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MexIHC Tables of Contents: 101214

Proceedings of the 3rd Mexican Conference on Human-Computer Interaction

Fullname:Proceedings of the 3rd Mexican Workshop on Human Computer Interaction
Editors:Eduardo H. Calvillo Gámez; Victor M. González y González
Location:San Nicolas de los Garza, Mexico
Dates:2010-Nov-08 to 2010-Nov-10
Publisher:ACM
Standard No:ACM DL: Table of Contents; hcibib: MexIHC10
Papers:14
Pages:87
Links:Conference Website
  1. Special needs users
  2. New technologies
  3. Users and usability
  4. Learning and social
User experience: a complete HCI conversation BIBAFull-Text 6-7
  Philip Corriveau
When you think of creating a product, what is the first thing that comes to mind? Well, depending on who you are, that framing can be totally different. For an engineer it is all about the technology, for a planner it is all about the roadmap, for marketing it is all about the sale, for validation it is all about reliable functionality, and for the social scientists it is all about whether the product will serve user needs and meet the expectations of the experience.
   Within the general area of social science, again the framing can be different. Human Computer Interaction is more than designing interfaces based in software. HCI is also the ability to develop and standardize techniques for evaluating and comparing interfaces. It is also the development of predictive models that are built around the theories of interaction. In reality HCI is not one tool but a complex kit of tools that enables the creation of a fantastic user experience.
   Broadening the HCI conversation to include Ethnography and Human Factors allows an even more compelling toolkit to create the user experience. Ethnography allows us to discover the unmet needs for our future products. Human Factors methods apply rigor to the development process to ensure we stay on target for a complete user experience.
   When you lift the hood of user experience you find what can be a well oiled machine of social science components that can ultimately discover, define, develop and deploy something that is fascinating. Regardless of whether you are designing for a productive environment like the cockpit of a plane, the control machinery for a factory, or a consumer product like a 3D television, the experience should come first. What does the well-oiled machine look like when all the pillars of social science are included in the HCI conversation?
   Combining the skills and results of all of the social science disciplines creates the pillars of a foundation upon which any product can be developed.
   Today we look under the hood of user experience at Intel.
Doing, teaching, learning BIBA 8
  Lidia Oshlyansky
Every few years we think about what we teach our students before they go out into industry to find jobs and every few years we discover that there are gaps in their knowledge. This is not a problem unique to HCI, but we are talking here about our field and our professions. More often then not we hear back from our students saying that they found a wonderful job but there was so much for them to learn on the job, so many skills to acquire and so many concepts to understand. What is it we are teaching, what is it our students are learning and what is it they are doing when they go to jobs in HCI? From methods to tools to concepts where are the gaps between what industry wants and needs from our graduates and what academia teaches them? And most importantly what can or should we do about these gaps?
Ubiquitous intelligent media BIBAFull-Text 9-10
  Bo Begole
In many ways, Ubiquitous Computing is no longer a dream, but an all too ubiquitous reality where managing and controlling the multitude of information services, devices, and applications is becoming increasingly impossible.
   Fortunately, the problems Ubicomp has raised also provide the seeds of solutions. The proliferation of devices, sensors and services provides multiple points of interaction that can be recorded and mined for patterns to predict current and future user needs. Future services will become even more perceptive as they are fed by additional sources of information such as medical devices, on-body biometric monitors, vehicle telematics, user interaction with devices and services, social network services, etc. All of these information sources can be tapped to identify the relationships between people, objects and information, creating a personal semantic network to retrieve information that is more pertinent and actionable.
   In addition, sensors and cameras use increasingly sophisticated techniques of computer vision and perception to detect the state of the physical environment. Media applications can respond to the reactions of people seeing the media. Today's "Responsive Media" systems are simplistic and in need of deeper research in human-to-human conversation to construct systems that respond more naturally.
   We are only now beginning to understand the opportunities that a variety of such "intelligent" systems are creating. Human Computer Interaction researchers have the skills and insights needed to identify unaddressed problems that such systems can fill and to design proactive, semi-autonomous applications that act appropriately to the user's situation and preferences.

