HCI Bibliography Home | HCI Conferences | CLIHC Archive | Detailed Records | RefWorks | EndNote | Hide Abstracts
CLIHC Tables of Contents: 03051315

Proceedings of the 2013 Latin American conference on Human-computer interaction

Fullname:CLIHC 2013: 6th Latin American Conference on Human Computer Interaction
Editors:César Collazos; Andréia Liborio; Cristian Rusu
Location:Carrillo, Costa Rica
Dates:2013-Dec-02 to 2013-Dec-06
Publisher:Springer International Publishing
Series:Lecture Notes in Computer Science 8278
Standard No:DOI: 10.1007/978-3-319-03068-5 hcibib: CLIOHC13; ISBN: 978-3-319-03067-8 (print), 978-3-319-03068-5 (online)
Links:Online Proceedings | Conference Website
  1. Session 1: Adaptive, Adaptable, Intelligence User Interfaces
  2. Session 2: HCI Design -- Methods, Tools and Perspectives
  3. Session 3: HCI Evaluation Methods, Tools and Perspectives
  4. Session 4: HCI Impacts on Society
  5. Session 5: HCI Theories and Theoretical Approaches
  6. Session 6: Interaction, Visualization and Information Processing

Session 1: Adaptive, Adaptable, Intelligence User Interfaces

Consumption of Profile Information from Heterogeneous Sources to Leverage Human-Computer Interaction BIBAKFull-Text 1-4
  María de Lourdes Martínez-Villaseñor; Miguel González-Mendoza
Ubiquitous computing brings new challenges to system and application designers. It is not enough to deliver information at any time, at any place and in any form; information must be relevant to the user. Ubiquitous user model interoperability allows enrichment of adaptive systems obtaining a better understanding of the user, but conflict resolution is necessary to deliver the best suited values despite the existence of international standards for different concepts. In this paper, we present the algorithm of conflict resolution to consume of profile information from the ubiquitous user model. We illustrate the enrichment of user models with one elemental concept for human-computer interaction: the language concept.
Keywords: User modeling interoperability; ubiquitous user model; human computer interaction; conflict resolution
Developing Mixed Initiative Educational Web Interfaces for English Education: A Contextual Approach BIBAKFull-Text 5-8
  Marvelia Gizé Jiménez Guzmán; Lluvia Morales; Paul Craig; Mario Alberto Moreno Rocha
This paper presents early work tackling the problem of developing Mixed Initiative Educational Web Interfaces for English language learning courses that require the adaptation of their contents to different student profiles. The problem is partially solved through a user centered methodology, with our paper focusing on the results of a visual-contextual ethnographic analysis which helped us to identify the user requirements and improve the interactivity, usability and appearance of the interfaces toward developing a true Mixed Initiative system.
Keywords: Mixed Initiative; Adaptive Web Interfaces; User Experience; E-learning
Design Choices and Museum Experience: A Design-Based Study of a Mobile Museum App BIBAKFull-Text 9-13
  Olav Røtne; Victor Kaptelinin
The paper reports an experimental study of the effects of visual style, information access selectivity, and content-related challenge on user experience of a mobile museum app prototype. Higher visual richness and added content-related challenge were found to positively affect museum experience, while the effect of information access selectivity was negative.
Keywords: Museum apps; user experience; design dimensions
Design and Deployment of Everyday UbiComp Solutions at the Hotel: An Empirical Study of Intrinsic Practice Transformation BIBAKFull-Text 14-21
  Rafael Hegre Cabeza; Victor Kaptelinin
Understanding how people employ digital artifacts in their everyday settings to create more advanced interactive habitats is becoming a key issue in HCI research. This paper aims to contribute to this research by reporting an empirical study of artifact ecologies and their dynamics in day-to-day activities at a hotel. We describe two technological solutions, designed and implemented by people in the settings: (a) converting a paper-based cleaning staff roster into a Google Doc, and (b) switching from a traditional fax machine to email as a technology for handling communication with suppliers. We discuss a range of factors affecting such user-driven innovations, as well as the impact of the technologies on larger-scale interactive habitats.
Keywords: Habitat; end-user development; intrinsic practice transformation; hotel industry; everyday computing; UbiComp

