Autores: Vânia P. A. Neris, Paula M. Souza, Alessandro C. Borges, Alex Sandro R. Ancioto, Evandro Y. A. Ribeiro, Grasiane C. Silva, Gustavo L. Dominguete, Stefane M. Rodrigues, Vanessa C. Alves
Data de Publicação: 2025
Publicado em: Brazilian Symposium on Human Factors in Computing Systems (IHC '25) - [no prelo]
Resumo: Introdução: Os Grandes Desafios de Interacão Humano-Computador (IHC) no Brasil (GranDIHC-BR 2025-2035) colocam luz para o futuro da pesquisa em IHC, no Brasil e no Mundo. Neste contexto, o Laboratório de Interação Flexível e Sustentável (LIFeS) Leia mais...
Introdução: Os Grandes Desafios de Interacão Humano-Computador (IHC) no Brasil (GranDIHC-BR 2025-2035) colocam luz para o futuro da pesquisa em IHC, no Brasil e no Mundo. Neste contexto, o Laboratório de Interação Flexível e Sustentável (LIFeS) vem trabalhando para o avanço do estado da arte, em especial em temas relacionados a personalização e ao empoderamento de usuários. Objetivo: Este position paper apresenta uma síntese das pesquisas do grupo, relacionando-as com os desafios, e sumariza reflexões para o futuro. Metodologia: O texto, construído colaborativamente, apresenta uma visão própria do grupo. Resultados: As pesquisas do grupo podem ser consideradas exemplos de ações, alinhadas aos GranDIHC-BR 2025-2035, visando buscar colaborações e apoiar o avanço na área.
Como citar: Vânia P. A. Neris, Paula M. Souza, Alessandro C. Borges, Alex Sandro R. Ancioto, Evandro Y. A. Ribeiro, Grasiane C. Silva, Gustavo L. Dominguete, Stefane M. Rodrigues, Vanessa C. Alves. 2025. Emoção, Saúde, Personalização e Empoderamento de Usuário: Pesquisas do LIFeS alinhadas ao GranDIHC-BR 2025-2035. [no prelo]
Autores: Paula Maia de Souza, Vanessa de Cássia Alves, Isabella da Costa Pires, Taís Bleicher, Franco Eusébio Garcia, Grasiane Cristina da Silva, Vânia Paula de Almeida Neris
Data de Publicação: 2025
Publicado em: Brazilian Symposium on Human Factors in Computing Systems (IHC '25) - [no prelo]
Resumo: Introduction: The university context has demands that can increase the risk of depression and other mental disorders in students. Conversational User Interfaces (CUI) have been explored to support the prevention, diagnosis and therapy of people with depression. Leia mais...
Introduction: The university context has demands that can increase the risk of depression and other mental disorders in students. Conversational User Interfaces (CUI) have been explored to support the prevention, diagnosis and therapy of people with depression. However, the design of these CUI, focused on college students, has not been deeply investigated. Objective: Based on this context, the objective of this paper is to propose a codesign approach for CUI to support college students with depression. Methodology: The Design Science Research method was used to propose, instantiate, and evaluate the design generated using the proposed approach. Results: The results suggest that the approach led to enjoyable CUI in this domain. Finally, some lessons learned are discussed.
Como citar: Paula Maia de Souza, Vanessa de Cássia Alves, Isabella da Costa Pires, Taís Bleicher, Franco Eusébio Garcia, Grasiane Cristina da Silva, Vânia Paula de Almeida Neris. 2025. A Codesign Approach for Conversational User Interfaces to Support College Students with Depression. [no prelo]
Autores: Conrado Santos Saud, Vivian Motti, Luciano Neris, Tais Bleicher, Vania Paula de Almeida Neris
Data de Publicação: Novembro 2024
Publicado em: Brazilian Symposium on Human Factors in Computing Systems (IHC '24) - https://dl.acm.org/doi/10.1145/3702038.3702096
Resumo: The number of individuals with depression is gradually increasing worldwide. In the university population, the prevalence of depression is even higher than in the general population. Leia mais...
The number of individuals with depression is gradually increasing worldwide. In the university population, the prevalence of depression is even higher than in the general population. Health and computing researchers have sought to create computational solutions that can support diagnosis and create interventions for people with a possible depressive profile, analyzing their behavior through the collection of digital phenotyping data, such as heart rate and sleep quality, coming from sensors present in mobile and wearable devices, such as smartphones and smartwatches. Research in this area is multidisciplinary, and Human-Computer Interaction (HCI) researchers have a major role in supporting the design of this technology. In this sense, the goal of this paper is mapping, among others, how final users and health professionals have been involved in this type of research. We performed a Systematic Mapping focusing on the university environment. We extracted data about the methodological approach adopted, sensor data collected, and human involvement. The results show which data is being collected and correlated with depression indicators, the absence of multidisciplinary teams, and the lack of adoption of protocols to manage mental health emergencies. We also discussed possibilities for human-in-the-loop approaches and some design implications for HCI teams.
Como citar: Conrado Santos Saud, Vivian Motti, Luciano Neris, Tais Bleicher, and Vania Paula de Almeida Neris. 2024. Identification of possible depressive profile through mobile sensor data in university students. In Proceedings of the XXIII Brazilian Symposium on Human Factors in Computing Systems (IHC '24). Association for Computing Machinery, New York, NY, USA, Article 58, 1–13. Available at: https://dl.acm.org/doi/10.1145/3702038.3702096. Access on: DD/MM/YYYY.
Autores: Maria Carolina de Souza Santos, Letícia Gabrielly Zacano da Silva, Kamila Rios da Hora Rodrigues, Vânia Paula de Almeida Neris
Data de Publicação: Outubro 2024
Publicado em: Brazilian Symposium on Human Factors in Computing Systems (IHC '24) - https://doi.org/10.1145/3702038.3702106
Resumo: Emotion is an important factor in Human-Computer Interaction (HCI) as it influences users’ behavior and satisfaction. Empirical methods, i.e., when users are directly involved, are often applied to assess emotional responses evoked by the user interface, but the cost of data collection and analysis is generally high. The adoption of analytical methods is an alternative to the high cost. Leia mais...
Emotion is an important factor in Human-Computer Interaction (HCI) as it influences users’ behavior and satisfaction. Empirical methods, i.e., when users are directly involved, are often applied to assess emotional responses evoked by the user interface, but the cost of data collection and analysis is generally high. The adoption of analytical methods is an alternative to the high cost. Although analytical methods are widely accepted in HCI, analytical evaluations for emotional responses are lacking. The proposed analytical method in this work adopts the semiotic framework and Peirce’s ten classes of signs for the analysis of the design proposal and by the Scherer’s Semantic Space of Emotions for the association of possible emotional responses evoked by the interface signs. The current version of the proposed method was applied to a case study, and results were considered consistent when compared with those obtained through empirical methods.
Como citar: SMaria Carolina De Souza Santos, Leticia Zacano Silva, Kamila Rios da Hora Rodrigues, and Vânia Paula de Almeida Neris. 2024. SIME - An analytical method for evaluating emotional responses in Human-Computer Interaction. In Proceedings of the XXIII Brazilian Symposium on Human Factors in Computing Systems (IHC '24). Association for Computing Machinery, New York, NY, USA, Article 68, 1–12. Available at: https://doi.org/10.1145/3702038.3702106. Access on: DD/MM/YYYY.
Autores: Paula Maia de Souza, Bianca Alessandra de Souza Alves, Vinícius Matheus Romualdo Santos, Fernando Roberto Proença, Vânia de Oliveira Borges, Vânia Paula de Almeida Neris
Data de Publicação: Junho 2024
Publicado em: Simpósio Brasileiro de Computação Aplicada à Saúde (SBCAS) - https://doi.org/10.5753/sbcas.2024.1974
Resumo: Additional therapy support for the treatment of Substance Use Disorders (SUDs) can be provided through digital games. However, we still face challenges in including people in SUDs rehabilitation in the digital game design process. This work seeks to minimize these challenges by investigating how to build a web system that guides end users in recovery from SUDs in digital game design activities with therapeutic potential. Leia mais...
Additional therapy support for the treatment of Substance Use Disorders (SUDs) can be provided through digital games. However, we still face challenges in including people in SUDs rehabilitation in the digital game design process. This work seeks to minimize these challenges by investigating how to build a web system that guides end users in recovery from SUDs in digital game design activities with therapeutic potential. We used the Design Science Research method. To evaluate the system, we conducted a usability test with health professionals. The results suggest that healthcare professionals would use the system as an alternative therapy with their patients in SUDs rehabilitation because they saw therapeutic potential in the proposed solution.
Como citar: Paula Souza, Bianca Alves, Vinícius Santos, Fernando Proença, Vânia Borges, and Vânia Neris. 2024. Development and evaluation of a web system for the design of digital games with therapeutic potential by end users. In Anais do XXIV Simpósio Brasileiro de Computação Aplicada à Saúde, junho 25, 2024, Goiânia/GO, Brasil. SBC, Porto Alegre, Brasil, 118-129. Available at: https://doi.org/10.5753/sbcas.2024.1974. Access on: DD/MM/YYYY.
Autores: Paula Maia de Souza, Vinícius Matheus Romualdo Santos, Bianca Alessandra de Souza Alves, Fernando Roberto Proença, Vivian Genaro Motti, Kamila Rios Da Hora Rodrigues, Vânia Paula de Almeida Neris
Data de Publicação: Maio 2024
Publicado em: Conference on Human Factors in Computing Systems (CHI EA'24) - https://dl.acm.org/doi/10.1145/3613905.3637114
Resumo: We propose a design process and a web system to support the design and development of digital games with therapeutic potential by people in recovery from Substance Use Disorders (SUDs). The proposal aims to generate more autonomy for end users as a means of scaling game design for therapy. This case study aims to evaluate the design process and the web system. We also assessed the autonomy of end users (patients). Leia mais...
We propose a design process and a web system to support the design and development of digital games with therapeutic potential by people in recovery from Substance Use Disorders (SUDs). The proposal aims to generate more autonomy for end users as a means of scaling game design for therapy. This case study aims to evaluate the design process and the web system. We also assessed the autonomy of end users (patients). We employ a case study, as a methodological approach, conducting six meetings with design activities and the development of digital games with patients in recovery from SUDs and their therapists. Research data were collected through field diaries, observation, questionnaires, and interviews. Results suggest that participants were more autonomous with the support of the web system. This paper also features a discussion of the authors' perception of the activities, design implications, and recommendations for future research in the same domain.
Como citar: Paula Maia de Souza, Vinícius Matheus Romualdo Santos, Bianca Alessandra de Souza Alves, Fernando Roberto Proença, Vivian Genaro Motti, Kamila Rios Da Hora Rodrigues, and Vania Paula de Almeida Neris. 2024. Case Study: End users in recovery from substance use disorders as designers and developers of digital games with therapeutic potential. In Extended Abstracts of the CHI Conference on Human Factors in Computing Systems (CHI EA '24). Association for Computing Machinery, New York, NY, USA, Article 510, 1–6. Available at: https://doi.org/10.1145/3613905.3637114. Access on: DD/MM/YYYY.
Autores: Stefane Vieira Menezes, Luciano de Oliveira Neris, Kelen Cristiane Teixeira Vivaldini, Alessandra Arce Hai, Carolina Costa Miguel, Vânia Paula de Almeida Neris
Data de Publicação: Novembro 2023
Publicado em: Simpósio Brasileiro de Informática na Educação (SBIE) - https://doi.org/10.5753/sbie.2023.233863
Resumo: Para além de inserir crianças em processos de design, é necessário repensar a forma como ensinamos e concebemos a tecnologia para e com as crianças, especialmente as mais novas. Este artigo apresenta um referencial teórico para apoiar o codesign de tecnologias computacionais por crianças de 4 e 5 anos. Leia mais...
Para além de inserir crianças em processos de design, é necessário repensar a forma como ensinamos e concebemos a tecnologia para e com as crianças, especialmente as mais novas. Este artigo apresenta um referencial teórico para apoiar o codesign de tecnologias computacionais por crianças de 4 e 5 anos. A proposta do arcabouço teórico considerou contribuições epistemológicas de codesign, meta-design e experiências práticas com crianças de 4 a 5 anos desenvolvendo tecnologia. Nossa solução enfatiza a necessidade de conhecimento prévio para apoiar o processo de design, bem como o papel do design no processo de aprendizagem, sem deixar de lado a diversão, a utilidade e o dia a dia da criança. Por fim, discutimos a aplicação do arcabouço teórico no projeto de um controle remoto para um carrinho de brinquedo.
Como citar: Stefane Menezes, Luciano de Oliveira Neris, Kelen C. T. Vivaldini, Alessandra Arce Hai, Carolina Costa Miguel, and Vânia Neris. 2023. Um arcabouço teórico para o ensino de computação para crianças de 4 e 5 anos pautado no codesign. Anais do XXXIV Simpósio Brasileiro de Informática na Educação (SBIE 2023). Available at: https://doi.org/10.5753/sbie.2023.233863. Access on: DD/MM/YYYY.
Autores: Patrícia Deud Guimarães, Fernando Silva, Anderson Ara, Vânia Paula de Almeida Neris
Data de Publicação: Outubro 2023
Publicado em: Brazilian Symposium on Human Factors in Computing System (IHC '23) - https://doi.org/10.1145/3638067.3638092
Resumo: As each person feels emotions differently, web interactive systems may deliver personalized experiences trying to support users to achieve a desired emotional state. A common way of doing so is by providing user interface (UI) adaptation. Leia mais...
As each person feels emotions differently, web interactive systems may deliver personalized experiences trying to support users to achieve a desired emotional state. A common way of doing so is by providing user interface (UI) adaptation. However, the impact of such adaptations on the users’ emotions is not thoroughly studied. In this work, we describe a mixed factorial experiment with 44 participants in which each one should perform two tasks on the web: reading and transcription. Emotional data was provided by users through a form and also facial expressions via webcam. We represented the users’ emotional paths while performing the tasks and analyzed the most common emotional paths performed by participants. Although most participants reached their desired emotional state in both the experimental and placebo groups, we did not have statistical evidence to prove that users were more likely to achieve the desired emotion while using the adapted UI.
Como citar: Patrícia Deud Guimarães, Fernando Silva, Anderson Ara, and Vânia Neris. 2023. A mixed factorial experiment with colors and adaptive web user interfaces to change emotions. In IHC ’23: 22nd Brazilian Symposium on Human Factors in Computing Systems, October 16–20, 2023, Maceió, Brazil. ACM, New York, NY, USA, 12 pages. Avaible at: https://doi.org/10.1145/3638067.3638092. Access on: DD/MM/YYYY.
