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ChileCHI Tables of Contents: 13

Proceedings of ChileCHI'13: Chilean Conference on Human-Computer Interaction

Fullname:Proceedings of the 2013 Chilean Conference on Human -- Computer Interaction
Location:Temuco, Chile
Dates:2013-Nov-11 to 2013-Nov-15
Standard No:ISBN: 978-1-4503-2200-3; ACM DL: Table of Contents; hcibib: ChileCHI13
Links:Conference Website
  1. HCI in Health
  2. Interaction with Gestures
  3. Providing Awareness in Real Environments
  4. Poster Session
  5. Social Computing and Multiculturalism
  6. Improving Usability: Heuristics
  7. Improving Usability: Design, Evaluation, Learning
  8. Gaming and Social Media

HCI in Health

ESTHER 1.3: integrating in-situ prompts to trigger self-reflection of physical activity in knowledge workers BIBAFull-Text 1-4
  Juan Jimenez Garcia; Natalia A. Romero; David Keyson; Paul Havinga
There are little initiatives supporting knowledge workers in implementing physical activity as part of their work routines. Due to the sedentary nature of their work, knowledge workers have little opportunities to engage in physical activities during the working hours. In addition, physical activity is not a priority in their busy agenda, which results in knowledge workers been unaware of their physical behavior at work. Behavioral models are considering both self-reflection and self-awareness processes as key elements for an individual to take action over desirable behaviors. Considering self-reflection as the mean to achieve self-awareness, the design of persuasive technologies for physical activity is challenged to go beyond supporting data collection and visualization of physical behavior to actively support the process of self-reflection. This paper introduces ESTHER 1.3 as an approach to facilitate active mini cycles of self-reflection on physical activity by means of in-situ self-reporting mechanisms. ESTHER 1.3 will be tested in the field to explore how the implementation of these mechanisms assists the planning of physical activity targets during work time and how the performance of these targets differ compared to when the application only provides physical activity information. With the ultimate goal to integrate physical activity into a person's daily work routines, the design of ESTHER 1.3 based on Personal Informatics (PI) by encouraging deeper reflection on collected data to perform better-informed actions.
Prototype design and evaluation of a computer supported system for multidiscipline meetings in a primary healthcare center BIBAFull-Text 5-9
  Cecilia Saint-Pierre; Esteban Piñones; Matías Rojas; Valeria Herskovic
Primary health care centers in the Chilean public system implement a family healthcare model with collaboration of several professional disciplines. This collaboration is often through multidisciplinary case analysis meetings, but it has a high cost for each treated case. In order to understand how collaboration is done and how technology supports it, we conducted a study in a healthcare center in Maipú, Chile. We found several problems regarding collaboration: a lack of awareness of the case status and the activities held by each of the professionals, and that the standard Electronic Medical Records System was not able to capture information about collaboration instances, making the awareness more difficult. To solve this, we propose a web-based system that allows the team to visualize the case status and track the cases in just one screen. We evaluated the relevance of this proposal through interviews with team leaders, who had positive opinions about it. Although our study has limitations, we conclude that the main requirements for collaboration in this context are the awareness that must exist about the activities of other team professionals and the possibility to see them at a glance. Future work will implement the proposal for an evaluation with a large number of users.
Double testing: potential website resources for deaf people and the evaluation instrument Emotion-LIBRAS BIBAFull-Text 10-13
  Soraia Silva Prietch; Lucia Vilela Leite Filgueiras
In order to evaluate the usability of Emotion-LIBRAS and the potential use of website resources for people who are deaf, a pilot test was conducted with five deaf volunteer participants. Pre and post-test questionnaires were given, and a participant task with an observation form was used to gather the data. This double pilot testing was satisfactory, since the research questions were answered. With respect to Emotion-LIBRAS evaluation, we found that a semantic differential scale format may facilitate understanding the relation between bipolar emotions, and new emotions may be included. Regarding website resources, the preference for bilingual communication (signed and written language) was evidenced, also the desire for a dictionary that translates from sign to written language in websites because of the lack of fluency in written language.