Session 2: HCI Design -- Methods, Tools and Perspectives

Bringing the Web Closer: Stereoscopic 3D Web Conversion BIBAKFull-Text 22-25
  Alexey Chistyakov; Diego González-Zúñiga; Jordi Carrabina
In this paper we present 3DSjQ, a tool used to implement stereoscopic 3D in web pages. It provides HTML developers the possibility to create static and dynamic content that interacts with depth. We uncover the algorithm used for the tool, describe the method of operation and discuss future work including further development and implementations.
Keywords: stereoscopic; 3D; web; depth; HTML; framework; interface; interaction; javascript
User Experience Degree and Time Restrictions as Financial Constraints in Heuristic Evaluation BIBAKFull-Text 26-29
  Llúcia Masip; Toni Granollers; Marta Oliva
One of the most important concerns of companies is the budget invested in every task of a project. In tech projects, the evaluation of interactive systems is one of the most valuable parts of the development process. And obviously, financial constraints do not avoid this part. In this context, two factors related to heuristic evaluation (one of the most economical methods) can be taken into account: the user experience degree and the time available for the evaluation. A survey with end users (understanding end users those use heuristic evaluation methodology) was carried out to determine the values of both factors in a specific context: website applications.
Keywords: User Experience; Heuristic Evaluation; UX Degree
Model-Driven Development of Vocal User Interfaces BIBAKFull-Text 30-34
  David Céspedes-Hernández; Juan Manuel González-Calleros; Josefina Guerrero-García; Liliana Rodríguez-Vizzuett
There is lack of work addressing simply and extensively the development of vocal user interfaces considering at once the context of use: environment, user and platform. Several works have been published related to vocal user interface considered as a subset of bigger problems, such as: context awareness, multiplatform development, user-centred development, vocal user interface design, and multimodal development. It is normally the case to see that most design knowledge present in the literature assume vocal user interfaces as a subset of graphical user interfaces, called multimodal interaction, thus losing the nature of vocal interaction. The objective for this paper is to propose a method to generate multiplatform vocal User Interfaces. A transformational approach is used for the method. A real life case study is used to validate our proposal.
Keywords: Human-Computer Interaction; Vocal User Interfaces; Model-Driven Development; User-Centred Development
Personalized Interactive Learning Solutions Support -- IGUAL BIBAKFull-Text 35-38
  Ion Mierlus Mazilu; Esa Kujansuu
The overall objective of this paper is to present a IGUAL project solution used to improve the accessibility of higher education in Latin America for students from public schools. There is a measurable gap between the quality of education between private and public schools in most Latin American countries. This project will propose innovative, contextualised solutions, based on proved learning technologies, to help students with a public school background to rapidly close the gap and compensate for handicaps in their basic education. The specific objective of this project is to create and validate innovative and contextualised solutions to reduce the knowledge and skill gap between private- and public-educated students. These solutions will help the student to acquire new knowledge and skills, providing individually directed support based on the particular background and profile of the student. And also have the potential to be used by all students in the Latin American.
Keywords: education; learning software; pedagogical methodologies; interactiv learning materials
Closing the Gap between the Motivation of Users and the Design Requirements for Social Sites BIBAKFull-Text 39-46
  Elizabeth Sucupira Furtado; Vasco Furtado
The goal of this paper is to propose an extended format for describing interaction pattern making it an important artifact to associate aspects regarding the user's motivation with interaction solutions to design Social Systems (SS). 19 patterns, which were created, modeled in Semantic Media Wiki and applied in a case study, led designers to understand what motivates people to social involvement, and not just focuses on meeting the design requirements.
Keywords: Design Patterns; Social Systems; Users' motivation; Online Communities