Autores: Clenio B. Gonçalves Junior; Vânia Paula de Almeida Neris
Data de Publicação: Junho de 2023.
Publicado em: Simpósio Brasileiro de Computação Aplicada à Saúde (XXIII SBCAS) - https://sol.sbc.org.br/index.php/sbcas/article/view/25275
Resumo: The use of music to bring about health benefits is a well-established practice the outcomes of which have been confirmed by research in recent years. By leveraging this capability, the algorithmic composition aimed at producing specific effects on the listener has become a growing field for the automatic creation of well-being music. This work makes a contribution to this field, through a documentary investigative study that puts forward a comprehensive set of human-centered features that should be included in the algorithmic composition of music for well-being. Leia mais...
The use of music to bring about health benefits is a well-established practice the outcomes of which have been confirmed by research in recent years. By leveraging this capability, the algorithmic composition aimed at producing specific effects on the listener has become a growing field for the automatic creation of well-being music. This work makes a contribution to this field, through a documentary investigative study that puts forward a comprehensive set of human-centered features that should be included in the algorithmic composition of music for well-being. The results are based on a systematic review of 60 papers published in the last few years. The set is divided into categories as a means of assisting their use by the teams involved.
Como citar: GONÇALVES JUNIOR, Clenio B.; NERIS, Vânia Paula de Almeida. Human-centered algorithmic composition for well-being music. In: SIMPÓSIO BRASILEIRO DE COMPUTAÇÃO APLICADA À SAÚDE (SBCAS), 23. , 2023, São Paulo/SP. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2023. p. 35-46. ISSN 2763-8952. Available at: https://doi.org/10.5753/sbcas.2023.229409. Access on: DD/MM/YYYY.
Autores: Rodrigues, Kamila Rios da Hora; Darin, Ticianne de Gois Ribeiro; Neris, Vânia Paula de Almeida.
Data de Publicação: Novembro 2022
Publicado em: Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) - https://ieeexplore.ieee.org/document/9961073
Resumo: End-User Development (EUD) solutions is a resource that empowers professionals from different domains to create their tools. However, the design of this type of solution must be well-thought-out so that such professionals can interact with the solution, creating your applications in a simple and intuitive way, without the presence of an IT specialist. Leia mais...
End-User Development (EUD) solutions is a resource that empowers professionals from different domains to create their tools. However, the design of this type of solution must be well-thought-out so that such professionals can interact with the solution, creating your applications in a simple and intuitive way, without the presence of an IT specialist. Game design and development brings with it the inherent challenges of the media type. When creating a solution to make authoring viable, you should use holistic approaches that bring the target user to the focus of the process. This paper presents a platform for digital authoring games, named RUFUS, created with the precepts of EUD, Organizational Semiotics, and Participatory Design. The platform offers a guided walkthrough for professionals to create their own games. A previous evaluation pointed to the tool's advantages, but also revealed aspects that the tool should improve, such as help and documentation.
Como citar: Rodrigues, Kamila Rios da Hora; Darin, Ticianne de Gois Ribeiro; Neris, Vânia Paula de Almeida. Building your own games: A platform for authoring digital games. In: 2022 21st Brazilian Symposium on Computer Games and Digital Entertainment (SBGames), 2022, Natal. 2022 21st Brazilian Symposium on Computer Games and Digital Entertainment (SBGames), 2022. p. 1. Available at: ieeexplore.ieee.org/document/9961073. Access on: DD/MM/YYYY.
Autores: Paula Maia de Souza, Isabella da Costa Pires, Vivian Genaro Motti, Helena Medeiros Caseli, Jair Barbosa Neto, Larissa C. Martini, Vânia Paula de Almeida Neris
Data de Publicação: Outubro 2022
Publicado em: Brazilian Symposium on Human Factors in Computing Systems (IHC '22) - https://dl.acm.org/doi/10.1145/3554364.3559119
Resumo: Depression has been one of the leading causes of disability worldwide. In addition to conventional drugs and clinical treatments, other forms of treatment are also available. For example, computational solutions have been developed to prevent, screen for, and assist the treatment of depression. More specifically, chatbots are computer systems that have been used to provide therapeutic support for individuals diagnosed with depression. Leia mais...
Although these systems are commercially available, their design rationale and evaluation are still not fully validated, and further research is needed. Therefore, in this study we (1) select and compare chatbots for depression; (2) present the results of the analysis to healthcare specialists for assessment; (3) formalize the design recommendations for chatbots for people with depression; and (4) check the recommendations with mental healthcare and HCI professionals. We carried out a benchmark of chatbots for people with depression and conducted three discussion sessions involving five experts in mental healthcare and one expert in HCI. As a result, we provide a list of 24 design recommendations encompassing user interface elements, conversation styles, personalization features, among others. Finally, two healthcare and another HCI professionals read the recommendations to check adequacy to both areas.
Como citar: Paula Maia de Souza, Isabella da Costa Pires, Vivian Genaro Motti, Helena Medeiros Caseli, Jair Barbosa Neto, Larissa C Martini, and Vânia Paula de Almeida Neris. 2022. Design recommendations for chatbots to support people with depression. In Proceedings of the 21st Brazilian Symposium on Human Factors in Computing Systems (IHC '22). Association for Computing Machinery, New York, NY, USA, Article 12, 1–11. Available at: https://doi.org/10.1145/3554364.3559119. Access on: DD/MM/YYYY.
Autores: Mailson de Queiroz Proença, Vivian Genaro Motti, Kamila Rios da Hora Rodrigues, Vânia Paula de Almeida Neris
Data de Publicação Outubro 2022
Publicado em: Simpósio Brasileiro sobre Fatores Humanos em Sistemas Computacionais - https://doi.org/10.5753/ihc_estendido.2022.225410
Resumo: Esta comunicação é um resumo, em português, de um artigo apresentado no Simpósio ACM SIGCHI de Engenharia de Sistemas de Computação Interativa - EICS 2020. A intenção desta comunicação é discutir os resultados com a comunidade brasileira de Interação Humano-Computador como parte da sessão de Artigos Internacionais, durante o Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais - IHC 2022. Leia mais...
Esta comunicação é um resumo, em português, de um artigo apresentado no Simpósio ACM SIGCHI de Engenharia de Sistemas de Computação Interativa - EICS 2020. A intenção desta comunicação é discutir os resultados com a comunidade brasileira de Interação Humano-Computador como parte da sessão de Artigos Internacionais, durante o Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais - IHC 2022. O artigo apresenta o UIFlex, um plugin de navegador web que permite ao usuário definir seu perfil de interação. Nesta tarefa, os usuários são apoiados por quinze regras de design baseadas na web que foram extraídas da literatura e do conhecimento das autoridades. Para personalizar a apresentação das interfaces web, o UIFlex conta com um conjunto de regras definidas para cada usuário individualmente e "injeta" códigos JavaScript, Cascading Style Sheets (CSS) e, em alguns casos, códigos HyperText Markup Language (HTML) em qualquer página que siga W3C padrões.
Como citar: PROENÇA, Mailson de Queiroz; MOTTI, Vivian Genaro; RODRIGUES, Kamila Rios da Hora; NERIS, Vânia Paula de Almeida. A Summary of “Coping with Diversity - A System for End-users to Customize Web User Interfaces”. In: ARTIGOS INTERNACIONAIS - SIMPÓSIO BRASILEIRO SOBRE FATORES HUMANOS EM SISTEMAS COMPUTACIONAIS (IHC), 21. , 2022, Diamantina. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2022 . p. 241-242. DOI: https://doi.org/10.5753/ihc_estendido.2022.225410. Access on: DD/MM/YYYY.
Autores: Kamila Rios da Hora Rodrigues, Vania Paula de Almeida Neris, Paula Maia Souza, Rodrigo Geurgas Zavarizz, Jonattan Willian da Silva, Tiago Marino Silva, Aline Elias Cardoso Verhalen
Data de Publicação: Novembro 2021
Publicado em: Latin American Conference on Human Computer Interaction (CLIHC '21) - https://dl.acm.org/doi/10.1145/3488392.3488407
Resumo: Therapeutic games aim to support rehabilitation treatments and help patients understand, motivate and persist in therapeutic practices. This paper describes Rufus, a platform for authoring digital games configured by healthcare professionals to conduct therapeutic activities with their patients and their caregivers. Leia mais...
Therapeutic games aim to support rehabilitation treatments and help patients understand, motivate and persist in therapeutic practices. This paper describes Rufus, a platform for authoring digital games configured by healthcare professionals to conduct therapeutic activities with their patients and their caregivers. The platform has a web interface for game authoring, currently composed of three different game mechanics, as well as the possibility of viewing interaction reports. A mobile app composes the infrastructure and displays the games created for patients. Participatory Design Techniques were used during the design and development of the solution to engage different stakeholders.
Como citar: Kamila Rios da Hora Rodrigues, Vania Paula de Almeida Neris, Paula Maia Souza, Rodrigo Geurgas Zavarizz, Jonattan Willian da Silva, Tiago Marino Silva, and Aline Elias Cardoso Verhalen. 2021. Rufus - Uma Plataforma de Autoria para Jogos Digitais Terapêuticos. In Proceedings of the X Latin American Conference on Human Computer Interaction (CLIHC '21). Association for Computing Machinery, New York, NY, USA, Article 15, 1–5. Available at: https://doi.org/10.1145/3488392.3488407. Access on: DD/MM/YYYY.
Autores: Paula Maia de Souza, Vânia Paula de Almeida Neris, Fernando Roberto Proença, Franco Eusébio Garcia
Data de Publicação: Outubro 2021
Publicado em: Brazilian Symposium on Human Factors in Computing Systems (IHC '21) - https://dl.acm.org/doi/10.1145/3472301.3484321
Resumo: Personas is a consolidated technique to support design solutions and designers have successfully used the technique to build digital solutions in the health domain. There are several studies in the literature that examine the creation of Personas with the participation of health professionals. Leia mais...
Personas is a consolidated technique to support design solutions and designers have successfully used the technique to build digital solutions in the health domain. There are several studies in the literature that examine the creation of Personas with the participation of health professionals. However, since patients are generally only information providers, there have been few studies of patients being involved by acting as creators of Personas for therapeutic reasons. This paper investigates the co-creation of Personas by patients undergoing rehabilitation for alcohol and drugs abuse. The activity was part of a larger project in which patients adopted the SemTh approach to co-create therapeutic digital games. Twenty-one patients, one healthcare professional and four computing professionals took part in the Personas creation workshop and seven personas were created. By conducting a qualitative analysis, in this paper, we were able to determine eleven lessons learned from the process.
Como citar: Paula Maia de Souza, Vânia Paula de Almeida Neris, Fernando Roberto Proença, and Franco Eusébio Garcia. 2021. Creation of Personas by End-Users in Alcohol and Drugs Abuse Rehabilitation. In Proceedings of the XX Brazilian Symposium on Human Factors in Computing Systems (IHC '21). Association for Computing Machinery, New York, NY, USA, Article 14, 1–11. Available at: https://doi.org/10.1145/3472301.3484321. Access on: DD/MM/YYYY.
Autores: Renata Germano Bianchi, Kamila Rios da Hora Rodrigues, Vânia Paula de Almeida Neris
Data de Publicação: Outubro 2021
Publicado em: Brazilian Symposium on Human Factors in Computing Systems (IHC '21) - https://dl.acm.org/doi/10.1145/3472301.3484325
Resumo: Emotions play a critical role in decision-making and behavior. Several elements in the web design combined evoke specific emotions, although typography is usually related to preferences rather than the emotion evoked. For this reason, the aim of this paper is to investigate the emotional effects of font types and sizes to support design decisions. Leia mais...
Emotions play a critical role in decision-making and behavior. Several elements in the web design combined evoke specific emotions, although typography is usually related to preferences rather than the emotion evoked. For this reason, the aim of this paper is to investigate the emotional effects of font types and sizes to support design decisions. The main stages in the study were: preparing web pages; varying the font types and sizes; carrying out a case study with 60 volunteers; statistical data analysis with various evaluative instruments to comprise emotional components (cognitive appraisals, behavioral tendencies, motor expressions and subjective feelings). From the data collected with the subjects, Arial was more closely allied to positive emotions than Times New Roman. Font size 8pt caused unpleasant experiences, with the highest number of errors. The medium and large sizes, represented by 12pt and 16pt, were mainly related to pleasant and comforting experiences. There were some differences in the findings on font types from the literature and further studies are necessary.
Como citar: Renata Germano Bianchi, Kamila Rios da Hora Rodrigues, and Vânia Paula de Almeida Neris. 2021. Emotional Responses to Font Types and Sizes in Web Pages. In Proceedings of the XX Brazilian Symposium on Human Factors in Computing Systems (IHC '21). Association for Computing Machinery, New York, NY, USA, Article 17, 1–11. Available at: https://doi.org/10.1145/3472301.3484325. Access on: DD/MM/YYYY.
Autores: Letícia G. Zacano da Silva, Patrícia Deud Guimarães, Luciana Oliveira de Souza Gomes, Vânia Paula de Almeida Neris
Data de Publicação: Dezembro 2020
Publicado em: Brazilian Symposium on Human Factors in Computing Systems (IHC '20) - https://doi.org/10.1145/3424953.34266
Resumo: Although interaction with computational systems influences human emotions, knowing what emotion emerges is a rather complex task. Researchers from the Human-Computer Interaction field employ several different methods to measure altered emotions and collecting data about users' subjective feeling is one of them. However, there is a lack of experimental studies that compare the different instruments used to evaluate these feelings. This paper carries out an investigation with four. Leia mais...
Although interaction with computational systems influences human emotions, knowing what emotion emerges is a rather complex task. Researchers from the Human-Computer Interaction field employ several different methods to measure altered emotions and collecting data about users' subjective feeling is one of them. However, there is a lack of experimental studies that compare the different instruments used to evaluate these feelings. This paper carries out an investigation with four instruments - a set of emojis, the Self-Assessment Manikin, scroll sliders and Semantic Emotional Space - to find out which provides information about a subjective feeling that is closest to an emotion that has already been pre-classified by the literature for a given stimulus. The experiments involved 29 volunteers taking part in four experimental rounds. In each round, a volunteer watched a movie or part of a video clip and later randomly interacted with one of the instruments in a user interface. The results suggested that the scroll slider leads to a greater proximity to the pre-classified emotions.
