Júlio César Rosa da Silva, E. R. Oliveira, G. A. R. Barbosa
The increasing use of mobile devices has favored the use of mobile apps as a learning tool. With this popularity, one of the concerns of Human Computer Interaction area (HCI) is how to motivate users through the interface and interaction model, to make the continued use of these applications. Consequently, new design strategies have been explored to meet the needs of these users. In this sense, the adoption of gamification strategies has contributed positively to the continued use of mobile applications in the educational domain. Motivated by this scenario, this study aims to evaluate and characterize as Duolingo application, considered one of the best applications for teaching languages, has adopted the gamification strategies and, in fact, these strategies contribute as a motivational factor for application use. The results obtained allowed to observe how the strategies adopted by the designer interface have helped to motivate the continued use of this application and, complementarily, may assist in developing and evaluation of applications that make use of gamification as a motivational factor.
{"title":"Characterizing gamification strategies in educational mobile applications: a case study of duolingo","authors":"Júlio César Rosa da Silva, E. R. Oliveira, G. A. R. Barbosa","doi":"10.1145/3148456.3148482","DOIUrl":"https://doi.org/10.1145/3148456.3148482","url":null,"abstract":"The increasing use of mobile devices has favored the use of mobile apps as a learning tool. With this popularity, one of the concerns of Human Computer Interaction area (HCI) is how to motivate users through the interface and interaction model, to make the continued use of these applications. Consequently, new design strategies have been explored to meet the needs of these users. In this sense, the adoption of gamification strategies has contributed positively to the continued use of mobile applications in the educational domain. Motivated by this scenario, this study aims to evaluate and characterize as Duolingo application, considered one of the best applications for teaching languages, has adopted the gamification strategies and, in fact, these strategies contribute as a motivational factor for application use. The results obtained allowed to observe how the strategies adopted by the designer interface have helped to motivate the continued use of this application and, complementarily, may assist in developing and evaluation of applications that make use of gamification as a motivational factor.","PeriodicalId":423409,"journal":{"name":"Proceedings of the 14th Brazilian Symposium on Human Factors in Computing Systems","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114065781","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Maria Carolina de Souza Santos, V. P. de Almeida Neris
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.
{"title":"Toward an analytical method to evaluate emotional responses in human-computer interaction","authors":"Maria Carolina de Souza Santos, V. P. de Almeida Neris","doi":"10.1145/3148456.3148473","DOIUrl":"https://doi.org/10.1145/3148456.3148473","url":null,"abstract":"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.","PeriodicalId":423409,"journal":{"name":"Proceedings of the 14th Brazilian Symposium on Human Factors in Computing Systems","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115310782","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper defines requirements for entering text in interactive digital TV, based on theories of shared attention, in order to prototype a remote control that makes user interaction more natural. Physical prototyping of this newly created device features movement recognition and sensory feedback as modalities of interaction. In usability tests, data was collected on users' performance and satisfaction, as well as data on their cognitive load (attention) and state of meditation (relaxation) captured through an Electroencephalogram device. The results showed that the prototyped solution, analyzed for a sample of 18 users, increased performance in typing long texts in 26.5%, raised satisfaction scores by 15% and relaxation scores by 29.4%, and maintained the users' cognitive load compared to use of an infrared remote control.
{"title":"Specification and evaluation of an attention-aware remote control","authors":"D. A. Chagas, E. Furtado","doi":"10.1145/3148456.3148467","DOIUrl":"https://doi.org/10.1145/3148456.3148467","url":null,"abstract":"This paper defines requirements for entering text in interactive digital TV, based on theories of shared attention, in order to prototype a remote control that makes user interaction more natural. Physical prototyping of this newly created device features movement recognition and sensory feedback as modalities of interaction. In usability tests, data was collected on users' performance and satisfaction, as well as data on their cognitive load (attention) and state of meditation (relaxation) captured through an Electroencephalogram device. The results showed that the prototyped solution, analyzed for a sample of 18 users, increased performance in typing long texts in 26.5%, raised satisfaction scores by 15% and relaxation scores by 29.4%, and maintained the users' cognitive load compared to use of an infrared remote control.","PeriodicalId":423409,"journal":{"name":"Proceedings of the 14th Brazilian Symposium on Human Factors in Computing Systems","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128739845","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Nowadays collaborative systems often present users with flexibility to customize different aspects according to their contexts or needs. Designers of these systems must define the possible customizations to be offered to users at design time. To do so, they have to decide what choices to make available to users, and consider which scenarios may be generated by users' decisions and their impact over time in other users' interactions. In this paper, we propose a modeling language that supports designers in this activity by allowing them to describe users' choices and actions over time and their impacts. Based on this description a scenario generator describes the situations that users can create by their choices. Exploring the scenarios generated at design time, the designer can inspect if any of the scenarios represent undesirable situations for end users. A preliminary evaluation of the model is presented and discussed.