Interaction with Gestures

Analyzing touchless hand gestures performance BIBAFull-Text 14-17
  Orlando Erazo; José A. Pino
As part of a Natural User Interface we can use human body gestures, although they must be evaluated to get better results. We can evaluate them using a quantitative model. For this purpose, we begin the gesture analysis of touchless hand gestures with this work. Our analysis is based on significant gesture attributes. From the large number of possible attributes we select the trajectory. We propose to describe the trajectory by using distance units and directions. We then evaluate our proposal with two gesture data sets. We found that the proposal can be used to describe and quantify gesture trajectories. Moreover, we found that well-defined changes of directions (or corners) influence the speed for performing a gesture, thus users need more time to execute the gesture. The proposed method allows a trajectory to be quantified in a simple manner.
Exploring the role of the semiotic engineering in interaction co-design BIBAFull-Text 18-23
  Hanna-Liisa Pender; David Lamas
This paper explores the use of semiotic engineering in interaction design processes. The role of semiotics in HCI has been extensively explored and evaluation methods have been developed to facilitate the pragmatic application of semiotics to human-computer interaction. These methods can be applied in both formative and summative evaluation strategies and, especially when used in for formative evaluation purposes, they adequately feed back into the design process. However, with the growing emphasis on co-design, we see the need of supporting the design process with a frame of reference informed by the semiotic principles, thus shifting the contribution of semiotics to interaction design i.e. from an evaluation standpoint to a design decision role. We build upon a case study to explore the interplay between the semiotic inspection method and the interaction design process laying the ground for future work in this direction.
Usability heuristics for touchscreen-based mobile devices: update BIBAFull-Text 24-29
  Rodolfo Inostroza; Cristian Rusu; Silvana Roncagliolo; Virginica Rusu
The idea of usability as something optional and only applicable in latest stages of the development process is obsolete. Usability is very valuable for users, reason why counting with proper tools for assessing usability in products like touchscreen-based mobile devices is needed. One traditional usability evaluation method is the heuristic evaluation, where evaluators through the use of usability heuristics detect usability issues. In this paper we introduce a revised version of our previously proposed set of 12 usability heuristics for touchscreen-based mobile devices. Three types of validation experiments were performed: inquiry tests, heuristic evaluations and experts' opinion. Results supported and checked the utility of the proposal.

Providing Awareness in Real Environments

Method for incorporating awareness mechanisms in driving simulation environments BIBAFull-Text 30-35
  Héctor Alcázar; José Martínez; Libardo Pantoja; Cesar A. Collazos; Alexander Paz
The graphical user interface becomes an important element in simulation systems. The problem in this type of systems is that there is plenty of information in the environment that is not provided in the best way to the user. This information can be provided through mechanisms of awareness. However, how to incorporate these mechanisms to the graphical interface of a traffic system is not easy. This paper proposes a method that allows graphical interfaces designers to incorporate awareness mechanisms in driving simulation environments. This method allows engineers to design usable interfaces that simulate reality more adequately.
SidebARs: improving awareness of off-screen elements in mobile augmented reality BIBAFull-Text 36-41
  Teresa Siu; Valeria Herskovic
In a high-stress situation, such as an emergency, first responders (e.g. police, firefighters) require relevant information to be delivered in a timely, efficient way. Augmented reality seems like a natural way for emergency responders to find relevant information that is close to them. However, due to the limited angle and distance seen through the camera, many relevant points will be off-screen, making it difficult to quickly find the needed information. Several approaches for this problem have been proposed in previous works, however, most are designed for 2D maps, and those proposed for augmented reality do not allow users to quickly find a certain type of point of interest. We studied the emergency response scenario through a development project and several focus groups. Then, we implemented SidebARs: a prototype that implements two sidebars that allow users to quickly find the relevant information they are interested in, combined with layer filters and a slide bar to set a radius of interest. This visualization technique not only gives users awareness about the distance and direction of relevant points of interest, but also about their type. This paper presents the design and implementation of this prototype. A preliminary evaluation with firefighters found it to be a promising mechanism to find information during an emergency.
Using unconventional awareness mechanisms to support mobile work BIBAFull-Text 42-47
  Alvaro Monares; Sergio F. Ochoa; José A. Pino; Tomás Ruiz-Lopez; Manuel Noguera
Awareness mechanisms are normally used to deliver context information to computer systems users. These mechanisms have been extensively studied as part of collaborative solutions designed for stationary scenarios, and recently on mobile and pervasive applications. The conventional awareness mechanisms through audio or visual messages have proved to be frequently unsuitable to deliver context information to people performing mobile activities, since the user's attention is not focused on the device he/she is using. This article presents two studies exploring the use of unconventional awareness mechanisms as a way to provide context information to firefighters during urban emergencies. In particular, the effectiveness of using the haptic and smell channels is evaluated as a way to implement direct and indirect capturers of the mobile workers' attention. The obtained results hint that both channels could be used to improve the information delivery. However, the awareness mechanisms that use the haptic channel are much more effective and allow implementing a more diverse set of messages. These awareness mechanisms can be used not only during emergency responses but also in other similar mobile work scenarios.