Como citar: Letícia G. Zacano da Silva, Patrícia Deud Guimarães, Luciana Oliveira de Souza Gomes, and Vânia Paula de Almeida Neris. 2020. A comparative study of users' subjective feeling collection instruments. In Proceedings of the 19th Brazilian Symposium on Human Factors in Computing Systems (IHC '20). Association for Computing Machinery, New York, NY, USA, Article 2, 1–10. Available at: https://doi.org/10.1145/3424953.3426642. Access on: DD/MM/YYYY.
Autores: Carla C. Fernandes, Orivaldo V. S. Júnior, Denilton Oliveira, Luciane T. S. Garcia, Aquiles M. F. Burlamaqui, Julio C. P. Melo, Sarah T. L. Sá, Allyson A. A. F. Soares, Anderson A. S. Souza, Dennis Barrios-Aranibar, Raquel E. Patiño-Escarcina, João A. Fabro, Akynara A. R. S. S. Burlamaqui, Samuel O. Azevedo, Edilson R. R Kato, Roberto S. Inoue, André C. Hernandes, Tatiana F. A. T. Pazelli, Osmar Ogashawara, Luis A. O. Araujo, João V. C. Fontes, Alessandra A. Hai, Kelen C. T. Vivaldini, Vania P. A. Neris, Luciano O. Neris, Rafael V. Aroca, Pablo J. Alsina, Luiz M. G. Gonçalves
Data de Publicação: Novembro 2020
Publicado em: 2020 Latin American Robotics Symposium (LARS), 2020 Brazilian Symposium on Robotics (SBR) and 2020 Workshop on Robotics in Education (WRE) - http://dx.doi.org/10.1109/lars/sbr/wre51543.2020.9307032
Resumo: This article is of informative proposal about the first research network with Latin American scope in the area of Robotics in Education (RE). We came up with a heterogeneous and multidisciplinary group, with the participation of universities and federal institutes in Brazil and a Peruvian university. Leia mais...
This article is of informative proposal about the first research network with Latin American scope in the area of Robotics in Education (RE). We came up with a heterogeneous and multidisciplinary group, with the participation of universities and federal institutes in Brazil and a Peruvian university. The network aims to Study and Develop Methodologies for Implementing Educational Robotics in Public Education Systems. The proposal emphasizes the analysis of policies and experiences in the Continuing Education of Teachers as well as the development and improvement of software, hardware, curricula, and teaching methodologies in the Robotics in Education area. During the manuscript, some of the state of the art is given on public policies aiming the use of Educational Robotics in the Brazilian education scenario, with a critical reflection on the contributions of RE, either as an active methodology for different purposes or in the teaching-learning process in public schools. Next, based on the initial study, we will be showing developed and improved tools for RE, including software and hardware. Our studies also seek the scientific foundations to propose improvements in curricula and course proposals for continuing education and learning of RE in schools.
Como citar: Fernandes, C. Carla et al., Demystifying Educational Robotics with FOCORE: from Very Low Cost Software and Hardware Technologies to the Development of New Methodologies and Curriculum for Continuing Teacher Education and Teaching of Brazilian Basic Education Students, 2020 Latin American Robotics Symposium (LARS), Natal, Brazil, 2020, pp. 1-6, Available at: http://dx.doi.org/10.1109/lars/sbr/wre51543.2020.9307032. Access on: DD/MM/YYYY.
Autores: Franco Eusébio Garcia, Vânia Almeida Neris
Data de Publicação: Novembro 2019
Publicado em: International Conference on Entertainment Computing and Serious Games - https://link.springer.com/chapter/10.1007/978-3-030-34644-7_16
Resumo: As gaming acquires new purposes (for instance, entertainment, education and healthcare), game accessibility becomes increasingly important for multiple domains. For broader inclusion, game accessibility encompass both creation and play. Leia mais...
As gaming acquires new purposes (for instance, entertainment, education and healthcare), game accessibility becomes increasingly important for multiple domains. For broader inclusion, game accessibility encompass both creation and play. Towards this goal, we have defined a framework to enable more people to create and play digital games In this paper, we present strategies resulting from developing and evaluating Lepi, an inclusive end-user tool for co-creation of inclusive storytelling-based games. Adults with heterogeneous interaction needs, levels of literacy and experience with computers used Lepi to co-create their games over ten creation workshops. Using Lepi and following the framework practices, the participants managed to co-create games accessible for themselves and their peers. From this experience, we have identified some strategies (Creation Commands, Interaction Alternatives for Input, Slots, Creation Alternatives, Assisted and Collaborative Co-Creation, Gentle Slopes, Multimodal Features, Playing Commands and Presenting Game Content) which can contribute towards more inclusive practices of game creation and play of storytelling-based games.
Como citar: Garcia, F.E., de Almeida Neris, V.P. (2019). Strategies for Inclusive End-User Co-Creation of Inclusive Storytelling Games. In: van der Spek, E., Göbel, S., Do, EL., Clua, E., Baalsrud Hauge, J. (eds) Entertainment Computing and Serious Games. ICEC-JCSG 2019. Lecture Notes in Computer Science, vol 11863. Springer, Cham. Available at: https://doi.org/10.1007/978-3-030-34644-7_16. Access on: DD/MM/YYYY.
Autores: Paula Maia de Souza, Kamila Rios da Hora Rodrigues, Vânia Paula de Almeida Neris
Data de Publicação: Outubro 2019
Publicado em: Brazilian Symposium on Human Factors in Computing Systems (IHC '19) - https://dl.acm.org/doi/abs/10.1145/3357155.3358440
Resumo: Therapeutic digital games are able to conceal therapeutic tasks behind a fantasy world, and thus increase patient motivation and adherence to therapies. The design of this category of games differs from others since it requires an understanding of the domain of therapy that has to be addressed, as well as the necessary knowledge of game development. Leia mais...
Therapeutic digital games are able to conceal therapeutic tasks behind a fantasy world, and thus increase patient motivation and adherence to therapies. The design of this category of games differs from others since it requires an understanding of the domain of therapy that has to be addressed, as well as the necessary knowledge of game development. Research in the literature has highlighted that there is a lack of a formal approach that can allow a multidisciplinary team to be involved in the design of this category of games. This paper adopts a semio-participatory approach to the design of therapeutic digital games, which includes a multidisciplinary team and supports the different profiles of professionals who take part in the whole design process. The approach, called SemTh, was based on a) data from the literature, b) reports of the experiences of professionals who have designed therapeutic games and c) an evaluation of researchers in the areas of computation and health. SemTh was used to devise a therapeutic game for children diagnosed with cancer. The approach was evaluated by the professionals involved in the process of game construction and obtained positive results, mainly with regard to understanding the domain, the needs of the target users and the therapeutic aspects of the game.
Como citar: Paula Maia de Souza, Kamila Rios da Hora Rodrigues, and Vânia Paula de Almeida Neris. 2019. SemTh: an approach to the design of therapeutic digital games. In Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems (IHC '19). Association for Computing Machinery, New York, NY, USA, Article 45, 1–11. Available at: https://doi.org/10.1145/3357155.3358440. Access on: DD/MM/YYYY.
Autores: Franco Eusébio Garcia, Roberta Pereira Brandão, Gabriel Cheban do Prado Mendes, Vânia Paula de Almeida Neris
Data de Publicação: Agosto 2019
Publicado em: Human-Computer Interaction (INTERACT 2019) - https://doi.org/10.1007/978-3-030-29381-9_21
Resumo: We are working towards establishing a framework to enable more people to create and play digital games. Our focus is on skills, communication, and collaboration, since these qualities can enable more people to co-create inclusive games. In this paper, we describe how the framework assisted adults involved in an alcohol and drugs rehabilitation program to co-create their own games. Leia mais...
We are working towards establishing a framework to enable more people to create and play digital games. Our focus is on skills, communication, and collaboration, since these qualities can enable more people to co-create inclusive games. In this paper, we describe how the framework assisted adults involved in an alcohol and drugs rehabilitation program to co-create their own games. Ten adults in a healthcare service co-created games using the framework as a part of their rehabilitation, in ten meetings spanning four months. Two healthcare professionals evaluated the activities. Five additional collaborators (three with a Computer Science and two with a Nursing background) provided accessibility features and artistic improvements to the projects. During the meetings, we observed that game creation and playing helped the participants. They started in an uncertain frame of mind, with low-self esteem, and were scared to use computers and games, since they doubted they could succeed. However, they ended up more confident on their abilities and proud of their creations, as they were able to share their games and knowledge with their peers, and teach people how to play. The models and systems of the framework allowed the people to achieve better results. The game co-creation empowered the participants, and, hence, their abilities became opportunities for further collaborations. Co-creation consisted of a journey in which self-improvement superseded the created games.
Como citar: Garcia, F.E., Brandão, R.P., Mendes, G.C.d.P., Neris, V.P.d.A. (2019). Able to Create, Able to (Self-)Improve: How an Inclusive Game Framework Fostered Self-Improvement Through Creation and Play in Alcohol and Drugs Rehabilitation. In: Lamas, D., Loizides, F., Nacke, L., Petrie, H., Winckler, M., Zaphiris, P. (eds) Human-Computer Interaction – INTERACT 2019. INTERACT 2019. Lecture Notes in Computer Science(), vol 11746. Springer, Cham. Disponível em: https://doi.org/10.1007/978-3-030-29381-9_21. Acessado em: DD/MM/YYYY.
Autores: Willian Garcias de Assunção, Vânia Paula de Almeida Neris
Data de Publicação: Novembro 2018
Publicado em: 17th International Conference on Mobile and Ubiquitous Multimedia - https://doi.org/10.1145/3282894.3282915.
Resumo: Studies show that music is an effective form of emotional induction and can change the emotional behavior of the user. In view of this, this article seeks to create a "selection" algorithm that includes a subset of songs chosen by the user, while taking account of their current emotional state and allowing them to achieve the emotional state that is desired. Leia mais...
Studies show that music is an effective form of emotional induction and can change the emotional behavior of the user. In view of this, this article seeks to create a "selection" algorithm that includes a subset of songs chosen by the user, while taking account of their current emotional state and allowing them to achieve the emotional state that is desired. In carrying out the experiment, we established the current emotional state, the desired emotional state and 20 suggestions of musical items from a sample of 20 users. With the aim of achieving the desired emotional state, the proposed algorithm returned a new list of musical items for each participant. The participants underwent an evaluation during and after playing the music to assess the effectiveness of the returned list. The results suggest that when listening to the songs selected by the algorithm, the user can approach the desired emotional state.
Como citar: Assunção, Willian Garcias de; Neris, Vânia Paula de Almeida. An algorithm for music recommendation based on the user's musical preferences and desired emotions. In Proceedings of the 17th International Conference on Mobile and Ubiquitous Multimedia (MUM '18). Association for Computing Machinery, New York, NY, USA, 205–213. 2018. Disponível em: https://doi.org/10.1145/3282894.3282915. Acessado em: DD/MM/YYYY.
Autores: Willian Garcias de Assunção, Vania Paula de Almeida Neris
Data de Publicação: Outubro, 2018
Publicado em: Simpósio Brasileiro sobre Fatores Humanos em Sistemas Computacionais (IHC'19) - https://dl.acm.org/doi/10.1145/3357155.3358459
Resumo: Studies show that music is an effective way of emotional induction and can change the emotional behavior of the user. The current methods of recommendation and reproduction of digital music, basead on emotion, require manual user interaction and most of them select from a set of generic music and not from the user's taste. Leia mais...
Studies show that music is an effective way of emotional induction and can change the emotional behavior of the user. The current methods of recommendation and reproduction of digital music, basead on emotion, require manual user interaction and most of them select from a set of generic music and not from the user's taste. Therefore, this paper proposes a mobile application, m-Motion, that elects a subset of songs from the user, considering his current emotional state and supports the user to achieve a desired emotional state. An experiment was conducted by a group of 8 users. We collected the current emotional state, the desired emotional state and 20 suggestions of music from the user. m-Motion returned a playlist for each participant based on the songs suggested by the user. Adaptations of the Self Assessment Manikin (SAM) and Scherer's Semantic Emotional Space were used for the evaluation of the emotion achieved. The results suggest that when listening to the songs selected by m-Motion, the user approached the desired emotional state. There were 40 recommendations made by m-Motion, and in 95% of the recommendations, the users achieved the desired emotion in both evaluations.
Como citar: Willian Garcias de Assunção and Vania Paula de Almeida Neris. 2019. M-Motion: a mobile application for music recommendation that considers the desired emotion of the user. In Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems (IHC '19). Association for Computing Machinery, New York, NY, USA, Article 35, 1–11. Available at: https://doi.org/10.1145/3357155.3358459. Access on: DD/MM/YYYY.
Autores: Tatiana Alencar, Marcelo Barbosa, Luciano Machado, Luciano Neris, Vânia Neris
Data de Publicação: Outubro 2018
Publicado em: Brazilian Symposium on Human Factors in Computing Systems (IHC '18) - https://dl.acm.org/doi/10.1145/3274192.3274205
Resumo: Since urban computing is concerned with integrating technologies with urban environments, ubiquitous computing must take account of the users that occupy these spaces. Leia mais...
Since urban computing is concerned with integrating technologies with urban environments, ubiquitous computing must take account of the users that occupy these spaces. It is noted that many of the research related to Urban Computing seek to improve urban mobility through solutions for bus stops, however, the focus is on solving technical problems and software solutions placed in the spaces and not on adapting the interfaces to the users' needs and preferences. Following the premises of the Universal Design, this work proposes the development of a flexible system for bus stops that considers the diversity of users during the design process. To verify aspects related to the users' calmness and emotional response, the system was evaluated with real users in the laboratory and "in the wild". Considering the results obtained, the proposed system is shown as a viable solution to offer access to the greatest possible number of users.
Como citar: Tatiana Alencar, Marcelo Barbosa, Luciano Machado, Luciano Neris, and Vânia Neris. 2018. Considering the Diversity of Users in the Development of a Flexible Bus Stop. In Proceedings of the 17th Brazilian Symposium on Human Factors in Computing Systems (IHC '18). Association for Computing Machinery, New York, NY, USA, Article 13, 1–10. Available at: https://doi.org/10.1145/3274192.3274205. Access on: DD/MM/YYYY.
