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Characterizing gamification strategies in educational mobile applications: a case study of duolingo 教育移动应用中的游戏化策略特征:以duolingo为例
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.
移动设备的日益普及使得移动应用程序成为一种学习工具。随着这些应用的普及,如何通过界面和交互模型来激励用户,使其持续使用这些应用成为人机交互领域(HCI)关注的问题之一。因此,新的设计策略已经被探索以满足这些用户的需求。从这个意义上说,游戏化策略的采用对移动应用在教育领域的持续使用做出了积极的贡献。在这种情况下,本研究旨在评估和描述Duolingo应用程序,被认为是最好的语言教学应用程序之一,采用了游戏化策略,事实上,这些策略有助于作为应用程序使用的激励因素。所获得的结果允许观察设计师界面所采用的策略如何有助于激励该应用程序的持续使用,并且可以辅助开发和评估使用游戏化作为激励因素的应用程序。
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引用次数: 0
Toward an analytical method to evaluate emotional responses in human-computer interaction 探讨一种评估人机交互中情绪反应的分析方法
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.
情感是人机交互中影响用户行为和满意度的重要因素。经验方法通常用于评估用户界面引起的情绪反应,但数据收集和分析的成本通常很高。采用分析方法是一种替代高成本的方法。虽然可用性、可及性和可沟通性等分析方法在人机交互领域被广泛接受,但缺乏通过情绪反应进行评估。符号学是一种理解界面元素对用户代表什么的方法。本文提出了一种基于符号学的评价界面呈现元素可能引起的情绪反应的方法。该方法应用于一个案例研究,结果被认为是一致的,当与经验方法取得的结果相比。
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引用次数: 0
Specification and evaluation of an attention-aware remote control 一种注意力感知遥控器的规格和评估
D. A. Chagas, E. Furtado
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.
本文基于共享注意理论,定义了交互式数字电视的文本输入需求,以原型化一种使用户交互更加自然的遥控器。这个新创建的设备的物理原型以运动识别和感官反馈为交互方式。在可用性测试中,收集了用户表现和满意度的数据,以及通过脑电图设备捕获的他们的认知负荷(注意力)和冥想状态(放松)的数据。结果表明,与使用红外遥控器相比,原型解决方案在输入长文本时提高了26.5%的性能,满意度得分提高了15%,放松得分提高了29.4%,并保持了用户的认知负荷。
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引用次数: 1
A model to support designers of collaborative systems in anticipating scenarios 支持协作系统设计人员预测场景的模型
Manoel Pereira Junior, R. Prates
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.
如今,协作系统通常为用户提供了根据上下文或需求定制不同方面的灵活性。这些系统的设计者必须定义在设计时提供给用户的可能的定制。为此,他们必须决定向用户提供哪些选择,并考虑哪些场景可能由用户的决策产生,以及它们随着时间的推移对其他用户交互的影响。在本文中,我们提出了一种建模语言,通过允许设计师描述用户随时间的选择和行为及其影响,来支持设计师进行此活动。基于此描述,场景生成器描述用户可以通过选择创建的场景。通过探索在设计时生成的场景,设计人员可以检查是否有任何场景代表了最终用户不希望看到的情况。对该模型进行了初步评价并进行了讨论。
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引用次数: 0
Exploring concurrency on computational thinking tools 探索计算思维工具上的并发性
Cleyton Slaviero, E. Haeusler
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.
计算思维(CT)工具表达了设计者对如何引入一组选定的计算机科学概念的看法,通常隐藏细节以避免不必要的复杂性。本文重点介绍了该领域中五个著名的工具(Scratch、Alice、AgentSheets、NetLogo和Greenfoot)是如何处理并发的。我们提出了一项系统分析的结果,将它们的并发行为模型与触发用户解释和学习并发相关概念的相应编程接口消息进行了对比。我们提出并讨论了使用这五种工具可能产生的概念化,并将它们与已建立的并发概念进行了比较。我们的研究结果表明,有机会明确探索如何在使用CT工具构建的游戏和模拟中实现某些并发性方面。我们认为,考虑到这些工具中嵌入的知识也会影响学生对并发的理解,这可能有助于未来学习和理解复杂的并发概念。
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引用次数: 1
Evaluation of character creation rules in RPG as a guide for creating personas 评估RPG中的角色创建规则,作为创建角色的指南
F. Alves, J. C. Santos, Cristiano Maciel
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.
人物角色特征的规范不是一项微不足道的任务。本文评估了在角色扮演游戏(RPG)中使用角色创造规则作为角色设计指南的可能性。在RPG中创造角色表的规则能够促进角色角色的发展,如明确定义特征。委员会还指出,有可能进行技术扩展,以纳入用户设备,并在数量要素之上建立衡量标准。
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引用次数: 0
Gender identity and sexual orientation perceived oppressions in digital systems user interfaces: an exploratory study 数字系统用户界面中的性别认同和性取向感知压迫:探索性研究
Guilherme C. Pereira, M. Baranauskas
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.
在女权主义运动的推动下,HCI的研究越来越多地涉及性别和性。然而,很少有研究专门针对女同性恋、双性恋、男同性恋和变性人(LGBT)的经历。在系统设计中也很少有关于这些经验的公式。在这项研究中,我们准备了一项调查来收集社会网络中的压迫情况。结果表明,LGBT群体在网络界面和内容中注意到了这种压迫。此外,人们对目前打击和防止压迫的工具感到不满,这影响了使用网络的决定和用户的舒适度。
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引用次数: 3
The value of values for HCI: an informed discussion beyond philosophy 人机交互价值的价值:一场超越哲学的知情讨论
R. Pereira, M. Baranauskas, Kecheng Liu
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.
学术文献表明,HCI领域迎来了一个新的时刻,它需要重新审视方法和实践,以考虑价值观和文化等难以处理的方面。本文在巴西HCI的人类价值观大挑战的背景下进行了一次知情的讨论,探讨了对HCI价值观的可能理解、主题的重要性和现有方法。我们利用文献和我们自己在这个主题上的研究经验来进行批判性的讨论,并提出在这一挑战的背景下推进研究和实践的可能方向。
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引用次数: 12
Collaborative construction of a checklist for gamified environments evaluation 协作构建游戏化环境评估清单
Elton Figueiredo da Silva, M. Silveira
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.
在本文中,我们介绍了构建评估游戏化应用程序的检查表的过程。组成清单的问题是通过一个协作过程提取出来的,这个过程来自于科学文章的收集和一个26名计算机科学专业学生的数字游戏体验。提议的检查表初步用于评估一组游戏化原型,结果被认为是朝着巩固检查此类应用的方法迈出的重要一步。
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引用次数: 0
User interface design of an immersive virtual reality environment to electricians training 用户界面设计的一个沉浸式虚拟现实环境电工培训
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.
本文讨论了沉浸式虚拟现实环境中的可用性问题,这些问题是在开发用于培训电工执行配电变电站维护和应急操作的系统期间发现的。与图形界面技术和标准已经得到巩固的传统桌面系统不同,沉浸式虚拟现实环境为创建用户界面提出了几个新的挑战。一个有37名参与者的案例研究被执行,收集的数据正在帮助开发团队改进系统可用性。
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Proceedings of the 14th Brazilian Symposium on Human Factors in Computing Systems
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