Session 3: HCI Evaluation Methods, Tools and Perspectives

Formative Evaluation for Complex Interactive Systems BIBAKFull-Text 47-54
  Chris Roast; Elizabeth Uruchurtu
This paper reports upon the design and use of a lightweight evaluation method, especially designed to examine complex interactive systems. The approach is illustrated through a case study involving an interactive tool designed to help enable users examine large scale data arising from authentication activity in higher education institutes. The evaluation approach illustrated is to enable the lightweight assessment of usability issues within complex interactive systems and identifying opportunities for significant design improvements. Specifically we argue that this method benefits from capturing key generic factors that underpin the effectiveness of tools for working with complex data. The paper concludes by reflecting upon the effectiveness of the lightweight structured assessment approach and how it supports to formative evaluation.
Keywords: Evaluation; Cognitive Dimensions; Complex Data; Information Retrieval; Innovation
Setting Usability iTV Heuristics in Open-HEREDEUX BIBAKFull-Text 55-58
  Andrés Solano; Llúcia Masip; Toni Granollers; César A. Collazos; Cristian Rusu; José Luis Arciniegas
Usability evaluation is one of the most important stages inside the user-centered design. Heuristic evaluation is a highlighted method due to its great capability to detect a high number of usability issues, its low cost and simplicity; however, the search and selection of the best heuristics is probably the most difficult task of the methodology. This paper describes the process carried out to enter a set of heuristics (for interactive digital television environments) to Open Repository of the Open-HEREDEUX, which aims to minimize the effort to select the most suitable heuristics to evaluate an interactive system.
Keywords: usability; heuristics; iTV; Open-HEREDEUX
A Study about the Usability Evaluation of Social Systems from Messages in Natural Language BIBAKFull-Text 59-62
  Marilia S. Mendes; Elizabeth Sucupira Furtado; Fábio Theophilo; Miguel Franklin
Social Systems are dynamic systems, with features like interactivity, collaboration, sharing, diversity and a large number of users, various forms of access, focusing on human relationships and their emotions. In HCI (Human-Computer Interaction) there are several techniques that assess the usability of systems. However, such techniques do not consider the data collected from messages when users are interacting and expressing their feelings related to some difficulty in interaction. This paper presents a study about the usability evaluation of Social Systems from messages in Natural Language.
Keywords: Human Computer Interaction; Usability; Natural Processing Language; Social Systems
A Quality Model for Human-Computer Interaction Evaluation in Ubiquitous Systems BIBAKFull-Text 63-70
  Rainara M. Santos; Káthia M. de Oliveira; Rossana M. C. Andrade; Ismayle S. Santos; Edmilson R. Lima
The improvement in computational device miniaturization and in wireless communication has moved forward relevant advances in ubiquitous systems development. Such systems are capable of monitoring environments and users in order to provide services as naturally as possible. These systems offer new types of interactions, such as more implicit and transparent exchanges with users. Thus, the ubiquitous systems present new challenges in quality evaluation of human-computer interaction, as any assessment of quality should take into account the peculiarities of these new types of interactions. This paper proposes a quality model composed of specific characteristics and measures to human-computer interaction quality evaluation in ubiquitous systems. It also reports results obtained from a case study conducted to evaluate an application based on this model.
Keywords: Ubiquitous Systems; HCI Evaluation; Quality Model