Autores: Newton Antonio Galindo Junior, Vânia Paula de Almeida Neris, Kamila Rios da Hora Rodrigues
Data de Publicação: Setembro 2018
Publicado em: IX Workshop sobre Aspectos da Interação Humano-Computador para a Web Social - https://doi.org/10.5753/waihcws.2018.3902.
Resumo: A atual Revolução da Informação, destacada pelo uso constante de dispositivos como smartphones, smartwatches, tablets, entre outros, impulsiona a produção contínua de hardware e software, com impactos diretos no ambiente, na economia e na sociedade. Leia mais...
A atual Revolução da Informação, destacada pelo uso constante de dispositivos como smartphones, smartwatches, tablets, entre outros, impulsiona a produção contínua de hardware e software, com impactos diretos no ambiente, na economia e na sociedade. O que se percebe, no entanto, é que não tem existido uma preocupação com questões relacionadas à sustentabilidade no desenvolvimento dessas soluções computacionais. Inspirados no primeiro desafio do GrandIHCBr - “Futuro, Cidades Inteligentes e Sustentabilidade”, este trabalho busca fornecer diretrizes que apoiem os profissionais dessa área, e os permita avaliar os aspectos de sustentabilidade em suas soluções. O trabalho partiu de um levantamento da literatura e uma consulta à comunidade de Computação no Brasil. Os resultados permitiram conhecer o estado da arte e o conhecimento tácito no tema. A literatura também apoiou a escolha de um modelo de referência que foi instanciado com a participação de cinco analistas de sistemas e três pesquisadores da Computação. Vinte e uma diretivas foram formalizadas e apresentadas a um profissional da indústria e a um professor universitário, ambos pesquisadores, para apreciação. Os resultados sugerem que as diretivas levantadas podem ser consideradas fatores norteadores de sustentabilidade para a avaliação de soluções computacionais.
Como citar: GALINDO JUNIOR, Newton Antonio; NERIS, Vânia Paula de Almeida; RODRIGUES, Kamila Rios da Hora. Diretivas para a Avaliação da Sustentabilidade em Soluções Computacionais. In: WORKSHOP SOBRE ASPECTOS DA INTERAÇÃO HUMANO-COMPUTADOR NA WEB SOCIAL (WAIHCWS), 9. , 2018, Belém. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2018 . p. 127 - 138. ISSN 2596-0296. Disponível em: https://doi.org/10.5753/waihcws.2018.3902. Acessado em: DD/MM/YYYY.
Autores: Renata R. de Oliveira, Kamila Rios da H. Rodrigues, Vânia Paula de A. Neris
Data de Publicação: Setembro 2018
Publicado em: Workshop sobre Aspectos da Interação Humano-Computador na Web Social (WAIHCWS)
Resumo: Sustainability is an updated research topic. In Computer Science, researchers especially from Human-Computer Interaction and Software Engineering areas have started to focus on how to design and build more sustainable technologies and mainly how to build technologies that could help us to live in a more sustainable way. Leia mais...
Sustainability is an updated research topic. In Computer Science, researchers especially from Human-Computer Interaction and Software Engineering areas have started to focus on how to design and build more sustainable technologies and mainly how to build technologies that could help us to live in a more sustainable way. In this last sense, several solutions have been studied and developed to be used at home. The concept of sustainable houses is growing and generally relies on technological solutions which we should interact with. However, how human-centered aspects have been considered in these works? Which aspects of sustainability have been addressed? In this work, we present a critical view on the works found in literature and also a discussion about the research gap considering the design and evaluation methodologies for such technology.
Como citar: OLIVEIRA, R. R. ; Rodrigues, K. H.; NERIS, V.P.A. Interaction Technologies Used in Intelligent Residences: A Systematic Review. Em: Workshop sobre Aspectos da Interação Humano-Computador na Web Social (WAIHCWS), v. 1, p. 59-70, 2018.
Autores: Paula Maia de Souza, Kamila Rios da Hora Rodrigues, Franco Eusébio Garcia, Vânia Paula de Almeida Neris
Data de Publicação: Julho 2018
Publicado em: Digitalisation, Innovation, and Transformation (ICISO 2018) - https://link.springer.com/chapter/10.1007/978-3-319-94541-5_6
Resumo: Healthcare professionals may employ therapeutic games as playful activities to promote rehabilitation for their patients. However, despite the importance, currently the literature does not provide multidisciplinary approaches to support designing these games. Leia mais...
Healthcare professionals may employ therapeutic games as playful activities to promote rehabilitation for their patients. However, despite the importance, currently the literature does not provide multidisciplinary approaches to support designing these games. To overcome this scenario, we propose a semiotic-based approach to aid stakeholders with different backgrounds on designing therapeutic digital games. The approach results from a study of the literature and reports of the experience of a multidisciplinary team on the creation of therapeutic games. It explores Participatory Design and Organizational Semiotics methods and artifacts to promote the Problem Clarification, Interaction Modeling, Design Materialization, and Evaluation as fundamental design practices of effective solutions. The approach was evaluated to design new therapeutic games and the results suggest that it helps the team on identifying therapeutic objectives and reaching them.
Como citar: de Souza, P.M., da Hora Rodrigues, K.R., Garcia, F.E., de Almeida Neris, V.P. (2018). Towards a Semiotic-Based Approach to the Design of Therapeutic Digital Games. In: Liu, K., Nakata, K., Li, W., Baranauskas, C. (eds) Digitalisation, Innovation, and Transformation. ICISO 2018. IFIP Advances in Information and Communication Technology, vol 527. Springer, Cham. Available at: https://doi.org/10.1007/978-3-319-94541-5_6. Access on: DD/MM/YYYY.
Autores: Kamila R. H. Rodrigues, Daniel B. F. Conrado & Vânia P. A. Neris
Data de Publicação: Junho 2018
Publicado em: International Conference of Design, User Experience, and Usability - https://link.springer.com/chapter/10.1007/978-3-319-91806-8_18
Resumo: Therapeutic games not only entertain but also support rehabilitation treatments and help patients and caregivers to understand the therapeutic practices. This kind of game requires careful and responsible development. Leia mais...
Therapeutic games not only entertain but also support rehabilitation treatments and help patients and caregivers to understand the therapeutic practices. This kind of game requires careful and responsible development. To the best of our knowledge, there is no variety of methodologies in the literature specifically tailored to develop them. It essentially requires collaborative creation between different domain specialists. Moreover, it is necessary to avoid ad-hoc design processes and favor the structured ones, which can effectively involve and guide stakeholders. Thus, we have adopted a methodology based on Participatory Design and Organizational Semiotics artifacts to guide the design of a therapeutic game that could entertain and inform children who were diagnosed with cancer, as well as their caregivers. The methodology includes the enrichment of Personas, aiming to characterize the intended audience of the therapeutic application. This paper presents an instantiation of such methodology and also describes how the information obtained during that process can aid on therapeutic games design aiming to support the rehabilitation of children under treatment for cancer. We also report some lessons learned from that instantiation, regarding both the methodology application and the specificities of the target audience that should be carefully considered when developing games to support chronic pathologies, especially those involving children.
Como citar: Rodrigues, K.R.H., Conrado, D.B.F., Neris, V.P.A. (2018). Lessons Learned in Designing a Digital Therapeutic Game to Support the Treatment and Well-Being of Children with Cancer. In: Marcus, A., Wang, W. (eds) Design, User Experience, and Usability: Users, Contexts and Case Studies. DUXU 2018. Lecture Notes in Computer Science, vol 10920. Springer, Cham. Available at: https://doi.org/10.1007/978-3-319-91806-8_18 . Access on: DD/MM/YYYY.
Autores: Mailson de Queiroz Proença; Vânia Paula de Almeida Neris
Data de Publicação: Outubro 2017
Publicado em: Brazilian Symposium on Human Factors in Computing Systems (IHC '17) - https://doi.org/10.1145/3160504.3160529
Resumo: To meet the diversity of users and the different interaction needs, user interfaces could be more flexible and adapted according to each user profile. The flexibility achieved by the interfaces of current web applications is scarce enough, preventing the power of meta-design. Leia mais...
To meet the diversity of users and the different interaction needs, user interfaces could be more flexible and adapted according to each user profile. The flexibility achieved by the interfaces of current web applications is scarce enough, preventing the power of meta-design. In addition, to adapt the web today the user has to configure each application separately and not all users are aware of the different possibilities of presentation and configuration of each of them. Thus, this article proposes a tool, named UIFlex, that assists the user in the construction of his/her interaction profile considering guidelines and good design recommendations. A set of rules is therefore defined and the tool adapts the presentation of different websites to each user. UIFlex was used by people with different interaction profiles and the results suggest improvements in the users' perceptions regarding satisfaction and efficiency.
Como citar: PROENÇA, M.d.Q; NERIS, V.P.dA. UIFlex: a meta-design solution for the web. In Proceedings of the XVI Brazilian Symposium on Human Factors in Computing Systems - Article No. 48, p. 1-10 . Available at: https://doi.org/10.1145/3160504.3160529. Access on: DD/MM/YYYY.
Autores: Tatiana Silva Alencar; Kamila Rios da Hora Rodrigues; Renata Germano Bianchi; Marcelo Barbosa; Vânia Paula de Almeida Neris
Data de Publicação: Novembro 2016
Publicado em: International Conference on Advances in Computer Entertainment Technology (ACE2016) - https://doi.org/10.1145/3001773.3001780
Resumo: Ubiquitous systems can be characterized as providing transparency, while being context-sensitive and dynamically interactive. Evaluating ubiquitous environments involves challenges ranging from multidisciplinary areas to environmental simulations. Leia mais...
Ubiquitous systems can be characterized as providing transparency, while being context-sensitive and dynamically interactive. Evaluating ubiquitous environments involves challenges ranging from multidisciplinary areas to environmental simulations. However, few studies have been carried out on the user's feelings and moods in these environments, i.e. within mental contexts. This paper undertakes an observational case study which involves evaluating emotional responses in ubiquitous environments. A number of volunteers were exposed to stimuli with the aim of changing their mood through colors and images, in accordance with their initial emotional state. Emotional responses were evaluated by means of a hybrid approach that entailed employing different evaluation instruments at different periods of the interaction and which took account of different stakeholders. The results suggest that the approach is appropriate, although some adjustments are required for the evaluation instruments, as well for the interaction time with the environment so that it is possible to collect further data about the user's experience.
Como citar: ALENCAR, T.S; RODRIGUES, K.R.d.H; BIANCHI, R.G; BARBOSA, M; NERIS, V.P.dA. Emotional Response Evaluation of users in Ubiquitous Environments: an Observational Case Study. In: 13th Advances in Computer Entertainment Technology Conference (ACE2016), 2016, Osaka. Article No. 18, p. 1-12. Available at: https://doi.org/10.1145/3001773.3001780. Access on: DD/MM/YYYY.
Autores: Franco Eusébio Garcia; Kamila Rios da Hora Rodrigues; Vânia Paula de Almeida Neris
Data de Publicação: Outubro 2016
Publicado em: Brazilian Symposium on Human Factors in Computing Systems (IHC '16) - https://doi.org/10.1145/3033701.3033733
Resumo: Healthcare professional use therapeutic applications as an aid on treating their patients. The Literature describes the importance of including multiple stakeholders for creating effective therapeutic applications; Leia mais...
Healthcare professional use therapeutic applications as an aid on treating their patients. The Literature describes the importance of including multiple stakeholders for creating effective therapeutic applications; therefore, it is important to support co-design activities including as many stakeholders as possible. This paper describes an interaction modeling language for therapeutic applications. The language's goal is enabling stakeholders to contribute towards the creation, by offering their domain knowledge, and expressing their desires and longings to collaborate on the development of more effective therapeutic applications. The language was successfully used to model applications for two different institutions, each of which treating patients with different therapeutic and interaction needs. Professionals and students of computer science, healthcare, and arts collaborated on the design of those applications, and have used the language for the modelling.
Como citar: GARCIA, F.E; RODRIGUES, K.R.d.H; NERIS, V.P.dA. An Interaction Modeling Language for Therapeutic Applications. In: XV Simpósio Brasileiro sobre Fatores Humanos em Sistemas Computacionais (IHC2016), 2016, São Paulo. Anais do XV Simpósio Brasileiro sobre Fatores Humanos em Sistemas Computacionais, 2016. Article No. 32, p. 1-10. Available at: https://doi.org/10.1145/3033701.3033733. Access on: DD/MM/YYYY.
Autores: Maria Carolina Souza Santos; Bruna da Silva Magalhães Bertãozini; Vânia Paula de Almeida Neris
Data de Publicação: Julho 2016
Publicado em: International Conference on Informatics and Semiotics in Organisations (ICISO2016) - https://doi.org/10.1007/978-3-319-42102-5_2
Resumo: Organizational Semiotics (OS) is a discipline that supports analyzing and modeling organizations as Information Systems (IS). This paper investigates the use of OS theories in studies published in the last five years, aiming to identify how researchers have been employing the OS theory and the current approaches derived from OS. Leia mais...
Organizational Semiotics (OS) is a discipline that supports analyzing and modeling organizations as Information Systems (IS). This paper investigates the use of OS theories in studies published in the last five years, aiming to identify how researchers have been employing the OS theory and the current approaches derived from OS. In this sense, we conducted a systematic review in four scientific databases. Starting with an initial set of 91 papers, we selected 53 for this review. The results suggest almost twenty new modeling approaches using OS artifacts and ideas. Moreover, the number of publications has been increasing and publications have occurred in several different journals and conference proceedings.
Como citar: SANTOS, M.C.S; BERTÃOZINI, B.d.S.M; NERIS, V.P.dA. Studies in Organisational Semiotics: a Systematic Literature Review. In: 17th International Conference on Informatics and Semiotics in Organisations (ICISO2016), 2016, Campinas. Socially Aware Organizations and Technologies, v. 1, p. 13-24, 2016. Available at: https://doi.org/10.1007/978-3-319-42102-5_2. Access on: DD/MM/YYYY.
Autores: Tatiana Silva de Alencar; Marcelo Barbosa; Vânia Paula de Almeida Neris
Data de Publicação: Novembro 2015
Publicado em: Brazilian Symposium on Human Factors in Computing Systems (IHC '15) - https://dl.acm.org/doi/abs/10.1145/3148456.3148470
Resumo: Ubiquitous technology has great power to simplify and improve people's life. However, as the 4th Grand Research Challenge for the Brazilian Computer Society mentions, it is necessary to extend computational systems to all Brazilians, respecting their diversity and differences. Leia mais...
