suggest that strategies used to teach Semiotic Engineering methods can explicitly explore the connections with other contents in the Computer Science curriculum and thus begin to reap mutual benefits.
Ensino de IHC: compartilhando as experiências docentes no contexto brasileiro BIBAFull-Text 195-198
  Sílvia Amélia Bim; Milene Selbach Silveira; Raquel Oliveira Prates
This paper summarizes the outcomes of the second workshop on education in HCI (II WEIHC) that was held in conjunction with IHC 2011. Seventeen participants including researchers, professor and professionals attended the workshop. The results point out some challenges that should be overcome to promote HCI education in Brazil, as well as a proposal of the next steps in that direction.
IHC em contexto: o que as palavras relevam sobre ela BIBAFull-Text 199-208
  Samuel Bastos Buchdid; M. Cecília C. Baranauskas
The information and communication technology is more and more present in our lives. Considerations about daily, emotional and contextual issues have been necessary for HCI professionals to develop a design thinking suitable for the contemporary devices and increasingly diversified audience. Based on analysis of the full program of three major conferences in the area of HCI, this work intends to identify the main focuses of the contributions. Results of analysis based on tagclouds are presented and discussed, revealing the gap between what has been discussed and the trends indicated by research references in the area.

Methods, tools and models in HCI

A conceptual model for HCI design cases BIBAFull-Text 209-218
  Bruno Santana da Silva; Simone Diniz Junqueira Barbosa
Designers often use previous knowledge during design activities. Case-Based Reasoning (CBR) systems have been used to help designers deal with a large repertoire of past design cases in many domains, like architecture and software. However, we still have little work that addresses Human-Computer Interaction (HCI) design in CBR systems. In general, they focus on specific HCI design artifacts, considering just a few aspects of HCI solutions. In this paper, we review related works to propose an enlarged conceptual model for HCI design cases in CBR systems. The model is flexible and extensible to accommodate different design artifacts, supporting different design processes and cultures. We have evaluated our conceptual model with a qualitative research, in which participants were asked to index and retrieve cases during an HCI design activity, referring to characteristics of context of use, domain, user, user goal, interaction, user interface, and system. The results indicate that CBR systems for HCI design should consider a wide view of the HCI problem and solution spaces, and the proposed conceptual model has great potential to support designers in dealing with a large repertoire of HCI design cases in CBR systems.
The representation of self in mediated interaction with computers BIBAFull-Text 219-228
  Ingrid Teixeira Monteiro; Clarisse Sieckenius de Souza
According to the computers as media perspective, all kinds of software, whether created by expert programmers or end users, carry an implicit or explicit representation of their creators. This paper discusses the representation of the user's self in a study with the Web Navigation Helper (WNH), a user agent designed to support Web navigation through mediation dialogs. In our study, school teachers built mediation dialogs to orient their students while navigating proposed Websites. Our findings show how this specific kind of mediation technology communicated (intentional or unintentional) self-representation and supported self-expression. They also provide insights into how similar mediation technologies can be used in the broader context of computer-supported social participation.
Helping designers in making choices through games BIBAFull-Text 229-238
  Roberto Romani; Cecília Baranauskas
As web usage grows and diversifies, design of interfaces for all becomes a big challenge. This work proposes an approach that enables to involve an unlimited number of users in the design process in a playful way. It benefits from resources offered by the Web as well as from the interest of people for playing games in the Internet. The central idea is the use of GWAPs (Games with a Purpose) to support the designer in choices of design elements, informed by a massive number of players. This paper presents an environment, named Games With Interaction Design Objective (GWIDO), and discuss preliminary evaluation with one of the games in the environment. Results suggest this approach may represent a promising effort towards more inclusive design choices to computer systems user interface in the web.

