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

Proceedings of the 2013 Brazilian Symposium on Human Factors in Computing Systems

Fullname:IHC'13: Brazilian Symposium on Human Factors in Computer Systems / Simpó Brasileiro sobre Fatores Humanos em Sistemas Computacionais
Editors:Tayana Conte; Thaís Castro; Bruno Santana da Silva; Simone Diniz Junqueira Barbosa
Location:Manaus, Brazil
Dates:2013-Oct-08 to 2013-Oct-11
Publisher:ACM
Standard No:ISBN: 978-85-7669-278-2; ACM DL: Table of Contents; hcibib: IHC13
Papers:63
Pages:358
Links:Conference Website
  1. Keynote abstracts
  2. Emotions and user experience
  3. Designers and users
  4. Design
  5. Accessibility
  6. Design
  7. Social networks
  8. Design
  9. Evaluation methods, techniques, and tools
  10. Designers and users
  11. Accessibility
  12. Social networks
  13. Information visualization
  14. Design
  15. Information visualization
  16. Design
  17. Designers and users
  18. Information visualization
  19. Design
  20. Evaluation methods, techniques, and tools
  21. Information visualization
  22. Short papers: design
  23. Short papers: emotions and user experience
  24. Short papers: information visualization
  25. Short papers: emotions and user experience
  26. Short papers: design
  27. Short papers: accessibility
  28. Short papers: emotions and user experience
  29. Short papers: design
  30. Short papers: information visualization
  31. Short papers: design
  32. Short papers: information visualization
  33. Industrial papers
  34. Posters and demonstrations
  35. Workshops
  36. Tutorials

Keynote abstracts

Designing online tools for informal communication: balancing information integration and sociality BIBA 1
  Mary Beth Rosson
In studies of computer-supported cooperative work, researchers naturally focus on the tasks that people complete together, so as to create innovative tool designs for task-based collaboration. For instance, emergency response planners may be offered a map-based visual display to coordinate crisis information and resources; a medical team may collaborate through online annotations or edits to an electronic patient record. However, now that social media have blossomed in support of diverse online interaction, we are better positioned to study the role of informal communication as an element of collaborative work. More than a decade ago, Bonnie Nardi and her colleagues theorized about the "outeraction" that humans use to establish and maintain the social connections that provide an important backdrop for emergent collaborative goals and activities. Building from such ideas, our research lab has been studying the use of online text communication to augment or enhance the primary collaboration goals of a group. In this talk I draw from several scenario-based design research projects that have explored how relatively simple text communication tools might enable two potential benefits of informal communication -- the integration of task-relevant information across time, persons and contexts; and feelings of social connections to other group members. After discussing the design lessons learned from these research projects, I conclude with a discussion of more general prospects for enhancing collaborative work with informal communication tools.
Decreasing complexity and increasing value: beyond apps and gadgets BIBA 2
  Bill Buxton
I believe that we are in a critical phase of the history of technology, and by extension, our culture. In many ways, insofar as digital technology is concerned, things have never been so good. Devices are getting ever-less expensive, the applications and services that they can deliver have become ever-more numerous, and also inexpensive, and the human factors are at a high standard, and the quality of user experience perhaps better than ever. So what might be the problem? My argument is that the very success of current technology runs the risk of causing the whole house of cards to collapse. In short, the cumulative complexity of a ever larger collection of simple things will eventually overwhelm. What I will argue is that the solution is to approach technology from a cultural and ecological perspective, where the social relationship amongst devices, applications and services -- and people -- is more important than any one of such things on their own.

Emotions and user experience

'Affectibility' and design workshops: taking actions towards more sensible design BIBAFull-Text 3-12
  Elaine C. S. Hayashi; M. Cecília C. Baranauskas
The understanding of subjective themes like affect and emotions constitute a challenge in interaction design, especially in the field of digital technology to support learning environments. Although literature concerning affective design presents varied results, there is still a lack of works with techniques and methods to support designers in their practice. In this work we present a practical approach based on Framework and Principles for the Design for Affectibility -- the design concerned with affective responses from users in their interaction with technology. The design of an application is illustrated within users' environment and with their active participation. Preliminary evaluation of such the application suggests that the principles can be a favorable instrument to bring affect considerations into the design of technology for learning environments.

Designers and users

A importância de se explicitar informações estratégicas via sistemas de ajuda: um estudo de caso BIBAFull-Text 13-21
  Milene Selbach Silveira; Luana Müller
Help systems allow users to understand the system they need to use and how to best achieve their goals. In this context, strategic information is fundamental. At the same time this kind of information is very hard to find. We present a case study, with the analysis of the users conversations in a peer help system, in order to discuss how this strategic information is demanded by them. It was possible to verify the importance of this information, how hard it is to describe it, and to discuss some alternatives in this regard.

Design

A technique to improve sketches of rich interactions BIBAFull-Text 22-31
  Gil Barros; Gabriela Carneiro
Sketching is considered a core activity in design and is a well-established practice in many areas of design. Interaction design is a new field of design that poses challenges for sketching, due to particular characteristics of the field such as being dynamic and "immaterial". In this study we focus on screen-based interactions, and particularly on rich interactions. To overcome these challenges one approach that has not been much explored is trying to improve sketches of interaction done on paper. With this in mind we propose ActionSketch, a technique that tries to accomplish this and is composed of four parts: frames, colors, symbols and rules. To validate the technique we conducted four workshops with 24 professionals, followed by a period of continued use of approximately three weeks. Our findings confirmed the need for better representations of interactions on sketches, offered insights into the benefits of using the proposed technique and indicated some opportunities for improvement. One major point for discussion is how the technique extends the current practice of sketching, and how it benefits from doing so.