Ubiquitous technology has great power to simplify and improve people's life. However, as the 4th Grand Research Challenge for the Brazilian Computer Society mentions, it is necessary to extend computational systems to all Brazilians, respecting their diversity and differences. Most studies in the literature consider the participation of users with different profiles during the design process. However, there is not a concern with interface adaptation to user's needs and interaction preferences. This paper presents a design process which guides the ubiquitous systems design from the relevant users' features identification to adapt the user interface, to the evaluation of the created prototype. The user's characteristics identification is performed by applying the UbiCARD technique in the system context to be developed. A prototype is presented as a proof of concept.
Como citar: Tatiana Silva de Alencar, Marcelo Barbosa, and Vânia Paula de Almeida Neris. 2015. An approach to designing ubiquitous systems that consider the user's diversity. In Proceedings of the 14th Brazilian Symposium on Human Factors in Computing Systems (IHC '15). Association for Computing Machinery, New York, NY, USA, Article 14, 1–10. Available at: https://dl.acm.org/doi/abs/10.1145/3148456.3148470. Access on: DD/MM/YYYY.
Autores: Maria Carolina de Souza Santos, Vânia Paula de Almeida Neris
Data de Publicação: Novembro 2015
Publicado em: Brazilian Symposium on Human Factors in Computing Systems (IHC '15) - https://dl.acm.org/doi/10.1145/3148456.3148473
Resumo: Emotion is an important factor in Human-Computer Interaction (HCI) that influences users' behavior and satisfaction. Empirical methods are often applied to assess emotional responses evoked from a user interface, but the cost of data collection and analysis is generally high. Leia mais...
Emotion is an important factor in Human-Computer Interaction (HCI) that influences users' behavior and satisfaction. Empirical methods are often applied to assess emotional responses evoked from a user interface, but the cost of data collection and analysis is generally high. The adoption of analytical methods is an alternative to the high cost. Although the analytical methods, such as usability, accessibility, and communicability, are widely accepted in the HCI area, there is a lack of evaluation through emotional response. Semiotics is a way to understand what the elements of an interface represent for the user. This paper proposes a method based on semiotics for evaluation of possible emotional responses evoked by presented elements on the interface. This method was applied in a case study and the results were considered consistent when compared to those achieved by empirical methods.
Como citar: Maria Carolina de Souza Santos and Vânia Paula de Almeida Neris. 2015. Toward an analytical method to evaluate emotional responses in human-computer interaction. In Proceedings of the 14th Brazilian Symposium on Human Factors in Computing Systems (IHC '15). Association for Computing Machinery, New York, NY, USA, Article 17, 1–10. Available at: https://doi.org/10.1145/3148456.3148473. Access on: DD/MM/YYYY.
Autores: Renata Germano Bianchi; Vânia Paula de Almeida Neris
Data de Publicação: Novembro 2015
Publicado em: Brazilian Symposium on Human Factors in Computing Systems (IHC '15) - https://dl.acm.org/doi/10.1145/3148456.3148464
Resumo: Color is one of the most important dimensions of visual understanding and it has the power to evoke emotions. In this sense, choosing the appropriate color for user interface design may cause specific emotions, improving human-computer interaction. Leia mais...
Color is one of the most important dimensions of visual understanding and it has the power to evoke emotions. In this sense, choosing the appropriate color for user interface design may cause specific emotions, improving human-computer interaction. However, current studies do not support the designer in the choice of appropriate colors when it comes to a spectrum of emotions. Thus, this article proposes Bianchi's Color Wheel, which combines colors to Scherer's Semantic Space of Emotion. This association is the result of a systematic review conducted in seven databases. The proposed wheel allows designers to choose colors, including variations in saturation and brightness, taking into account the emotions mapped in Semantic Space.
Como citar: Renata Germano Bianchi and Vânia Paula de Almeida Neris. 2015. Which color should i pick? a study on colors and emotions in human-computer interaction. In Proceedings of the 14th Brazilian Symposium on Human Factors in Computing Systems (IHC '15). Association for Computing Machinery, New York, NY, USA, Article 8, 1–10. Available at: https://dl.acm.org/doi/10.1145/3148456.3148464. Access on: DD/MM/YYYY.
Autores: Franco Eusébio Garcia; Vânia Paula de Almeida Neris
Data de Publicação 2014
Publicado em: International Conference on Human-Computer Interaction (HCII, 2014) - https://link.springer.com/chapter/10.1007/978-3-319-07440-5_49
Resumo: Design and implementing accessible games can be challenging, particularly when the designers wish to address different interaction capabilities. Universally-Accessible Games (UA-Games), for instance, follow the principles of the Design for All, aiming to enable the broadest audience as possible to play. Leia mais...
Design and implementing accessible games can be challenging, particularly when the designers wish to address different interaction capabilities. Universally-Accessible Games (UA-Games), for instance, follow the principles of the Design for All, aiming to enable the broadest audience as possible to play. Although there are papers regarding the design of UA-Games, the implementation can still be challenging. This paper presents a flexible and extensible approach to implement an UA-Game. The approach relies in a data-driven and component based architecture to allow game entities to be created, managed and customized during run-time. Doing so, it is possible to change the behavior and presentation of the game whilst it is running, allowing the game to adapt itself to better address the interaction needs of the user. Furthermore, being data-driven, it is possible to create and customize user profiles to address specific interaction requirements.
Como citar: Garcia, F.E., de Almeida Neris, V.P. (2014). A Data-Driven Entity-Component Approach to Develop Universally Accessible Games. In: Stephanidis, C., Antona, M. (eds) Universal Access in Human-Computer Interaction. Universal Access to Information and Knowledge. UAHCI 2014. Lecture Notes in Computer Science, vol 8514. Springer, Cham. Available at: https://link.springer.com/chapter/10.1007/978-3-319-07440-5_49. Access on: DD/MM/YYYY.
Autores: Tatiana Silva de Alencar, Luciano Rodrigues Machado, Luciano de Oliveira Neris, Vânia Paula de Almeida Neris
Data de Publicação 2014
Publicado em: International Conference on Universal Access in Human-Computer Interaction - https://link.springer.com/chapter/10.1007/978-3-319-07446-7_43
Resumo: A ubiquitous environment allows the system to infer the users’ needs and preferences, making adaptations to the interface. However, the best way to make such adaptations is still under debate by researchers. This paper proposes an architecture that supports the adaptation of user interfaces in ubiquitous environments according to the users’ profiles. The proposed architecture is shown simple and low cost, has low implementation complexity and high extension capability. The user profile data are stored on the user’s mobile device for privacy. As the profile is defined by the user, it is expected that the interface adaptation occurs more accurately. A prototype is presented as a proof of concept. Leia mais...
DE ALENCAR, Tatiana Silva et al. Addressing the users’ diversity in ubiquitous environments through a low cost architecture. In: International Conference on Universal Access in Human-Computer Interaction. Cham: Springer International Publishing, 2014. p. 439-450. Proceedings, 2013. p. 82-91. Available at: https://doi.org/10.1007/978-3-319-07446-7_43. Access on: DD/MM/YYYY.
Autores: Kamila Rios da Hora Rodrigues, Cesar A. C. Teixeira, Vânia Paula de Almeida Neris
Data de Publicação 2014
Publicado em: International Conference on Universal Access in Human-Computer Interaction - https://link.springer.com/chapter/10.1007/978-3-319-07446-7_16
Resumo: The elderly population is faced with barriers when using new Information and Communication Technologies (ICT). These barriers include their low ability to read, as well as fears or lack of involvement with the media content. With the interactivity provided by the interactive Digital TV (iDTV), it is possible to attract greater interest among this audience. This paper provides data from a case study conducted to analyze the emotional responses of the elderly when interacting with a movie enriched with additional multimedia content Leia mais...
This content was added in excerpts with narrative structures that can trigger feelings of doubt or dissatisfaction and require reasoning or prior knowledge of the subject. The results suggest that the elderly prefer to watch TV more passively and without the intervention of other media. Considering the results a set of good practices and strategies was formulated for the design and of TV programs for this audience.
DA HORA RODRIGUES, Kamila Rios; TEIXEIRA, Cesar AC; DE ALMEIDA NERIS, Vânia Paula. Assessing the Elderly’s Emotional Responses while Interact with Movies Enriched with Additional Multimedia Content. In: International Conference on Universal Access in Human-Computer Interaction. Cham: Springer International Publishing, 2014. p. 155-166. Available at: https://doi.org/10.1007/978-3-319-07446-7_16. Access on: DD/MM/YYYY.
Autores: Vânia Paula de Almeida Neris, Kamila Rios da Hora Rodrigues, Renata Firmino Lima
Data de Publicação 2014
Publicado em: International Conference on Human-Computer Interaction - https://link.springer.com/chapter/10.1007/978-3-319-07227-2_71
Resumo: Sustainability is the term employed for the practice of ensuring that goods and services are produced in ways that do not use resources that cannot be replaced. This practice has been in focus on several different research agendas. In the area of Human-Computer Interaction, studies devoted to works investigating this matter began to appear eight years ago. It is a timely moment to look back and see how much the community has achieved. This paper provides the results of a Systematic Review carried out in four scientific databases. The selected papers were grouped considering the topics they present, the methodological approach adopted and the kind of outcomes that emerged. Leia mais...
The results suggest that among the different methodological approaches adopted, literature reviews and criticism still form the main basis to underpin the outcomes. Moreover, climate change and energy savings were found to be the specific areas that were most researched. The results obtained make it possible to suggest opportunities for further research.
DE ALMEIDA NERIS, Vânia Paula; DA HORA RODRIGUES, Kamila Rios; LIMA, Renata Firmino. A systematic review of sustainability and aspects of human-computer interaction. In: International Conference on Human-Computer Interaction. Springer, Cham, 2014. p. 742-753. Available at: https://doi.org/10.1007/978-3-319-07227-2_71. Access on: DD/MM/YYYY.
Autores: Kamila Rios da Hora Rodrigues, Cesar Augusto Camillo Teixeira, Vânia Paula de Almeida Neris
Data de Publicação 2014
Publicado em: International Conference on Human-Computer Interaction - https://link.springer.com/chapter/10.1007/978-3-319-07233-3_53
Resumo: The analysis of emotional cues can provide practitioners a more accurate understanding of the user’s experience. The literature mentions several techniques for gathering affective data which do not involve questioning users. However, most of them have drawbacks as they can be intrusive, expensive or require additional evaluation. To minimize these problems, methods using inspection based on heuristics have been employed. Leia mais...
These methods, on the other hand, do not consider emotional responses. There are gestures and facial expressions which are inherent in the interaction with this kind of media and must be taken into account. We propose the TV Emotion Heuristics (TVEH), a set of 23 heuristics that represent viewer’s behavioral patterns when interacting with TV programs or movies. These heuristics allow a comprehensive assessment of the viewers’ emotional responses. This paper reports the creation process of the TVEH and describes how to apply the method. Two case studies are reported using the proposed heuristics and we discuss some of the lessons that have been learned.
DA HORA RODRIGUES, Kamila Rios; TEIXEIRA, Cesar Augusto Camillo; DE ALMEIDA NERIS, Vânia Paula. Heuristics for assessing emotional response of viewers during the interaction with TV programs. In: International Conference on Human-Computer Interaction. Cham: Springer International Publishing, 2014. p. 577-588. Available at: https://doi.org/10.1007/978-3-319-07233-3_53. Access on: DD/MM/YYYY.
Autores: Kamila Rios da Hora Rodrigues; Lucas Bocanegra; Vinícius Pereira Gonçalves; Vinícius Carvalho; Vânia Paula de Almeida Neris.
Data de Publicação: Setembro 2014
Publicado em: Symposium on Human Factors in Computing Systems (IHC '14) - https://dl.acm.org/doi/10.5555/2738055.2738066
Resumo: Mental health therapeutic digital applications can be used in supporting the rehabilitation treatment and help patients to understand and motivate themselves and persist in therapeutic practices. Although the importance and use of such software systems continue to increase, the literature does not specify a consolidated methodology to be employed in the design of such application. Leia mais...
Mental health therapeutic digital applications can be used in supporting the rehabilitation treatment and help patients to understand and motivate themselves and persist in therapeutic practices. Although the importance and use of such software systems continue to increase, the literature does not specify a consolidated methodology to be employed in the design of such application. There is consensus, however, that in the complex scenario of health, it is beneficial to involve different stakeholders. Thus, this paper reports a collaborative process, which is guided in the frame of the organizational semiotics, for the enrichment of Personas characterizing target users of therapeutic applications in the context of mental health. The paper discusses the application of this process in creating user profiles to therapeutic games that aim to support the rehabilitation of chemical dependent and depressive patients.
Como citar: Rodrigues, Kamila R. H.; Bocanegra, Lucas F.; Gonçalves, Vinícius P.; Carvalho, Vinícius G.; and Neris, Vânia P. A. 2014. Enriquecimento de personas para apoio ao design de aplicações terapêuticas para a saúde mental. In Proceedings of the 13th Brazilian Symposium on Human Factors in Computing Systems (IHC '14). Sociedade Brasileira de Computação, BRA, 51–60. Available at: https://dl.acm.org/doi/10.5555/2738055.2738066. Access on: DD/MM/YYYY.
Autores: Leonardo Botega, Cláudia Berti, Regina Araújo, Vânia Paula de Almeida Neris
Data de Publicação: 2014
Publicado em: International Conference on Human-Computer Interaction - https://doi.org/10.1007/978-3-319-07233-3_37
Resumo: The operator of a Command & Control (C2) system has a crucial role on the improvement of information that is processed through data fusion engines to provide Situational Awareness (SAW). Through direct access to data transformations, operators can improve information quality, by reducing uncertainty, according to their skills and expertise. Leia mais...
The operator of a Command & Control (C2) system has a crucial role on the improvement of information that is processed through data fusion engines to provide Situational Awareness (SAW). Through direct access to data transformations, operators can improve information quality, by reducing uncertainty, according to their skills and expertise. Uncertainty, in this work, is considered an adverse condition, which can make the real information less accessible. Although relevant solutions have been reported in the literature on innovative user interfaces and approaches for quality-aware knowledge representation, these are concerned mostly on transforming the way information is graphically represented and on quantitatively mapping the quality-aware knowledge acquired from systems, respectively. There are few studies that deal more specifically with accessibility for decision-makers in safety-critical situations, such as C2, considering the aspect of data uncertainty. This paper presents a model to help researchers to build uncertainty-aware interfaces for C2 systems, produced by both data fusion and human reasoning over the information. Combined to environmental and personal factors, a tailored and enriched knowledge can be built, interchangeable with systems intelligence. A case study on the monitoring of a conflict among rival soccer fans is being implemented for the validation of the proposed solution.