{"title":"A model to support designers of collaborative systems in anticipating scenarios","authors":"Manoel Pereira Junior, R. Prates","doi":"10.1145/3148456.3148501","DOIUrl":"https://doi.org/10.1145/3148456.3148501","url":null,"abstract":"Nowadays collaborative systems often present users with flexibility to customize different aspects according to their contexts or needs. Designers of these systems must define the possible customizations to be offered to users at design time. To do so, they have to decide what choices to make available to users, and consider which scenarios may be generated by users' decisions and their impact over time in other users' interactions. In this paper, we propose a modeling language that supports designers in this activity by allowing them to describe users' choices and actions over time and their impacts. Based on this description a scenario generator describes the situations that users can create by their choices. Exploring the scenarios generated at design time, the designer can inspect if any of the scenarios represent undesirable situations for end users. A preliminary evaluation of the model is presented and discussed.","PeriodicalId":423409,"journal":{"name":"Proceedings of the 14th Brazilian Symposium on Human Factors in Computing Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130901093","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Computational thinking (CT) tools express their designers' perspective on how a selected set of Computer Science concepts should be introduced, typically hiding details to avoid unnecessary complexity. This paper focuses on how concurrency is dealt with by five well-known tools in this domain: Scratch, Alice, AgentSheets, NetLogo and Greenfoot. We present the results of a systematic analysis contrasting their model of concurrent behavior with the corresponding programming interface messages that trigger their users' interpretation and learning of concurrency-related concepts. We present and discuss the conceptualizations that potentially emerge from using these five tools and compare them with established concurrency concepts. Our findings indicate opportunities for an explicit exploration of how some concurrency aspects are implemented in games and simulations built with CT tools. We believe that this might facilitate future learning and comprehension of complex concurrency concepts, considering that the knowledge embedded in these tools can also influence students' understanding of concurrency.
{"title":"Exploring concurrency on computational thinking tools","authors":"Cleyton Slaviero, E. Haeusler","doi":"10.1145/3148456.3148484","DOIUrl":"https://doi.org/10.1145/3148456.3148484","url":null,"abstract":"Computational thinking (CT) tools express their designers' perspective on how a selected set of Computer Science concepts should be introduced, typically hiding details to avoid unnecessary complexity. This paper focuses on how concurrency is dealt with by five well-known tools in this domain: Scratch, Alice, AgentSheets, NetLogo and Greenfoot. We present the results of a systematic analysis contrasting their model of concurrent behavior with the corresponding programming interface messages that trigger their users' interpretation and learning of concurrency-related concepts. We present and discuss the conceptualizations that potentially emerge from using these five tools and compare them with established concurrency concepts. Our findings indicate opportunities for an explicit exploration of how some concurrency aspects are implemented in games and simulations built with CT tools. We believe that this might facilitate future learning and comprehension of complex concurrency concepts, considering that the knowledge embedded in these tools can also influence students' understanding of concurrency.","PeriodicalId":423409,"journal":{"name":"Proceedings of the 14th Brazilian Symposium on Human Factors in Computing Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129991999","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The specification of persona characteristics is not a trivial task. This paper evaluates the possibilities on using the character creation rules in Role-playing Games (RPG) as a guide for designing personas. It was observed that the rules of creating character sheets in RPG can contribute to the development of personas on issues such as clarity in defining characteristics. It is also noted the possibility of technical extension to incorporate user equipment and to build metrics over quantitative elements.
{"title":"Evaluation of character creation rules in RPG as a guide for creating personas","authors":"F. Alves, J. C. Santos, Cristiano Maciel","doi":"10.1145/3148456.3148506","DOIUrl":"https://doi.org/10.1145/3148456.3148506","url":null,"abstract":"The specification of persona characteristics is not a trivial task. This paper evaluates the possibilities on using the character creation rules in Role-playing Games (RPG) as a guide for designing personas. It was observed that the rules of creating character sheets in RPG can contribute to the development of personas on issues such as clarity in defining characteristics. It is also noted the possibility of technical extension to incorporate user equipment and to build metrics over quantitative elements.","PeriodicalId":423409,"journal":{"name":"Proceedings of the 14th Brazilian Symposium on Human Factors in Computing Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124347159","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Boosted by feminist movements, research in HCI has been covering more about gender and sexuality. However, few studies are dedicated to the experience of lesbian, bisexual, gay and transgender people (LGBT). There is also little formulation regarding these experiences in systems design. In this study, we prepared a survey to gather oppressive situations in social networks. Results suggest the LGBT group notices such oppressions in the network interface and content there made. Moreover, there is a discontent with the current tools for fighting and preventing oppressions, which impacts the decision of using a network and users' comfort.