Accessibility

Acessibilidade de recursos em uma interface de motor de busca com foco em usuários com baixo letramento BIBAFull-Text 32-41
  Débora Maurmo Modesto; Simone Bacellar Leal Ferreira
Retrieve information through search engines is not an easy activity for low literacy users. Designers and developers must understand these users' needs to improve their access to Web content. In this research, we identified the influence of some existing features of a search engine in the interaction of ten low literacy users. We analyzed users' experience and what features were used, as well as some barriers faced on the use of these features and users' perception about them. This analysis generated a list of recommendations for the development of search engine interfaces focused on low literacy users.
ActiveIris: uma solução para comunicação alternativa e autonomia de pessoas com deficiência motora severa BIBAFull-Text 42-51
  Pamela C. Levy; Nirvana S. Antonio; Thales R. B. Souza; Rogério Caetano; Priscila G. Souza
Eyes movement detection has been broadly explored as an alternative of computer interaction for people with physical disabilities to interact with the computer. Nowadays, accessibility products present a high cost for the user, becoming impracticable for most of the target audience. In this work, we present ActiveIris, an accessibility suite that uses a common webcam to capture eyes movements and integrates several functionalities. With a differentiated interface, the suite facilitates the access to social networks, mobile phone and internet navigation as a way of social and educational inclusion and furthermore it promotes more autonomy of the person with disability by enabling residential environmental control. Initial tests show that ActiveIris interface turns the tasks easier and faster when compared to another interfaces.

Design

Análise das dimensões cognitivas de ALaDIM BIBAFull-Text 52-61
  Macilon Araújo Costa Neto; Jair Cavalcanti Leite
Este trabalho apresenta os resultados de uma análise qualitativa de um sistema notacional, a linguagem ALaDIM e seu editor de diagramas, de acordo com o framework das dimensões cognitivas [4], proposto para auxiliar na análise de usabilidade dos ambientes de programação visual e, de um modo geral, qualquer tipo de sistema notacional. A análise permite uma discussão analítica sobre os aspectos fortes e as limitações do sistema notacional, o que traz importantes subsídios para o melhoramento do mesmo.

Social networks

Antecipando possíveis implicações de privacidade na postagem de fotos no Facebook BIBAFull-Text 62-71
  Manoel Pereira Junior; Simone Xavier; Raquel Oliveira Prates
Social networks have increasingly been part of people's everyday lives. Facebook, with more than 1 billion active users, is an example of this phenomenon. Associated with this growth, concern with privacy issues in such networks has also increased. One of the problems identified is users' difficulty to understand how different configurations of privacy settings impact the visibility of their information by others. In this article, we investigate the possibility of one of the reasons for the problem being the fact that the impact of the different settings also depend on actions and situations making it difficult for users to anticipate them. To do so, we present a prototype that allows users to simulate the visibility of photos on Facebook by exploring the possible settings and actions. An evaluation with users showed that the simulator allows them to understand impacts of settings, combined with the actions that were not clear from the use of Facebook.
Caracterização qualitativa da sociabilidade no Facebook BIBAFull-Text 72-81
  Glívia A. R. Barbosa; Geanderson E. dos Santos; Victor M. de O. Pereira
This paper aimed at verifying and characterizing how Facebook supports its members sociability. The methodology adopted consisted of a qualitative approach. We initially used the Semiotic Inspection Method (SIM) to identify the proposal and strategies adopted by the designer to provide sociability. Subsequently, we applied a questionnaire to identify the expectations, preferences and use of Facebook by its users. The results showed that the designer adopts strategies considered relevant to promote social interaction with quality in online networks. The analysis of use showed the correspondence between the designer's proposal and the use that the participants of this research have been making of Facebook.

Design

Design de jogos universais: apoiando a prototipação de alta fidelidade com classes abstratas e eventos BIBAFull-Text 82-91
  Franco Eusébio Garcia; Vânia Paula de Almeida Neris
Universal games aim to allow a game to be played by the largest possible extension of users -- regardless of the users' sensorial, physical, cognitive and emotional capabilities. The Unified Design presents a process to design universal games, describing how one can design a game in a more abstract way. The conceived abstract design can be specialized according to the users' interaction needs, allowing users with different interaction abilities to play. However, implementing the specializations might be expensive. This paper presents an approach to aid the prototyping of high fidelity universal games by using events and abstract classes to represent game entities. A case study was performed, illustrating the approach in the development of a Pong clone, allowing average users, hearing impaired users and visually impaired users to play the game.

Evaluation methods, techniques, and tools

Estudo comparativo entre técnicas de inspeção de usabilidade sobre diagramas de atividades BIBAFull-Text 92-101
  Natasha M. C. Valentim; Tiago Silva da Silva; Milene S. Silveira; Tayana Conte
The goal of this paper is to compare the performance of two usability inspection methods that aim at anticipating the evaluation process by inspecting Activity Diagrams. In order to achieve this goal, we carried out a feasibility study by following an established inspection process. According to quantitative results, the Usability Guidelines method outperformed the MIT 3 with regards to efficacy and had similar performance regarding efficiency. However, through a qualitative analysis, the MIT 3 was considered easier to remember and to learn and also more useful than the Usability Guidelines. We found out that the Usability Guidelines method could be used for more experienced professionals on usability issues and perhaps has an even better performance. Notwithstanding, the MIT 3 method could be suggested for the use by a little less experienced professionals with regards to usability issues, supporting the formation and training of design and development teams.

Designers and users

Going back and forth in metacommunication threads BIBAFull-Text 102-111
  Ingrid Teixeira Monteiro; Eduardo Tiomno Tolmasquim; Clarisse Sieckenius de Souza
This paper presents an exploratory study about how savvy end users configure return points in mediated interactions with Web applications through WNH (Web Navigation Helper), a user agent that supports rephrasing, explanation, commentary and elaboration of interaction in scripted Web activities. The study is part of a long-term research on self-expression through software programming. Savvy users creating mediation dialogs for the benefit of other users (third parties) are actually engaged in a human-computer interaction (HCI) design process involved in end user development (EUD). The study shows that decisions about when, where, how and why to go back to previous points in the design of mediated conversation with WNH are very complex, even for savvy users. More importantly, we collected powerful evidence of the participants' interpretation of what interaction through WNH is all about. We believe that such evidence stands for their intuitions about HCI in a broader sense. The main contribution of the study is thus to illuminate aspects of EUD and HCI that haven't been discussed to-date and to propose questions for new kinds of investigation.