Como citar:. Leonardo C. Botega, Cláudia Berti, Regina B. Araujo, and Vânia P. A. Neris. 2014. A Model to Promote Interaction between Humans and Data Fusion Intelligence to Enhance Situational Awareness. 399–410. Available at: https://doi.org/10.1007/978-3-319-07233-3_37. Access on: DD/MM/YYYY.
Autores: Tatiana Silva de Alencar, Vânia Paula de Almeida Neris
Data de Publicação: 2014
Publicado em: Brazilian Symposium on Human Factors in Computing Systems (IHC '14) - https://dl.acm.org/doi/10.5555/2738055.2738095
Resumo: One of the core requirements of Ubiquitous Computing is to be context-aware. This means that in ubiquitous applications, there is a need to know, among other information, the user profile so that it can be adapted to the different skills and capabilities of users, with regard to physical and cognitive characteristics, and interaction preferences. Leia mais...
One of the core requirements of Ubiquitous Computing is to be context-aware. This means that in ubiquitous applications, there is a need to know, among other information, the user profile so that it can be adapted to the different skills and capabilities of users, with regard to physical and cognitive characteristics, and interaction preferences. In the literature, different ways of establishing the user profile can be found, in particular, the use of sensors and software agents. However, each application or service is responsible for collecting user data. No specific applications for data collection have been found that can be used on a large-scale and in an interoperable manner. This paper proposes a set of guidelines that should be followed during the design and development stage of the user's data collection applications. The guidelines were drawn up in the light of the literature and an analysis of the results based on an application of the PICTIVE participatory design technique.
Como citar:. Tatiana Silva de Alencar and Vânia Paula de Almeida Neris. 2014. Towards design guidelines for software applications that collect user data for Ubicomp. In Proceedings of the 13th Brazilian Symposium on Human Factors in Computing Systems (IHC '14). Sociedade Brasileira de Computação, BRA, 246–254. Available at: https://dl.acm.org/doi/10.5555/2738055.2738095. Access on: DD/MM/YYYY.
Autores: Kamila Rios da Hora Rodrigues; Vânia Paula de Almeida Neris; Cesar Augusto Camillo Teixeira.
Data de Publicação: 2013
Publicado em: International Conference on Human-Computer Interaction (HCII) - https://link.springer.com/chapter/10.1007/978-3-642-39265-8_25
Resumo: For many people, television is still the main form of entertainment. The elderly population, in particular, spends much time at home and uses the television for companionship and entertainment. However, in some countries, due to low education level or the absence of it, to physical limitations and/or cognitive difficulties, to the lack of prior knowledge, among other difficulties, part of the elderly viewers do not enjoy enough the programs to have satisfaction with them. Leia mais...
For many people, television is still the main form of entertainment. The elderly population, in particular, spends much time at home and uses the television for companionship and entertainment. However, in some countries, due to low education level or the absence of it, to physical limitations and/or cognitive difficulties, to the lack of prior knowledge, among other difficulties, part of the elderly viewers do not enjoy enough the programs to have satisfaction with them. With the interactivity provided by the Digital TV, additional information may help the elderly viewer to better appreciate television programs and have more fun. This paper presents data from an observational case study conducted in the Brazilian scenario to analyze the interaction of elderly viewers with TV programs enriched with additional multimedia content in different formats. From the experience, some good practices for the design of additional multimedia content to the elderly viewer were formalized.
Como citar: Rodrigues, K., de Almeida Neris, V.P., Teixeira, C.A.C. (2013). Interaction of the Elderly Viewer with Additional Multimedia Content to Support the Appreciation of Television Programs. In: Kurosu, M. (eds) Human-Computer Interaction. Users and Contexts of Use. HCI 2013. Lecture Notes in Computer Science, vol 8006. Springer, Berlin, Heidelberg. Available at: https://doi.org/10.1007/978-3-642-39265-8_25. Access on: DD/MM/YYYY.
Autores: Franco Eusébio Garcia, Vânia Paula de Almeida Neris
Data de Publicação: Outubro 2013
Publicado em: Brazilian Symposium on Human Factors in Computing Systems (IHC '13) - https://dl.acm.org/doi/abs/10.5555/2577101.2577120
Resumo: 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. Leia mais...
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.
Como citar: Franco Eusébio Garcia and Vânia Paula de Almeida Neris. 2013. Design de jogos universais: apoiando a prototipação de alta fidelidade com classes abstratas e eventos. In Proceedings of the 12th Brazilian Symposium on Human Factors in Computing Systems (IHC '13). Brazilian Computer Society, Porto Alegre, BRA, 82–91. Available at: https://dl.acm.org/doi/abs/10.5555/2577101.2577120. Access on: DD/MM/YYYY.
Autores: Tatiana Alencar, Vânia Paula de Almeida Neris
Data de Publicação: Outubro 2013
Publicado em: Brazilian Symposium on Human Factors in Computing Systems (IHC '13) - http://dl.acm.org/doi/abs/10.5555/2577101.2577138
Resumo: 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. Leia mais...
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.
Como citar: Tatiana Silva de Alencar and Vânia Paula de Almeida Neris. 2013. Sistemas ubíquos para todos: conhecendo e mapeando os diferentes perfis de interação. In Proceedings of the 12th Brazilian Symposium on Human Factors in Computing Systems (IHC '13). Brazilian Computer Society, Porto Alegre, BRA, 178–187. Available at: https://dl.acm.org/doi/abs/10.5555/2577101.2577138. Access on: DD/MM/YYYY.
Autores: Vinícius Pereira Gonçalves, Vânia Paula de Almeida Neris, Jó Ueyama, Sibelius Seraphini, Teresa C. M. Dias, Geraldo P. R. Filho
Data de Publicação: Setembro 2013
Publicado em: International Conference on Software Engineering Research and Practice
Resumo: The elderly population grows and it is necessary to develop appropriate technologies to them. Although many elderly afford a mobile phone, several of them only receive calls and do not benefit from other mobile phones' functions due to interaction problems. Leia mais...
The elderly population grows and it is necessary to develop appropriate technologies to them. Although many elderly afford a mobile phone, several of them only receive calls and do not benefit from other mobile phones' functions due to interaction problems. The current design of mobile devices applications favor young audience, instead of also considering the elderly different interaction needs. The elderly population has different educational levels, experience with technology, cognitive skills and physical dexterity. This paper presents the designs of user interfaces that are flexible to meet the diverse requirements of elderly when interacting with smartphones. A framework for the design of flexible user interfaces was applied, and interaction requirements were formalized considering syntactic, semantic and pragmatic aspects. A set of rules defining the design of the system adaptable behavior was specified. A middleware was adopted and customized, and flexible user interfaces to a commercial Android smartphone were developed. The flexible solution was evaluated by elderly users. The results suggest a reduction in the interaction time with the use of flexible user interfaces and an increase in users satisfaction.
Como citar: GONÇALVES, Vinícius Pereira; NERIS, Vânia Paula de Almeida; UEYAMA, Jó; SERAPHINI, Sibelius; DIAS, Teresa C. M.; FILHO, Geraldo P. R. Senior Citizens in Interaction with Mobile Phones: A Flexible Middleware Approach to Support the Diversity. In: INTERNATIONAL CONFERENCE ON SOFTWARE ENGINEERING RESEARCH AND PRACTICE (SERP 2013), 11., 2013, Las Vegas. Proceedings of the 11th International Conference on Software Engineering Research and Practice. Las Vegas: CSREA Press, 2013.
Autores: Franco Eusébio Garcia, Vânia Paula de Almeida Neris
Data de Publicação: Julho 2013
Publicado em: International Conference on Human-Computer Interaction - https://link.springer.com/chapter/10.1007/978-3-642-39262-7_26
Resumo: This paper presents guidelines to aid on the design of audio games. Audio games are games on which the user interface and game events use primarily sounds instead of graphics to convey information to the player. Leia mais...
This paper presents guidelines to aid on the design of audio games. Audio games are games on which the user interface and game events use primarily sounds instead of graphics to convey information to the player. Those games can provide an accessible gaming experience to visually impaired players, usually handicapped by conventional games. The presented guidelines resulted of existing literature research on audio games design and implementation, of a case study and of a user observation performed by the authors. The case study analyzed how audio is used to create an accessible game on nine audio games recommended for new players. The user observation consisted of a playtest on which visually impaired users played an audio game, on which some interaction problems were identified. The results of those three studies were analyzed and compiled in 50 design guidelines.
Como citar: Garcia, F.E., de Almeida Neris, V.P. (2013). Design Guidelines for Audio Games. In: Kurosu, M. (eds) Human-Computer Interaction. Applications and Services. HCI 2013. Lecture Notes in Computer Science, vol 8005. Springer, Berlin, Heidelberg. Available at: https://doi.org/10.1007/978-3-642-39262-7_26. Access on: DD/MM/YYYY.
Autores: Tatiana Silva Alencar, Vânia Paula de Almeida Neris
Data de Publicação: Julho 2012
Publicado em: Seminário Integrado de Software e Hardware (SEMISH) - https://sol.sbc.org.br/index.php/semish/article/view/29057
Resumo: Ubiquitous technology has great power to simplify and improve people’s life. However, as the 4th Grand Research Challenge for the Brazilian Computer Society mentions, it is necessary to extend computational systems to all Brazilians, respecting their diversity and differences. This paper presents an analytical approach to evaluate ubiquitous environments which considers the Personas technique as well as videos, scenarios and the GQM (Goal, Question and Metric) method. Leia mais...
Ubiquitous technology has great power to simplify and improve people’s life. However, as the 4th Grand Research Challenge for the Brazilian Computer Society mentions, it is necessary to extend computational systems to all Brazilians, respecting their diversity and differences. This paper presents an analytical approach to evaluate ubiquitous environments which considers the Personas technique as well as videos, scenarios and the GQM (Goal, Question and Metric) method. A feasibility study in the Brazilian scenario reveals that known ubiquitous environments partially meet the interaction requirements of disable people.
Como citar: ALENCAR, Tatiana Silva de; NERIS, Vânia Paula de Almeida. Ubiquitous Environments and Brazilian Personas: Can our citizens universally access this technology?. In: SEMINÁRIO INTEGRADO DE SOFTWARE E HARDWARE (SEMISH), 39. , 2012, Curitiba/PR. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2012 . p. 177-188. ISSN 2595-6205. Available at: https://sol.sbc.org.br/index.php/semish/article/view/29057. Access on: DD/MM/YYYY.
Autores: Rogério Aparecido Campanari Xavier, Vânia Paula de Almeida Neris
Data de Publicação: 2012
Publicado em: International Conference on Enterprise Information Systems - https://doi.org/10.5220/0004003600450053
Resumo: The Human-Computer Interaction community has been discussing ways to consider the user’s emotions while interacting with computers. Emotions are a complex phenomenon, are difficult to identify and measure and are linked to several components as cognitive aspects, subjective feelings, behavioral tendencies, physiological responses and motor expressions. Leia mais...
The Human-Computer Interaction community has been discussing ways to consider the user’s emotions while interacting with computers. Emotions are a complex phenomenon, are difficult to identify and measure and are linked to several components as cognitive aspects, subjective feelings, behavioral tendencies, physiological responses and motor expressions. In the literature, it is possible to identify various techniques, methods and tools for assessing the user’s emotional state. Considering the complexity of the subject, it is necessary to combine methods to minimize the detection of false positives in the evaluation of the user’s emotional state while interacting with information systems. This paper presents a hybrid approach based on the emotion model described by Scherer (1984), which allows designers to check whether the information system creates a positive, neutral or negative emotional reaction in the user. A feasibility study was conducted in which an emotional evaluation of a web system was performed based on a group of elderly users using tablet devices.
Como citar: Campanari Xavier, R. A. and de Almeida Neris, V. P. (2012). A Hybrid Evaluation Approach for the Emotional State of Information Systems Users. In Proceedings of the 14th International Conference on Enterprise Information Systems - Volume 3: ICEIS; ISBN 978-989-8565-12-9; ISSN 2184-4992, SciTePress, pages 45-53. Available at: https://doi.org/10.5220/0004003600450053. Acess on: DD/MM/YYYY
Autores: Kamila R.H. Rodrigues, Suetônio S. Pereira, Luiz G. G. Quinelato, Erick L. Melo, Vânia P. A. Neris, Cesar A.C. Teixeira
Data de Publicação: Outubro 2011
Publicado em: Brazilian Symposium on Multimedia and the Web (WebMedia '11 ) - https://sol.sbc.org.br/index.php/webmedia/article/view/5587
Resumo: For many people television is still the main form of entertainment. However, due to the way some television programs are developed, in particular movies, and because of a lack of prior knowledge or cognitive difficulties, some viewers may not fully understand or enjoy the programs. With the advent of a new TV, digital and interactive, Leia mais...
and possible to enrich media television with additional multimedia content, increasing the satisfaction of the viewers while watching TV programs. However, considering the collective audience, the additional content on TV can be intrusive. By combining the provision of additional content with the use of multiple devices for interaction, is possible promote personalized support and in a non-intrusive way, thus maintaining the individuality of each viewer. This combination is evaluated in this paper, through a case study conducted with a group of viewers who watched a video enriched with additional content and interacted using the remote control and/or cell phone.
Como citar: Kamila R.H. Rodrigues, Suetônio S. Pereira, Luiz G. G. Quinelato, Erick L. Melo, Vania P. A. Neris, and Cesar A.C. Teixeira. 2011. Interação com conteúdo complementar por meio de múltiplos dispositivos para apoio à apreciação de programas televisivos. In Proceedings of the 17th Brazilian Symposium on Multimedia and the Web, outubro 03, 2011, Florianópolis, Brasil. SBC, Porto Alegre, Brasil, 18-25. Available at: https://sol.sbc.org.br/index.php/webmedia/article/view/5587. Acess on: DD/MM/YYYY
Autores: Vânia P. A. Neris, Cecilia M. Baranauskas.
Data de Publicação: Outubro 2011
Publicado em: IEEE International Conference on Systems, Man, and Cybernetics - https://ieeexplore.ieee.org/document/6084068
Resumo: One approach for suiting the diverse and mutable interaction requirements is to tailor interfaces according to the users' preferences or needs. Although literature regarding flexible systems presents results with diverse foci, there has been a lack of works with a sociotechnical view to the problem and which consider methods and techniques to support designers in their practice. Leia mais...