Poster Session

Emo+Eval: including emotions in the process of evaluating interactive systems BIBAFull-Text 48-49
  Yenny A. Méndez; César A. Collazos; Toni Granollers; J. Alfredo Sánchez
We present preliminary work towards the inclusion of emotions during the evaluation of interactive systems. Our approach comprises four major phases: Selection of relevant emotions; analysis of relationships between emotions and interactive systems; selection of detection mechanisms; and application of evaluation methods.
Design patterns for touchscreen-based mobile devices: users above all! BIBAFull-Text 50-51
  Rodolfo Inostroza; Cristian Rusu; Silvana Roncaliolo; Virginica Rusu
Touchscreen-based mobile devices are very popular and the development of new devices and applications is demanded. Usability is critical for users when deciding which product to buy; it must be considered when designing the interface of new interactive products. This is why we propose a (preliminary) set of 7 design patterns for touchscreen-based mobile devices. This proposal is based on empirical evidence gathered from previously performed experiments.
Towards a methodology for evaluating heuristics based on geodata BIBAFull-Text 52-53
  Alvaro Graves; Alfredo Cadiz; Felipe Lalanne; Javier Bustos-Jiménez
The popularity of smartphones and their adoption by all kind of users opens endless possibilities for research. Since these devices have permanent Internet connection and many kind of sensors, they can collect and transmit information to study different human and technical aspects that otherwise would require a high investment and complex organization. Even when we can gather all this information, this can be scarce and coarse in terms of granularity making harder its evaluation and study. In addition, certain kinds of data, such as geographical information, are hard to process using conventional algorithms. For these it is possible to design heuristics to reach a good approximation. However the methodology to assess the effectiveness of such heuristics is unclear. In this paper we present our work towards a methodology to evaluate such heuristics. This methodology is based on displaying geographical information visually so human evaluators can judge the quality of the heuristic.
Towards a mHealth prototype to support integrated health care for elderly in Chilean Patagonia: a design process BIBAFull-Text 54-55
  Carolina Sandoval; Camila Montero; Carolina Fuentes; Mariana Jordán
This paper, based on a User Centered Design (UCD) approach, describes the design and first validation process of a systemic model and a paper prototype for a mobile tool to support health data registering, related to physiotherapy of institutionalized frail elderly in nursing homes in the Chilean Patagonia. Due to the lack of geriatricians and caregivers in the area, the goal is to optimize time and support integrated care, through making available a set of specific information for the health team, which would allow monitoring the patient's evolution in a timely and effectively manner. The design process led to define user profiles, content and a functional specification set. A field study and rapid contextual design instruments were used to validate the model for this context, so as the first pre-functional prototype, to be developed in a next stage.