Accessibility

Metáforas de Perspectivas Culturais na (re) definição de padrões de colaboração de um jogo de multi-toque para usuários com autismo BIBAFull-Text 112-121
  Greis F. Mireya Silva; Luciana Cardoso de Castro Salgado; Alberto Barbosa Raposo
We conceived "collaboration patterns" as interaction restrictive strategies with objects in a collaborative interface to force/encourage the collaboration among users with autism. Initially, we designed collaboration patterns in the collaborative multi-touch game PAR (Acronym in Portuguese for Ask, Help, Receive) based on the requirements of a group of Brazilian users with autism. In the empirical study of PAR, we identified the need to improve the characteristics of these collaboration patterns to facilitate gradually the adoption of collaborative mechanisms of the game by the users. We conduct, therefore, this qualitative study to inspect the intercultural experience promoted by PAR in light of Cultural Viewpoint Metaphors (CVM), a conceptual tool. We present the evaluation (by inspection) of the current intercultural situation of the PAR, the identification of new features and finally the (re) definition of collaboration patterns with collaborative intercultural features intended for users with autism.
Novas estratégias comunicativas como fator de qualidade na interação de surdos em um sistema organizacional BIBAFull-Text 122-131
  Aline da Silva Alves; Simone Bacellar Leal Ferreira; Viviane Santos de Oliveira Veiga; Ingrid Teixeira Monteiro; Denis Silva da Silveira; Alberto Barbosa Raposo
Reading difficulties and interpreting textual information interferes with the quality of communicative interactions between pre-linguistic deaf and web environment. This article aims to present a study of eight pre-linguíticos deaf users interacting with a web form in order to verify if the use of new communication strategies helps to improves the interactions. Were observed two sessions of interactions, applying the Communicability Evaluation Method (CEM). One of them using the original system interface and the other using new communication Technics. The proposal was built using the Web Navigation Helper (WNH), by an interpreter fluent in Brazilian Sign Language (Libras). The survey results suggests that the development of communication strategies that meet the specific language of pre-linguistic deaf, helps to improves the quality of metacommunication, promoting accessibility during communicative interactions.
O acesso dos analfabetos funcionais ao conteúdo informacional dos sites governamentais brasileiros BIBAFull-Text 132-141
  Eliane Capra; Kizzy Benjamin; Simone B. Leal Ferreira; Claudia Capelli; Denis S. da Silveira
O Governo Brasileiro, com o objetivo de democratizar o acesso à informação, tem investido em suas páginas da web para que mais pessoas possam acessar. Essas páginas, além de permitir o acesso às informações, devem ser inteligíveis para todos os cidadãos, incluindo os analfabetos funcionais. O presente trabalho tem como objetivo analisar a inteligibilidade da redação de uma seção de dois sites governamentais. A análise baseou-se nos resultados obtidos da aplicação de uma fórmula de inteligibilidade e de uma ferramenta de avaliação da coesão, coerência e dificuldade de um texto; além de avaliações realizadas com a participação de analfabetos funcionais.

Social networks

O uso de uma rede geossocial nas cidades brasileiras e sua relação com fatores socioeconômicos BIBAFull-Text 142-147
  Allan Sales; Luiz Alves; Matheus Araújo; Andrey Menezes; Aline Morais; Nazareno Andrade
Redes geossociais são usadas para aplicações colaborativas baseadas em informação geolocalizada. Tipicamente, a interação entre os usuários de uma rede deste tipo acontece através de dispositivos móveis, e no contexto de cidades. Neste trabalho, nós investigamos o uso no Brasil da rede geossocial atualmente mais popular no mundo, o Foursquare. Para tanto, coletamos dados sobre o uso do sistema em 59 das maiores cidades do Brasil, e os relacionamos com os fatores socioeconômicos destas cidades. Nossos resultados fornecem um panorama do uso atual do Foursquare nestas cidades, e indicam diversas oportunidades e desafios para projetistas de sistemas semelhantes a partir da comparação de diferentes contextos socioeconômicos e do funcionamento desta rede.

Information visualization

Proposta de um framework para visualização de dados agregados por similaridade para auxiliar consultas durante a navegação na web BIBAFull-Text 148-157
  Caio D'Agostini; Ricardo Cava; Carina F. Dorneles; Sergio Firmenich; Carla M. D. S. Freitas; Philippe Palanque; Marco Winckler
In the last decade, several specialized tools have been created upon similarity functions that, given a keyword and a context, determine the degree of similarity (or probability) that information in a dataset corresponds to the user's query. Quite often such tools are meant for experts and require training and knowledge on the application domain to be used. However, given the huge amount of information available on the Web, resolving ambiguities becomes a daily task for most users. In this paper, we present a technique for embedding into a Web browser tools for solving ambiguities between keywords that users might found while navigating the Web. A prototype illustrating such techniques has been developed as a proof of concept. The tool presents the degree of similarity directly on Web pages as a contextual help menu. The overall approach includes different datasets and similarity functions and is flexible enough to support extensions for covering additional contexts of use.

Design

Putting GWIDO in use: promoting the culture of participation in the redesign of an educational application BIBAFull-Text 158-167
  Roberto Romani; A Julián Esteban Gutiérrez P.; Cecília Baranauskas
Nowadays information and communication technologies have modified the nature of human computer interaction, breaking the limits of work contexts to be part of everyday life of people everywhere and anytime. New artifacts are available through ubiquitous and mobile devices that reach worldwide populations. This brings challenges for the user interface designer, who does not have a homogeneous target audience anymore. At the same time a culture of participation, triggered by ideas of crowdsourcing, social computing and human computation, has allowed new ways of collaboration to solve problems. This work brings this diverse audience of information and communication technologies to collaborate in the process of design. By using the GWIDO environment, designers can register images, candidates to their redesign solution, and get results of their interpretation by people playing a GWAP (Game with a purpose) in the environment. The paper presents and discusses results of using the GWIDO environment to support a redesign process, showing the way students in the role of designers made sense of it in their work.

Information visualization

Sistema de recomendação para apoiar a construção de gráficos com dados estatísticos BIBAFull-Text 168-177
  Taissa Abdalla Filgueiras de Sousa; Simone Diniz Junqueira Barbosa
Research on statistical data visualization emphasizes the need for systems that assist in decision-making and visual analysis. Having found problems in chart construction by novice users, we researched the following question: How can we support novice users to create efficient visualizations with statistical data? To address this question, this paper describes ViSC, a recommender system that supports the interactive construction of charts to visualize statistical data by offering a series of recommendations based on the selected data and on the user interaction with the tool. The system explores a visualization ontology to offer a set of graphs that help to answer information-based questions related to the current graph data. By traversing the recommended graphs through their related questions, the user implicitly acquires knowledge both on the domain and on visualization resources that better represent the domain concepts of interest. This paper also reports a qualitative study conducted to evaluate ViSC, using two methods: the Semiotic Inspection Method (SIM) and a Retrospective Communicability Evaluation (RCE) -- a combination of the Communicability Evaluation Method (CEM) and Retrospective Think Aloud Protocol. We first analyze how the questions influence the users' traversal through the graph and then address the broader question. We concluded the questions were important to generate efficient visualizations and thus, an efficient solution to help novice users in chart constructions.