{"title":"Gender identity and sexual orientation perceived oppressions in digital systems user interfaces: an exploratory study","authors":"Guilherme C. Pereira, M. Baranauskas","doi":"10.1145/3148456.3148466","DOIUrl":"https://doi.org/10.1145/3148456.3148466","url":null,"abstract":"Boosted by feminist movements, research in HCI has been covering more about gender and sexuality. However, few studies are dedicated to the experience of lesbian, bisexual, gay and transgender people (LGBT). There is also little formulation regarding these experiences in systems design. In this study, we prepared a survey to gather oppressive situations in social networks. Results suggest the LGBT group notices such oppressions in the network interface and content there made. Moreover, there is a discontent with the current tools for fighting and preventing oppressions, which impacts the decision of using a network and users' comfort.","PeriodicalId":423409,"journal":{"name":"Proceedings of the 14th Brazilian Symposium on Human Factors in Computing Systems","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121766731","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Academic literature has indicated a new moment for the HCI field that requires it to revisit methods and practices to consider aspects that are difficult to deal with, such as values and culture. This paper presents an informed discussion situated in the context of the Human Values Grand Challenge for HCI in Brazil, exploring possible understanding for values in HCI, the importance of the topic, and existing approaches. We draw on the literature and on our own research experiences in the topic to develop critical discussions and suggest possible directions for advancing the research and practice in the context of this challenge.
{"title":"The value of values for HCI: an informed discussion beyond philosophy","authors":"R. Pereira, M. Baranauskas, Kecheng Liu","doi":"10.1145/3148456.3148500","DOIUrl":"https://doi.org/10.1145/3148456.3148500","url":null,"abstract":"Academic literature has indicated a new moment for the HCI field that requires it to revisit methods and practices to consider aspects that are difficult to deal with, such as values and culture. This paper presents an informed discussion situated in the context of the Human Values Grand Challenge for HCI in Brazil, exploring possible understanding for values in HCI, the importance of the topic, and existing approaches. We draw on the literature and on our own research experiences in the topic to develop critical discussions and suggest possible directions for advancing the research and practice in the context of this challenge.","PeriodicalId":423409,"journal":{"name":"Proceedings of the 14th Brazilian Symposium on Human Factors in Computing Systems","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129526988","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In this paper we present the process of building a checklist for evaluating gamified applications. The questions that make up the checklist were extracted through a collaborative process that came from the collection of scientific articles and the experience with digital games in a class of 26 Computer Science students. The checklist proposed was preliminarily used in the evaluation of a set of gamified prototypes and the results were considered an important step towards consolidating a method for inspection of such applications.
{"title":"Collaborative construction of a checklist for gamified environments evaluation","authors":"Elton Figueiredo da Silva, M. Silveira","doi":"10.1145/3148456.3148510","DOIUrl":"https://doi.org/10.1145/3148456.3148510","url":null,"abstract":"In this paper we present the process of building a checklist for evaluating gamified applications. The questions that make up the checklist were extracted through a collaborative process that came from the collection of scientific articles and the experience with digital games in a class of 26 Computer Science students. The checklist proposed was preliminarily used in the evaluation of a set of gamified prototypes and the results were considered an important step towards consolidating a method for inspection of such applications.","PeriodicalId":423409,"journal":{"name":"Proceedings of the 14th Brazilian Symposium on Human Factors in Computing Systems","volume":"72 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126260857","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
E. Tanaka, Juliana A. Paludo, Leonardo R. Domingues, Carlúcio S. Cordeiro, Olavo Giraldi, Marcos H. Cascone, E. Gadbem, Adriana Euflasino
This paper discusses usability problems in immersive virtual reality environments that were identified during the development of a system used to train electricians to perform maintenance and emergency maneuvers in electric distribution substations. Differently from traditional desktop systems, in which graphical interface techniques and standards are already consolidated, immersive virtual reality environments present several new challenges for the creation of user interfaces. A case study was performed with 37 participants and the collected data is helping the development team to improve the system usability.
{"title":"User interface design of an immersive virtual reality environment to electricians training","authors":"E. Tanaka, Juliana A. Paludo, Leonardo R. Domingues, Carlúcio S. Cordeiro, Olavo Giraldi, Marcos H. Cascone, E. Gadbem, Adriana Euflasino","doi":"10.1145/3148456.3148492","DOIUrl":"https://doi.org/10.1145/3148456.3148492","url":null,"abstract":"This paper discusses usability problems in immersive virtual reality environments that were identified during the development of a system used to train electricians to perform maintenance and emergency maneuvers in electric distribution substations. Differently from traditional desktop systems, in which graphical interface techniques and standards are already consolidated, immersive virtual reality environments present several new challenges for the creation of user interfaces. A case study was performed with 37 participants and the collected data is helping the development team to improve the system usability.","PeriodicalId":423409,"journal":{"name":"Proceedings of the 14th Brazilian Symposium on Human Factors in Computing Systems","volume":"60 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126602878","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}