New ways and devices for interaction

Interfaces cérebro-computador de sistemas interativos: estado da arte e desafios de IHC BIBAFull-Text 239-248
  Alessandro L. Stamatto Ferreira; Leonardo Cunha de Miranda; Erica Esteves Cunha de Miranda
In Brain-Computer Interface (BCI) the user is able to interact with a computer only via biological signals of your brain without the need to use muscles. This is an research field on the rise but still immature relatively. However, it is important to think now about the different aspects of the Human-Computer Interaction (HCI) field related to BCIs, which should be part of interactive systems in the near future. As contributions of this work we highlight the prospecting of state of the art of BCIs and identification of HCI challenges on this subject matter.
Prototipação de interfaces tangíveis de produtos interativos: estado da arte e desafios da plataforma arduino BIBAFull-Text 249-258
  Gabriel Alves Vasiljevic Mendes; Leonardo Cunha de Miranda; Erica Esteves Cunha de Miranda; Lyrene Fernandes da Silva
One kind of user interface that appeared in the literature of Human-Computer Interaction (HCI) in the mid-1990s is called Tangible User Interface (TUI). TUIs are interfaces that take advantage of multiple human senses and capabilities guided by an interaction based on touch and sight, as the users use these senses to use tangible interactive products. Designing and developing tangible interfaces of interactive products is not a trivial work and, therefore, the prototyping TUIs can facilitate the process through final production of the tangible interactive products. As contributions of this work we highlight the identification of the state of the art of solutions to design/development support of TUIs prototype, and identification of HCI challenges related to use of Arduino -- a free electronic prototyping platform -- such as technological basis for TUIs prototyping.
A real-time system to recognize static gestures of Brazilian sign language (libras) alphabet using Kinect BIBAFull-Text 259-268
  Mauro dos Santos Anjo; Ednaldo Brigante Pizzolato; Sebastian Feuerstack
In this paper we present a system -- called Gesture User Interface (GestureUI) -- to recognize static gestures of the Brazilian Sign Language (Libras) in real-time out of a continuous video stream using the depth information captured by a Kinect controller. We focus on handling small sets of gestures (A, E, I, O, U) and (B, C, F, L, V), processing them in two steps: Segmentation and Classification. For the Segmentation we propose a Virtual Wall and Libras-specific heuristics to improve the hand tracking. For the classification we use a Multi-Layer Perceptron trained by the system and present an arm cutting algorithm that improved the recognition rate from 67.4% and 75.4% to 100% for both gesture sets. Finally, we evaluated the processing performance of the overall system and proof that it is able to process frames at 62.5Hz with an Intel i7 processor, which is more than twice as fast as the Kinect frame capturing rate.
Evaluation of the users' behavior as they navigate in a 3D environment collaboratively using large displays BIBAFull-Text 269-276
  Tathiane Mendonça Andrade; Simone Diniz Junqueira Barbosa
A large amount of information has been generated and manipulated in an increasing scale in recent years. One solution for viewing so much information was provided by large displays. However, with the increase of the screens came problems in the user-system interaction, where designers usually consider only the increase in screen space in such devices instead of changes in the user behavior interacting with each device. This paper investigates the interaction of users using different types of large displays while performing tasks in a 3D navigation system. In particular, we have focused on the user behavior when discussing with another participant while actively interacting with a tabletop computer or passively watching a wall display co-located in the same office space. This paper aims to show that the interaction with large displays can bring benefits to users, both for the use of 3D systems as for collaborative work.