Design

Sistemas ubíquos para todos: conhecendo e mapeando os diferentes perfis de interação BIBAFull-Text 178-187
  Tatiana Silva de Alencar; Vânia Paula de Almeida Neris
Ubiquitous environments are a trend in today's world and are increasingly available to the general population. The flexibility is an inherent feature of these environments, but the focus of research has been to adapt those to different devices. With regard to adaptation to different profiles, further investigation is still need, especially how to understand and model the physical and cognitive characteristics, and users' preferences. This paper proposes UbiCARD technique creation to identify the users' profile of ubiquitous environments. From the data collected, the resulting profile is mapped to an XML file for later delivery to ubiquitous applications. The paper discusses the using advantages of the UbiCARD technique and mapping using XML files.

Designers and users

The user's and the designer's role and the aesthetic experience of generative literature BIBAFull-Text 188-197
  Vinícius Carvalho Pereira; Cristiano Maciel
Generative Literature may pose a new kind of aesthetic experience that defies the most basic literary categories: instead of writer and reader, designer and user might merge both roles, working as "wreaders" that interact to generate new poems. This paper intends to analyze such aesthetic interaction and how users understand their and the designer's role in such process. As methodological procedures, we analyzed two text generators and did tests with users presented with one of these generators. As results, we could see that the texts produced by these programs are poetic to a certain extent and can promote an aesthetic interaction with the designer and poets, although the users do not feel like co-authors of such texts.

Information visualization

Um framework e uma ferramenta para apoiar a pesquisa exploratória na web BIBAFull-Text 198-207
  Thiago Prado de Campos; Sérgio Roberto P. da Silva
This paper describes a study on the phenomenon of exploratory research on the Web. As a result, we present a framework to support this type of information seeking with six dimensions: quality, presentation, time, cognition and knowledge acquisition, personalization and collaboration. We also present a tool that brings a new way to view the search history with features to organize research projects. This tool aims to test some aspects of these dimensions, being based on a server and a browser extension model. The experiments done showed results that demonstrate a good acceptability of the features introduced.

Design

Um framework para aprimoramento do processo de inovação: estudo de caso em design universal BIBAFull-Text 208-217
  Júnia Gonçalves; Elizabeth Furtado
The competitive ecosystem, generated by constant innovations in products and services, has demanded work and research proposals to be shared with investors and launched in the market. Thus, the Inovamobi framework is proposed in order to join the debate on the market context and user experience in the proposed product or service innovation, in the technological environment.

Evaluation methods, techniques, and tools

Uma análise comparativa dos métodos de avaliação de sistemas colaborativos fundamentados na engenharia semiótica BIBAFull-Text 218-227
  Natália S. Santos; Lidia S. Ferreira; Emanuelly F. M. Barros; Raquel O. Prates
Collaborative systems are growing more and more popular. However, evaluating this type of systems is still a difficult task. Many evaluation methods have been proposed to deal with this challenge, but most of them are not yet consolidated. Semiotic Engineering is an explanatory theory about HCI that proposes three different methods that can be applied to evaluate collaborative systems: MIS, MACg and Manas. The goal of this paper was to compare these three methods in order to identify the differences in the results each of them generates. To do so, a case study applying each of the methods was performed. The problems identified with each method were then classified according to a set of criteria we have defined to this end. Based on the classification of the problems, we analyze and discuss the differences in focus of the methods.
Uso da MoLIC WOz como ferramenta de apoio a avaliação formativa baseada em diagrama de interação MoLIC BIBAFull-Text 228-237
  Simone D. J. Barbosa; Gustavo de M. Gonçalves
No âmbito da engenharia semiótica, a linguagem de modelagem MoLIC (Modeling Language for Interaction as Conversation) visa a apoiar a reflexão do designer durante o design de IHC. No entanto, não há um método específico para avaliar soluções de interação elaboradas com a MoLIC. Visando apoiar essa avaliação, este artigo apresenta a MoLIC WOz, uma ferramenta computacional que permite emular a interação usuário-sistema representada em um diagrama de interação MoLIC. A ferramenta torna possível essa interação através da técnica Wizard of Oz (WOz), onde um usuário interage com o sistema sendo operado por uma outra pessoa (o wizard). O objetivo desse trabalho foi verificar de que maneira a MoLIC WOz promove reflexão ao seu usuário, aquele que interage com a emulação da interação do sistema em avaliação. Para avaliar essa proposta, foi realizado um estudo com doze participantes interagindo com a ferramenta. Os resultados do estudo indicam que a MoLIC WOz tem potencial para ajudar na avaliação da comunicabilidade de diagramas de interação por promover e motivar reflexão.

Information visualization

Visualizando 15 anos de IHC BIBAFull-Text 238-247
  Isabela Gasparini; Marcos H. Kimura; Marcelo S. Pimenta
This paper presents a visual exploration of the field of Human Computer Interaction in Brazil from a fifteen-year analysis of paper production in Brazilian Symposium on Human Factors in Computing Systems (IHC). Our analysis is based on data-driven visual exploration, and it can help to get insights from the data and identify topics evolution, central authors and institutions, and important trends.

Short papers: design

Aplicação de métodos de análise da confiabilidade humana em embarcações da região amazônica BIBAFull-Text 248-251
  Kátia Cilene Neles da Silva; Luiz Henrique M. Barbarini; Williams Ribeiro Aguiar
Este trabalho destaca métodos de análise de confiabilidade humana (ACH) aplicados a um equipamento de sinalização de embarcações. Os métodos de ACH aqui discutidos serão o THERP, (Thecnique for Human Error Rate Prediction), um método de primeira geração, e o CREAM (Cognitive Reliability and Error Analysis Method) de segunda geração. Buscar-se-á discutir suas semelhanças e diferenças, bem como o resultado prático da análise para um sistema específico, um painel de controle para apitos e sinais luminosos, utilizado para facilitar a sinalização sonora e visual de embarcações em situações de manobras ou colisão.