Session 4: HCI Impacts on Society

Tablet Use Patterns and Drivers of User Satisfaction: A Gender Approach BIBAKFull-Text 71-78
  Marta Calderón; Gabriela Marín
Understanding what for, when and where Computer Science students at the University of Costa Rica use tablets and identifying gender differences in their use were our goals. An online survey, which included closed and open questions, was conducted. Results show that women use their tablet more for leisure and appreciate it for its usability. Non-working men use tablets also for leisure but value their functionality. Finally, working men are more interested in tablets as support to their work, and value usability more than non-working men.
Keywords: tablet use; gender; Costa Rica
Studying the Relationships between the Management of Personal Data Privacy and User Interface BIBAKFull-Text 79-89
  Sandra R. Murillo; J. Alfredo Sánchez
Despite technological efforts that have been implemented so that users can navigate on the Internet with increased control of the privacy of their information, results are not always as expected. The lack of information security culture and the inconsistency of preventive or corrective interfaces among common applications create confusion in people and insecurity about the use of their information by third parties. Some researchers have suggested that the application of learning styles to build interfaces can facilitate users' cognitive ergonomics. This paper presents the current relationship between the management of personal data privacy, user interface and learning styles through an ethnographic study. These relationships suggest a model to navigate among these components and improve user experience.
Keywords: Human factors; usability; security
HCI with Chocolate: Introducing HCI Concepts to Brazilian Girls in Elementary School BIBAKFull-Text 90-94
  Cristiano Maciel; Sílvia Amélia Bim; Clodis Boscarioli
In order to attract women to the area of computing there are several initiatives in the Brazilian context. The project named Meninas Digitais (Digital Girls) is one of them. In this paper we discuss one experiment carried out in the context of this project. A Computer Science Unplugged activity (The Chocolate Factory) was performed in a Brazilian state school. The activity was about HCI design and was done with nine teenagers. Most of these girls do not have a computer, so they rarely use one. The experiment was their first contact with a topic related to concepts of HCI design, and the girls succeeded in the activity giving interesting solutions for the problem situations presented. The experiment showed that it is possible to introduce some activities to elementary school students so as to present HCI and promote courses in the area of Computing.
Keywords: HCI design; Computer Science Unplugged; Women in IT
Borrowing a Virtual Rehabilitation Tool for the Physical Activation and Cognitive Stimulation of Elders BIBAKFull-Text 95-102
  Alberto L. Morán; Felipe Orihuela-Espina; Victoria Meza-Kubo; Ana I. Grimaldo; Cristina Ramírez-Fernández; Eloisa García-Canseco; Juan Manuel Oropeza-Salas; Luis Enrique Sucar
We explore the use of a virtual rehabilitation platform as the interaction means for physical activation and cognitive stimulation of elders. A usability evaluation of actual and projected use of the tool suggests that this could be feasible to perform. Elders perceived the use of the evaluated tool as useful (93.75/100), easy to use (93.75/100) and pleasurable to use (91.66/100) during an actual activation and stimulation session. Previous experience on the use of computers by the participants did not significantly impact on their usability perception for most of the included factors, with the sole exception being the perception of anxiety. This is an encouraging result to reuse and adapt technologies from "close" domains (e.g., virtual rehabilitation). In addition, this can reduce development times and cost, and facilitate knowledge transfer into the domain of physical activation and cognitive stimulation of elders.
Keywords: Usability study; virtual rehabilitation; cognitive stimulation; physical activation; elders

Session 5: HCI Theories and Theoretical Approaches

How Do You Understand Twitter?: Analyzing Mental Models, Understanding and Learning about Complex Interactive Systems BIBAKFull-Text 103-110
  Víctor M. González; Rodrigo Juárez
The aim of this investigation is to identify and understand the relations between the people's mental models and their performance and usability perception about a complex interactive system (Twitter). Our study includes the participation of thirty college students where each of them was asked to perform a number of activities with Twitter, and to draw graphical representations of the mental model about it. The participants have either none or at least a year of expertise using Twitter. We identified three typical types of mental models used by participants to describe Twitter and found that the level of expertise had a major impact on performance rather than the mental model style defining the understanding about the system. Furthermore, and in contrast, we found that usability perception was affected by the level of expertise.
Keywords: mental models; HCI; Twitter; complex interactive systems
Motivation to Self-report: Capturing User Experiences in Field Studies BIBAKFull-Text 111-114
  Minyou Rek; Natalia Romero; Annemiek van Boeijen
User experience (UX) refers to the feelings people have when interacting with a product or service. UX design aims to enable certain experience through the development and testing of prototypes, therefore methods are needed to capture and evaluate user experience at different stages of use. Experience Sampling Method has been used to capture user experience on a moment-to-moment basis and in the context they are elicited. One mayor drawback of this method is the high load on participants, which often results in lowering participation in the study. Based on a literature review on motivational theory two design concepts are presented to illustrate how different motivators could influence different qualities of participation. Initial explorations of these concepts address opportunities and challenges of motivational mechanisms in the development of UX design and research methods.
Keywords: UX; Motivation; Self-Report; Long-term Field Studies
Crowd-Computer Interaction, A Topic in Need of a Model BIBAKFull-Text 115-122
  Leonel Vinicio Morales Díaz; Laura Sanely Gaytán-Lugo; Mario Alberto Moreno Rocha; Adrián Catalán Santis
Crowd-Computer Interaction -- CCI -- is a form of human-computer interaction -- HCI -- in which single actions from many individuals are aggregated to produce a different result that would not be achievable otherwise for one individual alone. As a research topic several questions remain open regarding CCI, for example, to what extent the principles and heuristics of interactions design under the paradigm of one-user-one-interface are applicable to crowds interacting with a network of interfaces? If a system is usable for individuals, will it be usable for crowds? Should designs be centered on the individual or on the crowd? A model of how crowds interact with computers is needed to start finding answers, that need is discussed in this paper along with some research proposals to develop that model.
Keywords: Crowd-Computer Interaction; Usability; Interaction Design; Models of Interaction
Effectiveness Measurement Framework for Field-Based Experiments Focused on Android Devices BIBAKFull-Text 123-130
  Ivan Pretel; Ana B. Lago
Most of the mobile phones have turned into full-connected devices. This provides companies with a perfect channel to interact with their potential clients and employees. The quality of the experience with these applications can directly affect the profits of the company it represents. Focusing on the mobile field and its extremely dynamic context, the quality of the experience can highly fluctuate. Inside this field, several methods and tools have been developed by defining a context of use. However, current methods can only capture it through adding external capture tools (added cameras, human observers...) that can change the experience. The main contribution in this article is a new approach to automatically measure effectiveness through a tiny but powerful mobile tool that can capture interaction metrics and the surrounding context without biasing the measured experience.
Keywords: Mobile HCI; evaluation; effectiveness; context; quality; usability; mobile services; framework