Methods for evaluation of interactive systems

Método de avaliação de comunicabilidade para sistemas colaborativos: um estudo de caso BIBAFull-Text 277-286
  Maria Lúcia Bento Villela; Simone Xavier; Raquel Oliveira Prates
Os sistemas colaborativos (SiCo's) estão sendo cada vez mais utilizados para atender as necessidades das pessoas comunicarem entre si, além de trabalharem em conjunto e à distância. No entanto, ainda existem poucos métodos consolidados para a avaliação de tais sistemas. Tendo em vista que, para que um método possa ser consolidado, é importante que o mesmo seja aplicado em contextos distintos, o presente trabalho apresenta um estudo de caso de aplicação de um método recente de avaliação de SiCo's, o Método de Avaliação de Comunicabilidade para Sistemas Colaborativos (MAC-g), em um tipo específico de SiCo, as Redes Virtuais de Colaboração Científica. Os resultados obtidos contribuem para a consolidação do método, tendo permitido a identificação de vantagens e de pontos que precisam ser revistos em sua definição.
Assessing the semiotic inspection method: the evaluators' perspective BIBAFull-Text 287-296
  Soraia de S. Reis; Raquel O. Prates
This paper presents an assessment of the Semiotic Inspection Method aimed at understanding its costs, benefits, advantages and disadvantages from the evaluators' perspective. We applied a questionnaire to novice evaluators and interviewed the authors of the method (representing the experts' evaluators). An analysis of the responses shows interesting insights and characteristics of the method.
Caracterização das adaptações em métodos de avaliação para aplicações colaborativas BIBAFull-Text 297-300
  Natália Sales Santos; Lidia Silva Ferreira; Raquel Oliveira Prates
Although the development and use of collaborative systems has increased lately, evaluate them is not a simple task. Most of the HCI evaluation methods that are consolidated are aimed at single-user systems and require adaptation in order to be applied to collaborative systems. The goal of this paper is to present an initial characterization of the adaptations that have been proposed in order to allow single-user evaluation methods to be applied to different collaborative systems and contexts.
Gamers as usability evaluators: a study in the domain of virtual worlds BIBAFull-Text 301-304
  Thiago S. Barcelos; Roberto Muñoz; Virgínia Chalegre
Virtual Worlds (VW) are interactive systems which aim to provide an immersive environment where users can interact with each other and with virtual objects. Hence, a set of quality criteria to be used for the usability evaluation of Virtual Worlds must consider these particular characteristics. Moreover, considering the complexity of the interactive environment of Virtual Worlds and its resemblance to digital games, the previous experience of evaluators may influence the evaluation outcome. In this paper we present an experimental evaluation which compares the results of a heuristic evaluation of a VW environment performed by usability experts and skilled digital game users (gamers) with initial training in the evaluation technique. The results show that while usability experts tend to focus on issues related to the Virtual World configuration interface, gamers identify more problems related to the interaction with the Virtual World itself.

Interfaces for mobile devices and digital TV

Um estudo experimental de avaliação da experiência dos usuários de aplicativos móveis a partir da captura automática dos dados contextuais e de interação BIBAFull-Text 305-314
  Artur Henrique Kronbauer; Celso A. S. Santos; Vaninha Vieira
In the last decade, the HCI community has incorporated new perspectives in its studies regarding the elements necessary for mobile applications that satisfy their users. Due to the dynamicity of the mobile applications scenario, it is not easy to evaluate the user experience contemplating contextual aspects and usability together. Most attempts are simulations on controlled experiments, which do not consider contextual variations that occur in the real world scenario. Thus, this work presents the analysis of results found on an experiment conducted with 21 users of three mobile applications during six months to evaluate the user experience with applications on mobile devices. The experiment was a field research conducted with real users performing activities on their daily environments. To do so, we used an infrastructure designed to automatically capture quantitative, subjective, contextual data and user profiles regarding users' interactions with the mobile applications.
Prototipação de interfaces de aplicativos para dispositivos móveis: estado da arte e desafios de IHC BIBAFull-Text 315-324
  Diego Henrique Dantas de Oliveira; Leonardo Cunha de Miranda; Erica Esteves Cunha de Miranda; Lyrene Fernandes da Silva
With the increasing popularity of mobile devices, especially smartphones and tablets, is necessary to pay attention to how applications for these devices are being developed. In Human-Computer Interaction (HCI) viewpoint, what is being done to reduce the accessibility barriers and usability problems? The prototyping of application interfaces for mobile devices is an alternative to try to minimize such problems. As contributions of this work we highlight the identification of state of the art methodologies and tools that support modeling, development and evaluation of user interfaces for mobile applications, as well as from a case study, present HCI challenges related to those methodologies and tools.
Análise de alternativas de design de mapas para TV digital brasileira baseada em multicritérios BIBAFull-Text 325-334
  Daniel Almeida Chagas; Elizabeth Sucupira Furtado; Jouderian, Jr. Nobre
The potential of digital TV demonstrates that it could be an excellent connection between map information suppliers and citizen, users of such information. Its scope, when fully adopted in Brazil in 2015, will reach many areas of the country, being accessible to about 96% of the population. Nevertheless, the Brazilian digital television standard and user population profile imposes restrictions on map access on TV screen, which leads to the challenge of this work. This article describes the analisys of three final prototypes of application using maps on TVD, and the development of an interaction model that supports interaction via remote control, based on four perspectives: concepts, navigation, presentation and structuring. The results show the generality of the interaction model, as well as the advantages and limitations of our solutions interact via remote control.