Short papers: emotions and user experience

Emoções na interação humano-computador: um estudo considerando sensores BIBAFull-Text 252-255
  Vinícius P. Gonçalves; Vânia P. A. Neris; Ueyama; Gabriel T. Giancristofaro; Geraldo P. R. Filho; Sibelius Seraphini
Emotions make human's life to have meaning, allowing them to enjoy experiences, interacting with the environment and with the others through the senses. Emotions are human factors that help in decision making and bring with answers that are indispensable for understanding and explaining the behavior of users. In this way, making use of sensors for capturing such data can assist in the design of universal solutions. In this article, we explore research using sensors to capture the emotional responses of users in interaction with computer systems. As well as the modeling and analysis of the data collected and the design decisions.

Short papers: information visualization

Enhancing 2D scatter plot visualization of multivariate data with haptic effects BIBAFull-Text 256-259
  Edson A. G. Coutinho; Selan R. dos Santos
This paper presents an ongoing proposal to enhance traditional multivariate data visualization by adding haptic representation for the data. By combining visual and haptic stimuli one may alleviate the information overload typically found in situations where a large number of variables are mapped to the visual channel alone. In this paper we report the results of a user study in which we compared five haptic effects -- magnetism, stiffness, stickiness, viscosity, and vibration -- in an attempt to classify them in terms of perceivability. By perceivability we mean the degree of success in correctly detecting differences of stimulus intensity, given a pairwise stimuli of the same haptic effect. The results showed that magnetism and stiffness presented the worse results, while vibration, stickiness, and viscosity, in that order, were best perceived by the participants.

Short papers: emotions and user experience

Enriquecendo a experiência de uso do piso tátil com audiodescrições providas por celular BIBAFull-Text 260-263
  Emiliano Firmino; Mauro Teófilo
We use our eyesight to acquire information about the environment in our daily life and so move safely from one place to another. The visually impaired do not have the same privilege. They need a companion or plan ahead how get there using other sources of information. Nowadays, the mobile phone are an useful and practical source of information, however visually impaired in many development countries have difficulty with mobile phones that are inappropriate for them. Audioguide try to bring to those mobile phones information about the environment and routes, combined with other cheap accessibility technology the tactile floor. Audioguide aims to provide independence to its users during their locomotion.

Short papers: design

Estudo de responsive web design aplicado a um sistema de pesquisa de opinião na área médica BIBAFull-Text 264-267
  Danilo Wictky Fabri; Thiago Krempser; Lucia Vilela Leite Filgueiras
Neste artigo, realiza-se o estudo do conceito de Responsible Web Design (RWD) que permite ao desenvolvimento web ser adaptável a diferentes tamanhos de tela e diferentes recursos dos dispositivos, como sensores e câmeras. Paralelamente ao estudo do RWD, também se estuda uma alternativa para a solução do mesmo problema, conhecida como Mobile Web Framework (MWF) da UCLA (University of California). Um comparativo é realizado através da aplicação do RWD na implementação da interface de um sistema de opinião seguindo dois modelos distintos: utilizando puro RWD e utilizando o framework da UCLA. Desta forma, obtiveram-se informações suficientes para apontar as vantagens e desvantagens das duas abordagens. Concluiu-se que o MWF ainda se encontra em fase de amadurecimento e o RWD, por outro lado, permite a flexibilidade e personalização necessária para o uso comercial.

Short papers: accessibility

Estudo sobre o uso de tablets como ferramenta de suporte à interação de pessoas cegas com painéis digitais BIBAFull-Text 268-271
  Ana Flavia de Andrade da Silva; Annibal Biondi Mendes da Silva; Veronica Oliveira Pontes; Elaine Naomi Watanabe; Marcia Ito; Vagner Figueredo de Santana
Blind people still face difficulties in the use of technological devices, especially those with a touch screen, like tablets. Currently these people depend on screen-reading software as an accessibility tool. One of the most popular for mobile devices is the Apple VoiceOver. When improving accessibility in such context, the autonomy of blind people in digital environments is improved considerably, specially due to the popularization of touch screen devices. Considering the interaction among groups of people, shared message boards are also surging as an interaction technology solution in different contexts. In this work we present a study about the use of a tablet as a support tool to the use of a digital board, the board Smarter Board. The study count on the participation of 12 blind people that used the Smarter Board with the support of an iPad during an assistive technology event. Results show that the use of tablets as an interaction mediator with shared-message boards is promising.

Short papers: emotions and user experience

Experiência de uso de dispositivos convergentes na TV digital brasileira: um estudo de caso baseado no ginga BIBAFull-Text 272-275
  Ana Paula Nunes Guimarães; Álan Lívio V. Guedes; Tatiana Aires Tavares
In the last decades the digital convergence trend enforced the conventional media joined the information technology. The proposition that all forms of communication must converge to a single device is something that has already been discussed for a long time, but now with more impact and reality. Thus, these new media are establishing a cycle characterized by their own cultural interaction, collective participation, convergence culture, among other characteristics. A key point in this new scenario is how user interfaces can address interaction challenges in convergent devices. The aim of the current work is to evaluate user experiences using convergent devices focused in the Brazilian Digital Television System. For doing that, usability tests were performed in the context of convergent applications using the TV. As obtained results we discuss the relation between design issues and user experiences considering convergent applications.
Gamification aware: users perception about game elements on non-game context BIBAFull-Text 276-279
  Angelina Ziesemer; Luana Müller; Milene Silveira
Many applications such as Foursquase, Stackoverflow and Livemocha are using gamification to try keep users motivated to perform tasks that require the users collaboration and to increase data collection from users feedback. The term gamification refers to the use of game elements on systems and researchers from human-computer interaction (HCI) area have recently started studies to explore its effects on user experiences. In this paper we report the results from a survey performed with 368 participants about the use of gamification, their motivation and perception about it. The results show that users are not aware from some game elements and they have distinct motivation and knowledge about gamification.