This paper presents PLuRaL - a framework to design flexible systems that considers a broader and deeper understanding of the domain and the context of use and proposes a norm-based representation for the different “behaviors” the system should have. A feasibility study was conducted, and the results suggest a positive evaluation of PLuRaL's utility, flexibility in supporting design changes, creative freedom and satisfaction with the results.
Como citar: Neris, Vânia & Baranauskas, M. Cecilia. 2011. A framework for designing flexible systems. Conference Proceedings - IEEE International Conference on Systems, Man and Cybernetics. 2600-2607. Available at: https://doi.org/10.1109/ICSMC.2011.6084068. Acess on: DD/MM/YYYY
Autores: Vinícius Pereira Gonçalves, Vânia P. A. Neris, Jó Ueyama
Data de Publicação: Outubro 2011
Publicado em: Proceedings of the 10th Brazilian Symposium on Human Factors in Computing Systems and the 5th Latin American Conference on Human-Computer Interaction - https://dl.acm.org/doi/abs/10.5555/2254436.2254493
Resumo: The elderly population grows in Brazil and it is necessary to develop appropriate technologies to them. With the low prices of cell phones, many families would like their elderly to use this technology in order to have contact with them when they are not at home. However, the current design of cell phone applications favor young audience, instead of also considering the elderly different needs. Elderly population has its differences, like educational levels, experience with technology, cognitive skills and physical dexterity. Leia mais...
This paper presents the design of interfaces that are flexible to meet the diverse requirements of elderly when interacting with cell phones. A framework for the design of flexible user interfaces was applied in a case study. Considering the results of this study with elderly users, interaction requirements were formalized considering syntactic, semantic and pragmatic aspects. Finally, a set of rules defining the design of the system flexible behavior was specified.
Como citar: Vinícius Pereira Gonçalves, Vânia Paula De Almeida Neris, and Jó Ueyama. 2011. Interação de idosos com celulares: flexibilidade para atender a diversidade. In Proceedings of the 10th Brazilian Symposium on Human Factors in Computing Systems and the 5th Latin American Conference on Human-Computer Interaction (IHC+CLIHC '11). Brazilian Computer Society, Porto Alegre, BRA, 343–352. Available at: https://dl.acm.org/doi/abs/10.5555/2254436.2254493. Acess on: DD/MM/YYYY
Autores: Vânia Paula de Almeida Neris, Maria Cecília Calani Baranauskas
Data de Publicação: 2010
Publicado em: International Conference on Informatics and Semiotics in Organizations (ICISO 2010) - https://www.scitepress.org/papers/2010/32697/32697.pdf
Resumo: Human interaction with Information and Communication Technologies relies on the manipulation of signs represented in different interface elements. While designing interfaces, several decisions may be taken as which interface elements will be added, where, which size, shape or color must have. Leia mais...
Human interaction with Information and Communication Technologies relies on the manipulation of signs represented in different interface elements. While designing interfaces, several decisions may be taken as which interface elements will be added, where, which size, shape or color must have. More than context knowledge (as who is the user, devices’ characteristics and environmental conditions), information from the system domain should be used to support interface design. This paper presents preliminary results of an exploratory study about how affordances and norms may inform user interface design decisions. The results suggest that some categories of affordances are represented in the interface by similar types of signs and are placed in specific positions. Moreover, MONA, a tool to help designers to structure user interfaces and determine the behavior of each element using norms, is presented.
Como citar: Neris, Vânia Paula de Almeida; Baranauskas, Maria Cecília Calani. User Interface Design Informed by Affordances and Norms Concepts. In: 12th IFIP WG 8.1 International Conference on Informatics and Semiotics in Organizations (ICISO 2010), 2010, Reading. Proc. ICISO 2010, 2010. Available at: https://www.scitepress.org/papers/2010/32697/32697.pdf. Acess on: DD/MM/YYYY
Autores: Vânia Paula de Almeida Neris, Maria Cecília Calani Baranauskas
Data de Publicação: Outubro 2010
Publicado em: Symposium on Human Factors in Computing Systems (IHC '10) - https://dl.acm.org/doi/10.5555/1999593.1999605
Resumo: One approach for suiting the diverse and mutable interaction requirements is to tailor interfaces according to the users' preferences or needs. Leia mais...
One approach for suiting the diverse and mutable interaction requirements is to tailor interfaces according to the users' preferences or needs. Although literature regarding tailoring presents results with diverse foci, there has been a lack of works considering methods and techniques to support designers in their practice. This paper presents a practical approach to elicit and formalize the tailorable behavior making interactive systems more flexible. The elicitation of the different possible interfaces is performed with users' participation and the tailorable behavior is formalized with a norm-based structure. A case study is described as well as the evaluation with final users.
Como citar: Vânia Paula de Almeida Neris and M. Cecília C. Baranauskas. 2010. Making interactive systems more flexible: an approach based on users' participation and norms. In Proceedings of the IX Symposium on Human Factors in Computing Systems (IHC '10). Brazilian Computer Society, Porto Alegre, BRA, 101–110. Available at: https://dl.acm.org/doi/10.5555/1999593.1999605. Acess on: DD/MM/YYYY
Autores: Neris, Vânia Paula de Almeida; Baranauskas, Maria Cecília Calani
Data de Publicação: 2009
Publicado em: IADIS International Conference - www.iadisportal.org/digital-library/designing-e-government-systems-for-all-%C2%96-a-case-study-in-the-brazilian-scenario
Resumo: E-government services should be accessible to every citizen. However, user interfaces, as designed today, hardly enable interaction for all, as they do not reach the different interaction needs in the population, especially in developing countries. Leia mais...
E-government services should be accessible to every citizen. However, user interfaces, as designed today, hardly enable interaction for all, as they do not reach the different interaction needs in the population, especially in developing countries. This paper proposes an approach to develop tailorable interfaces aiming at the digital inclusion; a case study is conducted within a Brazilian project. The approach is based on Organizational Semiotics and Participatory Design to elicit users’ and system’s requirements, getting to an interaction model and from the model to tailorable solutions that fit different interaction needs. Several prototypes resulted from the model and were evaluated with representative users.
Como citar: Neris, Vânia Paula de Almeida; Baranauskas, Maria Cecília Calani. Designing e-government systems for all - A case study in the brazilian scenario. In: IADIS International Conference WW/Internet, 2009, Roma. Proc. IADIS-WWW 2009, 2009. v. 1. p. 60-67. Available at: www.iadisportal.org/digital-library/designing-e-government-systems-for-all-%C2%96-a-case-study-in-the-brazilian-scenario. Access on: DD/MM/YYYY.
Autores: Aparecido Carvalho, Junia Coutinho Anacleto, Vânia Paula de Almeida Neris
Data de Publicação: 2009
Publicado em: IFIP Conference on Human-Computer Interaction (INTERACT 2009) - https://link.springer.com/chapter/10.1007/978-3-642-03658-3_82
Resumo: Helping teachers in their activities has been an issue more and more explored in Computer Science. However, in order to support teachers effectively, it is necessary to understand their needs and to design tools that they can easily manage. Leia mais...
Helping teachers in their activities has been an issue more and more explored in Computer Science. However, in order to support teachers effectively, it is necessary to understand their needs and to design tools that they can easily manage. One of those needs is undoubtedly to put in practice pedagogical principles. This paper presents the design of PACO-T, a tool for helping teachers in planning learning activities (LAs) supported by common sense knowledge, based on PACO, a seven-step textual framework for planning pedagogically suitable LAs. The design was based on the results of a case study carried out to investigate how teachers can plan LAs following PACO steps, using common sense knowledge from a common sense knowledge base collaboratively built through the web. Moreover, the interface design was ruled by a Web Design Pattern Language, attempting to improve the usability of the tool. PACO-T aims to help teachers to put in practice the recommendation for contextualizing LAs to the target group, found in several learning theories.
Como citar: de Carvalho, A.F.P., Anacleto, J.C., de Almeida Neris, V.P. (2009). Designing for Culturally Contextualized Learning Activity Planning: Matching Learning Theories and Practice. In: Gross, T., et al. Human-Computer Interaction – INTERACT 2009. INTERACT 2009. Lecture Notes in Computer Science, vol 5727. Springer, Berlin, Heidelberg. Available at: https://doi.org/10.1007/978-3-642-03658-3_82. Acess on: DD/MM/YYYY
Autores: Vânia Paula de Almeida Neris, Leonelo Dell Anhol Almeida, Leonardo Cunha de Miranda, Elaine Cristina Hayashi, Maria Cecília Calani Baranauskas
Data de Publicação: 2009
Publicado em: International Conference on Informatics and Semiotics in Organisations
Resumo: Information and Communication Technology has the potential of benefiting citizens, allowing access to knowledge, communication and collaboration, and thus promoting the process of the constitution of a fairer society. Leia mais...
Information and Communication Technology has the potential of benefiting citizens, allowing access to knowledge, communication and collaboration, and thus promoting the process of the constitution of a fairer society. The design of systems that make sense to the users' community and that respect their diversity demands socio-technical views and increased knowledge of the involved parties. We have adopted Organizational Semiotics and Participatory Design as theoretical and methodological frames of reference to face this challenge in the design of Inclusive Social Network System for the Brazilian context. This paper presents the way we are using some artifacts adapted from Problem Articulation Method to clarify concepts and prospect solutions. Results of this clarification fed the Semantic Analysis Method from which we present and discuss an Ontology Chart for the domain.
Como citar: Neris, Vânia Paula de Almeida; Almeida, Leonelo Dell Anhol; Miranda, Leonardo Cunha de; Hayashi, Elaine Cristina; Baranauskas, Maria Cecília Calani. Towards a Socially-constructed Meaning for Inclusive Social Network Systems. In: 11th IFIP WG 8.1 International Conference on Informatics and Semiotics in Organisations (ICISO 2009), 2009, Beijing. In Proc. ICISO 2009, 2009. p. 247-254.
Autores: Vagner Figuerêdo de Santana, Diego Samir Melo-Solarte, Vânia Paula de Almeida Neris, Leonardo Cunha de Miranda, M. Cecília C. Baranauskas.
Data de Publicação: 2009
Publicado em: Anais do XXXVI Seminário Integrado de Software e Hardware - https://sol.sbc.org.br/index.php/semish/article/view/35101
Resumo: Sistemas de Redes Sociais Online favorecem a comunicação entre pessoas em contextos variados e podem ser considerados aliados importantes em processos de inclusão digital. No entanto, a socialização desses sistemas em contextos de diversidade de acesso ao conhecimento, como ocorre no Brasil, depende da adequação de tais sistemas para uso por todos. Leia mais...
Sistemas de Redes Sociais Online favorecem a comunicação entre pessoas em contextos variados e podem ser considerados aliados importantes em processos de inclusão digital. No entanto, a socialização desses sistemas em contextos de diversidade de acesso ao conhecimento, como ocorre no Brasil, depende da adequação de tais sistemas para uso por todos. Este artigo investiga e discute sistemas de Redes Sociais Online frente às necessidades de interação identificadas para o contexto da diversidade de nossa sociedade. Adicionalmente o trabalho apresenta um conjunto de diretrizes para nortear o design de sistemas dessa natureza para o nosso cenário.
Como citar: Vagner Santana, Diego Melo-Solarte, Vânia Neris, Leonardo Miranda, and M. Baranauskas. 2009. Redes Sociais Online: Desafios e Possibilidades para o Contexto Brasileiro. In Anais do XXXVI Seminário Integrado de Software e Hardware, julho 20, 2009, Bento Gonçalves/RS, Brasil. SBC, Porto Alegre, Brasil, 339-353. Available at: https://sol.sbc.org.br/index.php/semish/article/view/35101. Access on: DD/MM/YYYY.
Autores: Neris, Vânia Paula de Almeida; Martins, Maria Cecília; Prado, Maria Elisabette; Hayashi, Elaine Cristina; Baranauskas, Maria Cecília Calani
Data de Publicação: Julho 2008
Publicado em: Seminário Integrado de Software e Hardware - https://sol.sbc.org.br/index.php/semish/article/view/36516
Resumo: Existem diversas barreiras que impedem o acesso do cidadão brasileiro ao conhecimento, entre elas a própria maneira como a tecnologia computacional se apresenta frente à diversidade de competências de nossa população. Leia mais...
Existem diversas barreiras que impedem o acesso do cidadão brasileiro ao conhecimento, entre elas a própria maneira como a tecnologia computacional se apresenta frente à diversidade de competências de nossa população. Para se tratar esse desafio, se faz necessário: conhecer tais usuários em suas habilidades, formalizar requisitos de interação e investigar soluções de interfaces e interação. Este artigo apresenta resultados de atividades desenvolvidas em um Cenário* (microcosmo da população brasileira), que permitiram melhor conhecer características desses usuários, bem como o levantamento de requisitos de interação e o apontamento de possíveis soluções de design de acordo com os princípios do Design para Todos.
Como citar: Neris, Vânia Paula de Almeida; Martins, Maria Cecília; Prado, Maria Elisabette; Hayashi, Elaine Cristina; Baranauskas, Maria Cecília Calani. Design de Interfaces para Todos – Demandas da Diversidade Cultural e Social. In: XXXV SEMISH, Seminário Integrado de Software e Hardware, 2008, Belém do Pará. XXVIII Congresso da SBC Sociedade Brasileira de Computação, 2008. v. 1. p. 76-90. Available at: https://sol.sbc.org.br/index.php/semish/article/view/36516. Access on: DD/MM/YYYY.
Autores: Vânia P. de Almeida Neris, Júnia C. Anacleto, Silvia Zem-Mascarenhas, Aparecido Fabiano Pinatti de Carvalho
Data de Publicação: 2007
Publicado em: Brazilian Symposium on Computers in Education - http://milanesa.ime.usp.br/rbie/index.php/sbie/article/view/602
Resumo: Many computer tools have been developed to be used in learning activities. However, the effective use of these resources depends on the teachers’ decisions, therefore, it is necessary to assist teachers in the planning of learning activities. Leia mais...
Many computer tools have been developed to be used in learning activities. However, the effective use of these resources depends on the teachers’ decisions, therefore, it is necessary to assist teachers in the planning of learning activities. This paper presents PACO - a framework for Planning learning Activities supported by COmputers. The essence of PACO is that the design of activities and the choice of computer tools should be addressed by Pedagogical aspects and characteristics of the target-students.