Social Computing and Multiculturalism

A field study of a visual controllable talk recommender BIBAFull-Text 56-59
  Denis Parra; Peter Brusilovsky
In this paper, we contribute to the study of recommender systems from a HCI perspective by investigating the effects upon the user experience of a novel interface which uses a Venn diagram to represent the outputs of an interactive talk recommender system. We present the results of a preliminary user study on talk recommendations in the context of a conference with n=37 people that used our system under one of two conditions: a static list of recommendations, or the enhanced visual controllable interface. The user behavioral analysis and the results of a survey that n=17 users answered provide interesting insights for designers and developers of interfaces for recommender systems, especially when the items can have one or more contexts of relevancy as in a hybrid recommender system.
Methodological framework for design and evaluation of interactive systems from a multicultural and emotional perspective BIBAFull-Text 60-65
  Zayra Jaramillo-Bernal; Cesar A. Collazos; Karla Arosemena; Jaime Muñoz Arteaga
The main purpose of the paper is incorporate attributes that define multiculturalism in the context of user interface design and validate them by usability measures and emotional techniques. So, a methodological framework is designed to analyze the users' cultural behavior. This is based on cultural dimension model of Hofstede. Also, the user experience design of Marcus is used in the methodological framework to know the influence of the cultural elements of an interface.
   The methodological framework uses case studies of cultures from Panama, Colombia, and Spain. As a result, five interaction design patterns with multicultural attributes are defined. In the evaluation three prototypes are created and five users of each country evaluated them. Also, the evaluation uses the questionnaire as a usability method and the results have shown great acceptance by users. Additionally, PrEmo test is used in order to know users emotions, and the results have shown that users have positive emotion while interacting with prototype interface.
Aligning intergenerational communication patterns and rhythms in the age of social media BIBAFull-Text 66-71
  Diego Muñoz; Raymundo Cornejo; Sergio F. Ochoa; Jesús Favela; Francisco Gutierrez; Mónica Tentori
Social media is increasingly being used to support interaction among family members. However, differences in media preferences and interaction patterns challenge intergenerational communication. It impacts negatively on the physical and mental health of older adults. Trying to bridge such a communication asymmetry, this paper reports the primary results of an analysis conducted on an existent dataset from two 21-weeks deployment studies, along with a 3-week design study, to understand intergenerational communication mismatches among older adults and relatives. Results indicate opportunities that informed the design and implementation of the Social Connector system, a software application that allows older adults to establish synchronous and asynchronous social interactions with their relatives. The paper also describes this system and discusses the main design decisions made to try reducing the stated communication asymmetry.

Improving Usability: Heuristics

A new proposal for improving heuristic evaluation reports performed by novice evaluators BIBAFull-Text 72-75
  Federico Botella; Eloy Alarcon; Antonio Peñalver
In this paper, we propose a new approach to improve the results of the heuristics evaluation performed by novice evaluators combining the classical usability reports with the interaction pattern design in concrete types of usability problems. Normally, usability reports generated by experts or by any automatic tool are limited to a list of problems detected with qualitative and quantitative data plus graphics or simple suggestions for solving detected problems. Sometimes these suggestions are not sufficient to fix the detected problem, as the designer is not able to capture or reproduce the problem. Our proposal will provide support to designers, trying to unify the recommendations offered by evaluators introducing the concept of design patterns in the report. In this manner, the final report could be enriched with one design pattern for some of the detected usability problems, thus enabling a better understanding of the detected issue by designers.
Usability problems and lines of solutions: an expert evaluation of Chilean online services BIBAFull-Text 76-81
  Marcelo Garrido; Claudio Lavin; Nelson Rodriguez-Peña
The growing offer of online public services aims to provide huge benefits to users in terms of time and facilities, and also to governments in terms of money saving. However, the benefits that both users and providers could extract from the digitalization of transactions are commonly affected by the problems that citizens face while using the facilities. It is at this point where usability appears as a central variable. In order to face this issue, we conducted a heuristic evaluation for assessing the usability of 60 online public services provided by the Chilean Government, and we proposed lines of improvement based upon the evaluation. Results show three main usability problems of the online services: (1) the system does not provide control to users over their action, (2) the services are structured in a way that produces uncertainty, and (3) there is not guidance to users while they conduct the transactions in the website. We propose lines of intervention for the online services in order to achieve desirable usability standards and reduce then the difficulties and distrust that people may face when shifting from in-person to online governmental attention. This demonstrates that usability can be an important variable when explaining the slow growing and lack of confidence that online services have among users.
A cultural-oriented usability heuristics proposal BIBAFull-Text 82-87
  Jaime Díaz; Cristian Rusu; J. Antonio Pow-Sang; Silvana Roncagliolo
The massive use of internet provides information access all over the world. It represents a potential benefit for everyone, but also brings disadvantages when it comes to deliver the information in an effective manner. Intercultural aspects have to be explicitly considered when developing web applications. This paper proposes a set of usability heuristics that includes cultural aspects. Preliminary validation proves its potential when evaluating web sites.