Short papers: design

Involving users in the gestural language definition process for the NInA framework BIBAFull-Text 280-283
  Luciana A. S. Romani; Daniel Y. T. Chino; Letricia P. S. Avalhais; Willian D. Oliveira; Renata R. V. Gonçalves; Caetano, Jr. Traina; Agma J. M. Traina
Along the past years, many interaction devices had been introduced to support the interaction between humans and computers, as the digital pen, touch sensitive devices and, more recently, gesture recognition devices. The last one allows a human-computer interaction using only the user's body movement, turning the interaction more "natural". However, these natural user interfaces (NUI) are still based on a pre-defined set of commands and are still not as natural as we desire. In this work, we questioned the benefits of the NUI over the mouse and keyboard combination. This work presents some improvements on the NUI system for Geographic Information Systems (GIS), the NInA framework. Results showed that a NUI approach demands a short learning time, with just a couple of interactions and instructions, and the user is ready to go. Moreover, the users demonstrated greater satisfaction, leading to productivity improvement.
Proposta de modelo de representação de informações para navegadores de realidade aumentada BIBAFull-Text 284-287
  Jessica Oliveira de Souza; Leonardo Castro Botega
The evolution of mobile devices and their sensors has been allowing a bright scenario to the development of innovative applications for several domains such as geolocalization and navigation. The produced data by the sensors generally combined with information provided by webservices are used as reference for the information provisioning for such applications, which if poorly specified conduct to an interface cluttering and the degradation of the interactive process. Hence, this work aims to present a proposal of standardization of mobile navigation applications by the creation of a representation model for the displayed information, allowing a richer and customizable on-the-fly experience in Augmented Reality Browsers (ARB). First of all, it is presented a general architecture for the information transferring between AR browsers and a provider structure. Later, it is discussed the structure and conception of the representation model, responsible for the identifying and filter the relevant information to users.

Short papers: information visualization

Reconhecimento de modelos 3D em realidade aumentada móvel BIBAFull-Text 288-291
  Ana Regina M. Cuperschmid; Regina Coeli Ruschel; Ana Maria R. de G. Monteiro
In order to use Mobile Augmented Reality (AR) in a Participatory Design of a leisure area, the application equipAR! for iPad was developed. The purpose of this application is to enable the visualization and interaction in AR of 3D models of urban equipment for leisure areas. It is intended to use this application in the context of Participatory Design, involving users of multiple profiles, both architects and non-specialist from low-income families who often have little education and do not have familiarity with new technologies. Therefore, it was found that there is the need to evaluate which conditions favor the recognition of 3D models in AR through an experimental research. The aim is to ascertain whether there is a relationship between the scale of the 3D model and the real dimension of urban equipment that is more favorable for the user understanding. Therefore, it is investigated whether the type of marker (ID Marker or Picture Marker) affects the user perception in relation to the 3D model presented and in what manner. This research identifies the conditions that favor the use of Mobile AR by non-specialist with scale models for leisure areas.

Short papers: design

Utilizando meta-design para customização de conteúdo em um portal de jogos educativos BIBAFull-Text 292-295
  Denise Notini Nogueira; Raquel Oliveira Prates; Luiz Chaimowicz
Educational games provide an alternative way to transmit pedagogical content but barriers were manifested to its adoption by teachers, among them the lack of alignment for objectives within gaming environments to local curricula. This article describes the design and implementation of an educational children's games system that aims to reduce this barrier by providing the possibility to customize game content by teachers. This customization is supported by meta-design that enables, at use time, game developers to define through a schema definition which parameters are necessary for teachers to customize their games, without intervention of the system's developers.
Verificação de um modelo para o projeto de aplicações web com ações integradas entre WebE e IHC BIBAFull-Text 296-299
  Patricia Cristiane de Souza; Cristiano Maciel; Luciana A. O. de Moraes
In Web Enginnering (WebE), the design stage comprehends different actions for the development of Web Applications (WebApps). However, it is necessary to align these actions, by integrating methods and techniques of this area with those of interaction design. Therefore, we have developed a research aiming to a model for the alignment between HCI activities and design stage, especially the project stage of the development process of a WebApp. After contextualizing the researches in this field and briefly describing our model, we herein make a quantitative analysis of the data from the experiment, so as to verify the applicability of our model.

Short papers: information visualization

Visual summarization of incidents in the context of service delivery factories BIBAFull-Text 300-303
  Vagner Figueredo de Santana; Rogério Abreu de Paula; Claudio S. Pinhanez; Silvia Cristina Sardela Bianchi; Elaine Naomi Watanabe; Alessandro Costa; Carina Missae
Service delivery factories deal with large datasets of incidents and changes related to information technology infrastructure. The effective visualization of such information improves the response time to solve incidents, to raise awareness of clients' status, and to schedule required maintenance changes. In the context of service delivery, this work contributes with a study about visualization requirements for incident management systems collected during a 2 years long study performed in a service delivery factory, a comparison between visualization methods that follow the presented requirements, and a usability study to evaluate the proposed system solution, which counted on 10 participants. From the presented results, one expects service delivery organizations to consider presented outcomes in the summarization and presentation of incident related data.