Como citar: Neris, V., Anacleto, J., Zem-Mascarenhas, S., & Carvalho, A. (2007). PACO - A Framework for Planning Learning Activities Supported by Computers. Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação - SBIE), 1(1), 529-538. Available at: https://doi.org/10.5753/cbie.sbie.2007.529-538. Acess on: DD/MM/YYYY
Autores: Maria Cecília Calani Baranauskas, Vânia Paula de Almeida Néris
Data de Publicação: Julho 2007
Publicado em: Human-Computer Interaction. Interaction Design and Usability (2007) - https://link.springer.com/chapter/10.1007/978-3-540-73105-4_113
Resumo: The social value of Web applications is in their potential to be the conduit for many different types of applications to many different people, using different resources and embedded in diverse contexts. Designing for flexibility involves many people, with different skills, interests and levels of commitment, including, designers, developers and users. Tailorable features in the user interface demand a clear bond between the phases in the whole software lifecycle, starting from requirements elicitation to the design and development stages. As interaction patterns have been Leia mais...
The social value of Web applications is in their potential to be the conduit for many different types of applications to many different people, using different resources and embedded in diverse contexts. Designing for flexibility involves many people, with different skills, interests and levels of commitment, including, designers, developers and users. Tailorable features in the user interface demand a clear bond between the phases in the whole software lifecycle, starting from requirements elicitation to the design and development stages. As interaction patterns have been considered a promising approach to bridge the gaps between analysis, design and implementation of usability related features, this work first investigates and synthesizes from literature a set of interaction patterns related to tailoring activities. From this analysis, a semiotic-informed categorization of tailorable user interface features is presented and discussed; an elicitation pattern for tailorable user interface features illustrates the usefulness of the proposal.
Como citar: Baranauskas, M.C.C., de Almeida Neris, V.P. (2007). Using Patterns to Support the Design of Flexible User Interaction. In: Jacko, J.A. (eds) Human-Computer Interaction. Interaction Design and Usability. HCI 2007. Lecture Notes in Computer Science, vol 4550. Springer, Berlin, Heidelberg. Available at: https://doi.org/10.1007/978-3-540-73105-4_113
Autores: Americo Talarico Neto, Junia Coutinho Anacleto, Vânia Almeida Neris, Muriel de Souza Godoi, Aparecido Fabiano Pinatti Carvalho
Data de Publicação: 2006
Publicado em: Brazilian Symposium on Computers in Education (SBIE) - http://milanesa.ime.usp.br/rbie/index.php/sbie/article/view/483
Resumo: Designing instructional material is a difficult task for teachers who lack experience in pedagogy and Web design. Leia mais...
Designing instructional material is a difficult task for teachers who lack experience in pedagogy and Web design. In this paper we show the Cognitor, the Cog-Learn Pattern Language Framework that aims to help teachers in the design of instructional material. The purpose is better organizing the content seen by the student, facilitating his interaction and the learning process.
Como citar: Talarico Neto, Americo ; Anacleto, Junia Coutinho; Neris, Vânia Paula de Almeida; Godoi, Muriel; Carvalho, Aparecido. Cognitor: um Framework baseado na Linguagem de Padrões Cog-Learn. In: XVII Simpósio Brasileiro de Informática na Educação (SBIE 2006), 2006, Brasilia. Anais. Brasilia, 2006. v. 1. p. 529-538. Available at: http://milanesa.ime.usp.br/rbie/index.php/sbie/article/view/483. Acess on: DD/MM/YYYY
Autores: Junia Anacleto, Henry Lieberman, Aparecido de Carvalho, Vânia Néris, Muriel Godoi, Marie Tsutsumi, Jose Espinosa, Américo Talarico, e Silvia Zem-Mascarenhas
Data de Publicação: Novembro 2006
Publicado em: International Joint Conference, and Ibero-American Conference on AI 18th Brazilian conference on Advances in Artificial Intelligence (IBERAMIA-SBIA'06) - https://dl.acm.org/doi/10.1007/11874850_41
Resumo: This work focuses on evaluating whether cultural differences can be recognized in knowledge bases that store common sense. We are studying this issue using knowledge bases in different languages that contain thousands of sentences describing people and everyday activities, collected from volunteer Web contributors, in three different cultures Leia mais...
This work focuses on evaluating whether cultural differences can be recognized in knowledge bases that store common sense. We are studying this issue using knowledge bases in different languages that contain thousands of sentences describing people and everyday activities, collected from volunteer Web contributors, in three different cultures: Brazil, Mexico and the USA. We describe our experiences with these knowledge bases, and software which automatically searches for cultural differences amongst the three cultures taking into account the eating habits of those cultures, alerting the user to potential dif ferences. Though preliminary, we hope that our work will contribute to soft ware that takes better account of such differences, and fosters inter-cultural collaboration.
Como citar: Junia Anacleto, Henry Lieberman, Aparecido de Carvalho, Vânia Néris, Muriel Godoi, Marie Tsutsumi, Jose Espinosa, Américo Talarico, and Silvia Zem-Mascarenhas. 2006. Using common sense to recognize cultural differences. In Proceedings of the 2nd international joint conference, and Proceedings of the 10th Ibero-American Conference on AI 18th Brazilian conference on Advances in Artificial Intelligence (IBERAMIA-SBIA'06). Springer-Verlag, Berlin, Heidelberg, 370–379. Available at: https://doi.org/10.1007/11874850_41. Acess on: DD/MM/YYYY
Autores: Junia Anacleto, Henry Lieberman, Marie Tsutsumi,Vânia Neris, Aparecido Carvalho, Jose Espinosa e Silvia Zem-Mascarenhas
Data de Publicação: Outurbro 2006
Publicado em: IFIP International Federation for Information Processing - https://link.springer.com/chapter/10.1007/978-0-387-34747-9_1
Resumo: Cultural differences play a very important role in matching computer interfaces to the expectations of users from different national and cultural backgrounds. Leia mais...
Cultural differences play a very important role in matching computer interfaces to the expectations of users from different national and cultural backgrounds. But to date, there has been little systematic research as to the extent of such differences, and how to produce software that automatically takes into account these differences. We are studying these issues using a unique resource: Common Sense knowledge bases in different languages. Our research points out that this kind of knowledge can help computer systems to consider cultural differences. We describe our experiences with knowledge bases containing thousands of sentences describing people and everyday activities, collected from volunteer Web contributors in three different cultures: Brazil, Mexico and the USA, and software which automatically searches for cultural differences amongst the three cultures, alerting the user to potential differences.
Como citar: Anacleto, J. et al. (2006). Can Common Sense uncover cultural differences in computer applications?. In: Bramer, M. (eds) Artificial Intelligence in Theory and Practice. IFIP AI 2006. IFIP International Federation for Information Processing, vol 217. Springer, Boston, MA. Available at: https://doi.org/10.1007/978-0-387-34747-9_1. Acess on: DD/MM/YYYY.
Autores: Americo Talarico Neto, Junia Coutinho Anacleto, Vânia Almeida Neris, Muriel de Souza Godoi, Aparecido Fabiano Pinatti Carvalho
Data de Publicação: Novembro 2006
Publicado em: Simpósio Brasileiro de Sistemas Multimídia e Web (WEBMEDIA 2006) - https://doi.org/10.1145/1186595.1186612
Resumo: In this paper we present the Cognitor, an authoring tool developed to support teachers designing instructional material for Web-based Distance Learning. Cognitor instantiates the Cog-Learn Pattern Language which captures design knowledge and present solutions for recurring problems at Distance Learning context. The framework provided by Cognitor makes it easier to design usable and accessible learning objects, which is a difficult task for novice teachers who lack experience in pedagogy and Web-based instructional design. Cognitor organizes the displayed content seen by the student, taking aim at facilitating his interaction and, consequently facilitating Leia mais...
In this paper we present the Cognitor, an authoring tool developed to support teachers designing instructional material for Web-based Distance Learning. Cognitor instantiates the Cog-Learn Pattern Language which captures design knowledge and present solutions for recurring problems at Distance Learning context. The framework provided by Cognitor makes it easier to design usable and accessible learning objects, which is a difficult task for novice teachers who lack experience in pedagogy and Web-based instructional design. Cognitor organizes the displayed content seen by the student, taking aim at facilitating his interaction and, consequently facilitating the knowledge process.Projetar material instrucional para Web é uma tarefa difícil para professores que não têm experiência em pedagogia e projeto instrucional Web. Padrões surgiram como uma forma de capturar conhecimento de projeto em um contexto e apresentar soluções para os projetistas. Neste trabalho apresenta-se a ferramenta Cognitor que instancia um framework baseado na Linguagem de Padrões Cog-Learn. Pretende-se fornecer apoio aos professores durante o projeto e edição de objetos de aprendizagem no formato SCORM para sistemas de EAD com o objetivo de melhor organizar o conteúdo na interface visualizada pelo aluno, facilitando a sua interação e, conseqüentemente, facilitando o seu processo de aprendizagem.
Como citar: Americo Talarico Neto, Junia Coutinho Anacleto, Vânia Almeida Neris, Muriel de Souza Godoi, and Aparecido Fabiano Pinatti Carvalho. 2006. A framework to support the design of learning objects based on the Cog-Learn Pattern Language. In Proceedings of the 12th Brazilian Symposium on Multimedia and the web (WebMedia '06). Association for Computing Machinery, New York, NY, USA, 128–137. Available at: https://doi.org/10.1145/1186595.1186612. Acess on: DD/MM/YYYY.
Autores: Junia Coutinho Anacleto, Aparecido Fabiano Pinatti de Carvalho, Vânia Paula de Almeida Neris, Muriel de Souza Godoi, Silvia Zem-Mascarenhas, Américo Talarico Neto
Data de Publicação: 2006
Publicado em: Simpósio Brasileiro de Informática na Educação (SBIE 2006) - http://milanesa.ime.usp.br/rbie/index.php/sbie/article/view/493
Resumo: This paper shows how a common sense knowledge base, collected from volunteers over the web, can be used by teachers to plan Learning Actions for preparing students to interact with the community where the common sense statements came from. Consequently, this knowledge base can help teachers to deal with some challenges they face when they adopt a DL approach.
Ubiquitous technology has great power to simplify and improve people’s life. However, as the 4th Grand Research Challenge for the Brazilian Computer Society mentions, it is necessary to extend computational systems to all Brazilians, respecting their diversity and differences. This paper presents an analytical approach to evaluate ubiquitous environments which considers the Personas technique as well as videos, scenarios and the GQM (Goal, Question and Metric) method. A feasibility study in the Brazilian scenario reveals that known ubiquitous environments partially meet the interaction requirements of disable people.
Como citar: ANACLETO, Junia Coutinho; CARVALHO, Aparecido Fabiano Pinatti de; NERIS, Vânia Paula de Almeida; GODOI, Muriel de Souza; ZEM-MASCARENHAS, Silvia; NETO, Américo Talarico. How can common sense support instructors with distance education? In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 17., 2006, Brasília. Anais [...]. Porto Alegre: SBC, 2006. p. 328–337. Available at: http://milanesa.ime.usp.br/rbie/index.php/sbie/article/view/493. Acess on: DD/MM/YYYY
Autores: Américo Talarico Neto, Junia Coutinho Anacleto, Vânia Paula de Almeida Neris
Data de Publicação: 2005
Publicado em: Simpósio Brasileiro de Informática na Educação (SBIE 2005) - http://milanesa.ime.usp.br/rbie/index.php/sbie/article/view/388
Resumo: Projetar material instrucional para Web é uma tarefa difícil para professores com pouca experiência em pedagogia e projeto instrucional Web. Padrões surgiram como uma forma de capturar conhecimento de projeto em um contexto e apresentar soluções para os projetistas. Leia mais...
Projetar material instrucional para Web é uma tarefa difícil para professores com pouca experiência em pedagogia e projeto instrucional Web. Padrões surgiram como uma forma de capturar conhecimento de projeto em um contexto e apresentar soluções para os projetistas. Neste trabalho apresenta-se uma Linguagem de Padrões com objetivo de apoiar professores durante o projeto de material instrucional para sistema de e-learning e discute-se o processo de identificação e formalização de padrões durante a condução de dois estudos de caso, nos quais foi aplicado um conjunto de Estratégias Cognitivas com o objetivo de melhor organizar o conteúdo na interface visualizada pelo aluno, facilitando a sua interação e, conseqüentemente, facilitando o seu processo de aprendizagem.
Como citar: Neto, A., Anacleto, J., & Neris, V. (2005). Linguagem de Padrões para Apoiar o Projeto de Material Instrucional para e-learning. Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação - SBIE), 1(1), 12-22. Available at: http://milanesa.ime.usp.br/rbie/index.php/sbie/article/view/388. Acess on: DD/MM/YYYY
Autores: Talarico Neto, Americo; Anacleto, Junia Coutinho; Neris, Vânia Paula de Almeida
Data de Publicação: 2005
Publicado em: Brazilian Symposium on Multimedia and the Web - https://dl.acm.org/doi/10.1145/1114223.1114228
Resumo: The main goal of this work was to evaluate the use of a group of Cognitive Strategies as a help in the structure and organization of the instructional material content by the interface, targeting to increase the hyper document usability and so its quality. Leia mais...
The main goal of this work was to evaluate the use of a group of Cognitive Strategies as a help in the structure and organization of the instructional material content by the interface, targeting to increase the hyper document usability and so its quality. For an effective process of distance learning it is necessary to assist teachers during the design of instructional material, helping them to design the material structure, navigation, organization and layout and considering pedagogical aspects that facilitate the student knowledge building. Considering usability as the needed effort to use the software, and considering the material as an interface to students, so if the material is made even easier to be understood, teachers are reducing the students’ effort and so increasing this material usability. The case studies realized suggested that the Cognitive Strategies proposed enhanced the hyper documents usability.
Como citar: Neris, Vânia Paula de Almeida; Talarico Neto, Américo; Silva, Júnia Coutinho Anacleto; Mascarenhas, Silvia Helena Zem. Hyper Documents with Quality for Distance Learning: Cognitive Strategies to Help Teachers in the Navigational Project and Content Organization. In: Brazilian Symposium on Multimedia and the Web, 2005, Poços de Caldas. ACM International Conference Proceeding Series. New York, NY, USA: ACM Press, 2005. v. 125. p. 1-7. Available at: dl.acm.org/doi/10.1145/1114223.1114228. Acess on: DD/MM/YYYY