Session 6: Interaction, Visualization and Information Processing

Evaluation of a Driving Simulator with a Visual and Auditory Interface BIBAKFull-Text 131-139
  Juan Michel García-Díaz; Miguel A. García-Ruiz; Raúl Aquino-Santos; Arthur Edwards-Block
Millions of driving accidents occur worldwide each year causing more than a million fatalities. Although traditional safety measures are largely reactive in nature, the application of wireless technologies has become much more common, thus promoting proactive strategies to save lives. This article presents the development and evaluation of usability of a driving simulator with a visual and auditory interface to assist drivers more quickly identify emergencies on the road, which, when used with the support of wireless ad hoc networking, can contribute to reducing vehicular accidents. The usability results obtained in this study were favorable according to the System Usability Scale (SUS) usability questionnaire, which was applied as a post-test. Employing the SUS, respondents reported the interface to be acceptable or good. Results show that utility of the visual interface was 69% and the score for the auditory interface was 100%. In sum, respondents felt the interfaces were useful in reported upcoming emergency or accident situations.
Keywords: driving simulator; auditory interface; visual interface; driver distraction
Using Map Representations to Visualize, Explore and Understand Large Collections of Dynamically Categorized Documents BIBAKFull-Text 140-147
  Ernesto Gutiérrez; J. Alfredo Sánchez; Ofelia Delfina
This paper presents VOROSOM, a novel visualization scheme that supports collection understanding and exploration of large, distributed collections. Using metadata harvested from diverse collections, VOROSOM produces a map representation in which regions are associated with categories of documents. The shape of each region in the map reflects the relationships among documents in each of the categories. Thus, the distance between two regions directly corresponds to their semantic affinity. Maps are produced in such a way that the number of categories is maintained within a manageable size, considering the user's cognitive capabilities. Maps are organized hierarchically, which supports the exploration and navigation within categories and subcategories of documents using map representations consistently. We report initial results of user studies with a prototypical implementation of our visualization scheme over an actual network of digital libraries.
Keywords: Information visualization; collection understanding; self-organizing maps; Voronoi diagrams; map-based visualization
Augmenting Decision Tree Models Using Self-Organizing Maps BIBAKFull-Text 148-155
  Wilson Castillo-Rojas; Fernando Medina-Quispe; Claudio Meneses-Villegas
This study considers the application of the Self-Organizing Map technique on a decision tree model generated to achieve model-augmented visualization, based on a visual perception model scheme called VAM-DM. It supports the visual analysis of a data mining model in the adjustment phase, also combining complementary views of graphical artifacts for each component or node of the decision tree. It seeks to answer user generic questions regarding the model inner workings and to achieve a better understanding of the model finally obtained. In this context, the Self-Organizing Map technique serves a dual purpose: spatial partition of the data subset associated with a tree node and partition visualization with a map. Finally, a controlled experiment is carried out with a software prototype and two user groups, novices and experts in DM's processes, and results from this experiment are analyzed. This analysis allows us to assess the usefulness of the Self-Organizing Map technique for augmented decision tree model and their efficiency to support the comprehension of the generated model.
Keywords: Data Mining; Visualization; and Visual Exploration of Data Mining Models