Industrial papers

Avaliação de interface em aplicativo iPad: Volvo I-Finance BIBAFull-Text 304-306
  Karla da Cruz Costa; Belisa Furquim; Marcelo Biacchi
Um aplicativo para apoio de vendedores em concessionárias e feiras, recém-desenvolvido e em fase de lançamento, foi submetido à análise de interface, sendo validada sua facilidade de uso em fluxos de tarefas, além de funcionalidades necessárias para o bom uso, desempenho do sistema como ferramenta de persuasáo e estética adequada à marca.
Impacto da adoção do phonegap na interface de aplicações móveis BIBAFull-Text 307-309
  Guilherme Paes; Adam Silva; Jean Simeoni; Julio Nascimento; Eduardo Tanaka
Nowadays, there are distinct platforms for mobile applications (apps): Android, iOS, Windows Phone, Blackberry, and others. In fact, the most popular mobile apps, such as Facebook and Gmail, are available for multiple platforms. Developing and maintaining native apps for these mobile platforms requires a development team with the very specific skills for each platform, which may not be easy to find. As an alternative, a cross-platform framework such as PhoneGap can be adopted, so that at least part of the code could be shared by all platforms. However, building apps with PhoneGap may impact on the overall usability of the apps. This paper presents some of the findings related to the adoption of PhoneGap to develop a cross-platform app and summarize the pros and cons, focusing specially on usability drawbacks.
Otimizando o uso de serviços automatizados em uma aplicação de URA BIBAFull-Text 310-312
  Alessandro Assis; André Ferreira
O artigo reporta um trabalho feito em uma aplicação de atendimento telefônico eletrônico. O desafio apresentado pela empresa era aumentar o uso dos serviços automatizados disponíveis para os usuários. A solução encontrada foi: 1) utilizar tecnologia de reconhecimento de voz para proporcionar uma interação mais natural e 2) redesenhar o fluxo de interação a partir de observação direta dos usuários com o sistema. Dentre os resultados alcançados, destacam-se o aumento de 280% de chamadas automatizadas e a redução da taxa de abandono improdutivo em 70%.
Um ambiente colaborativo para suporte ao comércio na universidade BIBAFull-Text 313-316
  Maria Janaina S. F. Giocondo; Tiago V. de Arruda; Luciana A. M. Zaina
Em um ambiente colaborativo, pessoas de diferentes áreas e diferentes experiências trabalham juntas para alcancar um objetivo em comum. O uso das redes sociais para divulgação de bens e serviços têm se tornado uma ferramenta comum para usuários compartilharem seus produtos e serviços entre sua rede de amigos e conhecidos, que divulgam as publicações a outros amigos, criando assim uma ampla rede de divulgação e conhecimento. A venda de produtos em universidades é utilizada como forma de complementação de renda, mas ocorre de forma descentralizada e dispersa entre o campus das universidades e grupos em redes sociais. Este artigo propõe o desenvolvimento de um mecanismo colaborativo, baseado nos princípios de redes sociais e do desenvolvimento centrado no usuário para fornecer uma interface que garanta maior produtividade e seja acessível a um grande número de usuários. Para validação da proposta foram realizados testes com usuários do domínio que reportaram favoravelmente à utilização do ambiente.

Posters and demonstrations

Aplicação para drag-and-drop de conteúdo multimídia entre dispositivos de interação e visualização BIBAFull-Text 317-318
  Thales Sakano; Leonardo Botega; Jéssica Oliveira
As the new modalities of computer interfaces evolute, the manner we visualize and interact with information earn new possibilities. By the Natural User Interfaces (NUI), interactive processes such as touch and gesture-based became more present in applications of several domains with an ever-increasing demand of varied resource sharing. With this potential in mind, the local or remote collaborative task accomplishment become imminent. The present work aims to present the development of an application for multimedia content sharing and visualization between physically detached and heterogeneous devices adopting the interaction technique named drag-and-drop.
Avaliação analítica da acessibilidade em websites de concursos públicos no Brasil BIBAFull-Text 319-320
  Kátia Pereira; Vânia Paula de Almeida Neris
The low employment rates of persons with disabilities around the world are reflections of a history of discriminatory acts. However, studies show that when people with disabilities get jobs they become steadfast and loyal employees. While searching for jobs, the interaction with websites, in an autonomous way, should be offered to all citizens. This paper evaluated the accessibility of four Brazilian websites that are intended to offer civil servant jobs. The analytic evaluation used the ASES program considering the E-MAG and WCAG guidelines. The websites were also evaluated using the Lynx text browser and the screen reader Jaws. The results suggest that the evaluated websites fail to address accessibility requirements.
Estudo exploratório da portabilidade de softwares educacionais em dispositivos móveis BIBAFull-Text 321-322
  Vitor Hugo Miranda Mourão; Fernanda Maria Pereira Freire; André Constantino da Silva
This exploratory study intended to raise and analyze possible difficulties of interaction between player and educational software designed for desktop, accessed through mobile devices like tablet and smartphone.
Memoriais digitais na web social sob a perspectiva dos usuários BIBAFull-Text 323-324
  Aron Daniel Lopes; Cristiano Maciel; Vinicius Carvalho Pereira
New Technologies that support digital memorials have been developed for the Web. By means of literature review and empirical observation, this research investigates characteristics of this kind of software in Brazil, concerning social web elements. Besides, we analyze how the users feel when they interact with these applications.
O uso integrado de interface multimodal e dispositives móveis em gestão de emergências BIBAFull-Text 325-326
  Marcus F. T. Machado; Bruno S. Nascimento; Adriana S. Vivacqua; Marcos R. S. Borges
Crisis Management requires communication and collaboration among of people. Approaches to support information sharing through mobile devices may not have built an appropriate interaction on this domain. This paper discusses an approach to provide a multimodal interface on mobile devices to work with emergency response teams.
Plataforma para manipulação de objetos de aprendizagem com interação sobre boneco anatômico BIBAFull-Text 327-328
  Fernando Accorsi; Luciana M. Vieira Pöttker; Vitória Colito Gardim
This paper presents a platform for control of learning objects based on hand interaction on anatomic manikin used in anatomy courses in the health field. This platform, integrated presentation software, projects images of anatomical structures on the manikin body and provides an interaction that organizes educational space around the object of the class study. The professors and students of the Nursing Technical course at IFPR (Londrina Campus) are the target audience of this work.
Proposta do uso de técnicas de visualização da informação para análise do comportamento de alunos em ambientes e-learning BIBAFull-Text 329-330
  Barbara Moissa; Isabela Gasparini; Alexandre Veloso de Matos; Gilmário Barbosa dos Santos
This paper describes a proposal of using information visualization techniques to analyze navigation data from students' logs in the AdaptWeb® e-learning environment. The navigational data are collected by a web analytics tool that does not allow a visual exploratory analysis of this data, making a difficult task discovering the navigation patterns of students.
Simulação de atendimentos para apoio ao ensino de medicina BIBAFull-Text 331-332
  Luís Cláudio Gouveia Rocha; Adja Ferreira de Andrade; Bruno Santana da Silva
This work proposes an interactive virtual environment to simulate medical care, as a support for medical education. This involves Interaction and Game Design to development an easy of use, playful and motivating learning environment for students. After requirement elicitation and user needs, we are working on interaction and game design.
Suporte à aplicação do método de inspeção semiótica por uma ferramenta online BIBAFull-Text 333-334
  Junio Soares Dias; Raquel Oliveira Prates
The Semiotic Inspection Method performs an evaluation in interactive systems based on Semiotic Engineering. Although well established, it still not exist a tool to support. We present a tool for this purpose: the ApplicSIM -- Application Tool of the Semiotics Inspection Method.
Uma biblioteca de componentes para desenvolvimento de aplicações controladas por gestos BIBAFull-Text 335-336
  I. G. Antão; A. N. Rehem Neto; J. B. Santos; C. A. S. Santos
This article proposes a library to support the rapid development of gesture-driven application interfaces based on Kinect platform. The paper also presents a digital wall composed by virtual interactive objects is used in the paper as proof-of-concept for an initial evaluation of the library.
Uma proposta para avaliar a interação multimodal para usuários com baixa visão BIBAFull-Text 337-338
  Marcelo Fudo Rech; Marcio Seiji Oyamada; Clodis Boscarioli
This paper introduces a work in progress about multimodal interface on computers and how it affects the system usability for low vision users, and presents a research's methodology for analyzing a multimodal solution composed of visual, auditory and tactile feedbacks called PlatMult. The proposed methodology aims to study a way to quantize the gain for each feedback in the web interaction and also the impact of these combined to the user experience.
Uma revisão sistemáatica sobre tecnologias de informação e comunicação aplicadas às práticas de sustentabilidade BIBAFull-Text 339-340
  Alisson Pinheiro; Vânia Paula de Almeida Neris
This work presents a systematic review to first approach on how Information and Communication Technology has contributed to sustainable development and how this has been applied in Brazil, U.S. and Europe. This work also seeks to formalize indicators to areas which have received more investments and which ones need more attention.
Usabilidade, práticas de linguagem e dispositives móveis: um estudo preliminar BIBAFull-Text 341-342
  Ana Carolina Góes; Fernanda Maria Pereira Freire; André Constantino da Silva
Mobile devices are used increasingly in the communication between people. SMS, tweets, posts on Facebook and Google+ are available for various devices through applications themselves evolving. These forms of communication have led different language practices in light of the resources that provide in their interfaces. The purpose of this exploratory study is to identify the relationships between the usability of the applications available on two mobile devices (iPhone -- iOS and Milestone 1 -- Android) and potential influences on language practices that occur in the social network Facebook, considering the design of interfaces and the characteristics of the devices.