Improving Usability: Design, Evaluation, Learning

Finding usability and communicability problems for transactional web applications BIBAFull-Text 88-93
  Carlos Alarcón; Francisca Medina; Rodolfo Villarroel
Today the amount of web applications has grown exponentially and the number of both novice and experienced users decided to experiment with these applications has increased. However, there has been a large increase in problems when the user interacts with those applications. Therefore, a study was made in order to ensure the quality of web applications. To achieve this, a usability methodology for transactional web applications was applied first, where a considerable number of problems identified by Nielsen principles were found and we applied the communicability methods SIM (Semiotic Inspection Method) and CEM (Communicability Assessment Method). During this research a web app was tested, we found out that there is an association with usability problems, where the 72% of these problems are about communicability, which turn to be the most serious problems. This shows how difficult is for the designer to interact with the user and vice versa.
Grid applications to process, supervise and analyze earth science related phenomena: what about usability? BIBAFull-Text 94-97
  Cristhy Jiménez; Cristian Rusu; Dorian Gorgan; Rodolfo Inostroza
The power of using distributed architectures is well known in the scientific community. In the field of management of earth science related phenomena, distributed architectures such as grid computing, provide the required capability for data processing and storing. Originally, grid applications were mostly designed to be used by specialized users. Nowadays, developers are focused on to provide easy interaction systems for common (non-specialist) users. This paper presents the results of the usability study of a grid application for managing earth science phenomena. The results allowed determining the efficiency of a set of specific usability heuristics for evaluating grid computing applications.
Tablet gestures as a motivating factor for learning BIBAFull-Text 98-103
  Nelson Baloian; José A. Pino; Roberto Vargas
The literature reports about using computer to support learning activities from as early as they become commercially available. It also shows that educational technologists are eager to try the latest computer technology released for corporative or household usage in the educational area. The last example of this tendency has been the tablet, and among the many available models today the iPad seems to be the most preferred.

Gaming and Social Media

Diverse player experiences in the design of science games for bioinformatics learning BIBAFull-Text 104-109
  Daniel Perry; Aaron Lynch; Asmi Joshi; Karin Hellman; John J. Robinson; Alyssa-Cyre Oyadomari; Melissa Richtarik; Cecilia R. Aragon
While a growing number of serious games have been developed around science and engineering concepts, few are designed with an understanding of the socio-emotional aspects of gameplay. Positive affect has been shown to increase learning performance and retention. In this paper, we address enjoyment generated during the design of a bioinformatics computer game. We provide insights from a co-design process with high school students, and discuss the results of an initial user study in a biology classroom. We identify three areas of design focus for emotionally compelling science games that offer ways to integrate diverse player experiences: serendipitous experiences, emotion-laden ethics, and skill transfer. Our framework has design implications for creating science-based learning games, as well as more broadly in the design and implementation of other collaborative science learning environments.
#Santiago is not #Chile, or is it?: a model to normalize social media impact BIBAFull-Text 110-115
  Eduardo Graells-Garrido; Bárbara Poblete
Online social networks are known to be demographically biased. Currently there are questions about what degree of representativity of the physical population they have, and how population biases impact user-generated content. In this paper we focus on centralism, a problem affecting Chile. Assuming that local differences exist in a country, in terms of vocabulary, we built a methodology based on the vector space model to find distinctive content from different locations, and used it to create classifiers to predict whether the content of a micro-post is related to a particular location, having in mind a geographically diverse selection of micro-posts. We evaluate them in a case study where we analyze the virtual population of Chile that participated in the Twitter social network during an event of national relevance: the municipal (local governments) elections held in 2012. We observe that the participating virtual population is spatially representative of the physical population, implying that there is centralism in Twitter. Our classifiers out-perform a non geographically-diverse baseline at the regional level, and have the same accuracy at a provincial level. However, our approach makes assumptions that need to be tested in multi-thematic and more general datasets. We leave this for future work.
Informal HCI: what may students learn from playability issues during a game design workshop? BIBAFull-Text 116-119
  Thiago Barcelos; Geiza Costa; Roberto Muñoz; René Noël; Ismar Silveira
Human-Computer Interaction topics have been previously used to motivate and attract students to the field of Computer Science. However, as students are growing up in contact with several interactive computational devices, one could suspect that they already possess an empirical, informal knowledge about the quality of some types of human-computer interfaces. In order to test this hypothesis, we developed a Game Design Workshop to be offered to high school students. Based on the results of its first offering, we identified that issues related to displaying the game status and score, response time of controls and graphical and sound features were quite relevant to students. Students added additional features to solve those issues in a spontaneous way. An analysis of the developed games indicates that students had to learn and apply new concepts related to programming in order to implement the additional features.