Workshops

WEIHC 2013 -- IV workshop sobre o ensino de IHC BIBAFull-Text 343-345
  Clodis Boscarioli; Milene Selbach Silveira; Sílvia Amélia Bim
The Teaching HCI Workshop (WEIHC) has had three editions, always held during the Brazilian Symposium on Human Factors in Computing Systems (IHC). This workshop counted with the participation of teachers and researchers in HCI, as well as other stakeholders in the area, and the discussions held during this event has supported the advancement of this area in Brazil. This edition are planned with presentations of articles about teaching experience in teaching HCI, poster presentations showing the use of tools or alternative methods of class work and discussion of syllabus for specific disciplines of HCI courses in undergraduate and graduate students, and topics on HCI for those courses that do not have specific disciplines in their curricula. Moreover, it also intends to discuss suggestions of bibliography to support the disciplines. The goal is, as in the first workgroup about this issue, held in 2006, to have as main result, the suggestion of syllabus, curricula and bibliography for the HCI community.
Workshop sobre aspectos da interação humano-computador para a web social BIBAFull-Text 346-347
  José Viterbo; Cristiano Maciel
A Web Social representa um novo paradigma no qual a Web deixou de ser um ambiente que interliga páginas e documentos para se tornar um ambiente que conecta pessoas, organizações e conceitos. Nesse contexto, a Web Social desempenha um papel central ao possibilitar que diversas pessoas interajam de formas e em escalas inéditas por meio de diferentes aplicações, construídas com diversas plataformas e embutidas em diferentes dispositivos. A 5a edição do WAIHCWS pretende promover a continuidade das discussões sobre as oportunidades e os desafios que a Web Social traz para a comunidade de pesquisa em Interação Humano-Computador (IHC) no Brasil e no mundo, colocando em foco o tema "Inteligência Coletiva e Deliberação Participativa na Web Social -- desafios e oportunidades".

Tutorials

Avaliação da acessibilidade de websites por usuários com deficiência BIBAFull-Text 348-351
  André Pimenta Freire; Silvana Maria Affonso de Lara; Renata Pontin de Mattos Fortes
O desenvolvimento de Websites acessíveis é fundamental para que pessoas com deficiência possam ter acesso a conteúdo e a serviços essenciais do dia-a-dia. Apesar da utilização de guidelines auxiliar na identificação de alguns problemas de acessibilidade em Websites, a avaliação por usuários com deficiência é o método mais adequado para identificar os problemas reais enfrentados por usuários, problemas estes que muitas vezes não são completamente cobertos por guidelines técnicas. Este minicurso tem como objetivo apresentar os principais conceitos e técnicas para a realização de avaliações de acessibilidade de Websites por usuários com diferentes tipos de deficiência. O minicurso inclui conceitos fundamentais sobre acessibilidade Web, Tecnologia Assistiva, bem como aspectos práticos envolvidos no planejamento, condução e análise de resultados de avaliações de acessibilidade de Websites por usuários com deficiência.
Desenvolvimento de ambientes virtuais interativos usando Java e Kinect BIBAFull-Text 352-355
  Almerindo N. Rehem Neto; Celso A. S. Santos; Lucas Aragão de Carvalho; Clebson Canuto
This course has a mission to show the new concepts of the framework OpenNI -- Open Natural Interaction -- version 2.2 -- Open Natural Interaction and the development of applications using hardware capture depth, such as the Microsoft Kinect sensors and Carmine 1.08 PrimeSense's so adherent the standards of OpenNI..
Uma introdução à engenharia semiótica: conceitos e métodos BIBAFull-Text 356-358
  Carla Faria Leitão; Milene Seibach Silveira; Clarisse Sieckenius de Souza
Este minicurso apresenta uma introdução da Engenharia Semiótica, teoria de IHC criada no Brasil. Centrada nos fenômenos de significação e comunicação, ela é particularmente atraente para as aplicações interativas contemporâneas. O minicurso visa possibilitar aos participantes a aquisição de uma sólida visão de conjunto da ontologia e dos métodos propostos pela teoria, o que lhes facultará aprofundar conhecimentos, conforme suas necessidades ou interesses. É dirigido tanto para profissionais de mercado quanto para estudantes e pesquisadores, incluindo no programa de 6 horas atividades práticas para a fixação de conceitos.