Special needs users

A wearable augmented reality system to improve the quality of life of sedentary people BIBAFull-Text 11-14
  Aarón Munguía; Pedro C. Santana; Paulina Calderón; Francisco González
The sedentary lifestyle is a common problem in most countries, such as Mexico. For that reason, it's necessary to promote a lifestyle change that includes physical activities and a healthy nutrition. The objective of this paper is to provide a technological solution to motivate people to walk, receive health benefits, and additionally, receive points, which can be exchanged for prizes. With this we pretend to motivate people to walk and improve their health. Thus, if a person doesn't walk to improve their health, we will encourage it with a prize.
Interactive visualization of hospital contact network data on multi-touch displays BIBAFull-Text 15-22
  Thomas E. Hansen; Juan Pablo Hourcade; Alberto Segre; Chris Hlady; Philip Polgreen; Chris Wyman
Hospital infections cost the lives of more than 100,000 people in the United States every year. Understanding how infections spread in hospitals is critical to reducing this problem. To help in this endeavor, we developed an interactive, multi-touch hospital contact-network visualization and disease spread simulation. The system visually animates healthcare workers as they move through a hospital building based on a very large, real world dataset of electronic medical record login sessions. Users control the visualization and infection spread simulation by direct manipulation using multi-touch interactions and on screen controls. Through our implementation, we explore how infection control experts might use visual analytics and multi-touch user interfaces to explore such large datasets. We share the feedback gathered from three domain experts, who tested our application and suggested additional use cases for similar systems or potential datasets.
In-situ evaluation of a telephone triage mobile application for in-home elderly care BIBAFull-Text 23-30
  Luis A. Castro; Jesus Favela; Carmen García-Peña; Julia Mora
We present the results of an in-situ evaluation of a mobile application aimed at assisting geriatric nurses in attending emergency calls from elders. Nurses use the application for assistance in providing a recommendation to elders. One of the main aspects to evaluate was the conditions in which the application is to be used. On the one hand, nurses have to be available 24/7 to answer emergency calls regardless of location and activity. On the other hand, the activity of answering per se can be complex since nurses have to nurses must balance between operating the mobile application, answering the phone, and interrupt their current activity. For this, we used an evaluation with a great degree of ecological validity. The lessons learned during this work will be used to enhance the design and deployment of future evaluations.

New technologies

Applying mobile communication technologies in interactive media projects: case study: entre-abierto (half-open) interactive installation BIBAFull-Text 31-35
  Enrique Franco Lizarazo
Using free software tools for design and art practice is increasingly common in our time. The approach to creative activities has changed significantly because of the increasing affordability of technologies for processing contents in digital format and the free distribution and development of such tools. Added to this, the massive use of mobile phones and its potential for generation and distribution of content, let any person to share digital information through mass media or in more private contexts.
   The proposal presented in this article is an interactive installation entitled entre-abierto (half-open), which aims to create an audiovisual composition with the participation of the spectators. The visual content comes from the people who get close to the installation and choose to share pictures they have in their cell phone. These contents are manipulated by rules or algorithms of the digital medium. Besides the possibility to send pictures from the cell phone via Bluetooth, the viewer has some control over what they see and hear, with his presence and movement transforms the visual outcome.
   In this article it will be a description of the installation and how various technologies have been applied in the creative process, and some of its possibilities in other applications.
Comparing multi-touch tabletops and multi-mouse single-display groupware setups BIBAFull-Text 36-43
  Thomas E. Hansen; Juan Pablo Hourcade
In spite of all the attention paid to multi-touch tabletop displays, little is known about the collaborative tasks they are best suited for in comparison to alternatives such as multi-mouse Single-Display Groupware setups. In this paper, we share the results of a study we conducted comparing a multi-mouse Single-Display Groupware (SDG) setup (two mice, 15" vertical display) to a multi-touch tabletop display (81cm by 61cm) for visual tasks that require coordination and collaboration. In the study, participants were more efficient when using the multi-mouse SDG setup, but preferred the multi-touch tabletop. We use the study as a platform for discussing how to interpret results from studies that compare an exciting technology to one that is not.
OntoStarFish: visualization of collaboration networks using starfields, ontologies and fisheye views BIBAFull-Text 44-53
  Alfredo Ramos; J. Alfredo Sánchez; Federico Hernández-Bolaños
We introduce OntoStarFish, a user interface designed for detecting, visualizing and exploring implicit collaboration networks. As its name suggests, OntoStarFish is based upon the use of multiple fisheye views on starfields for which the axis are determined by an ontological organization of attributes associated to potential collaborators. We describe this technique as applied to data on collaboration networks inferred from distributed collections of documents and report on results of a preliminary usability study of a working prototype.

Users and usability

Negotiating system changes with designers and users BIBAFull-Text 54-61
  Clarisse Sieckenius de Souza; Andréia Libório Sampaio
Web 2.0 has created new forms of social participation. Individuals and groups, just like companies and institutions, can generate and publish Web content in the form of text, image, video and audio. Moreover, non-expert end users now have access to various tools with which to generate and publish content in the form of programs and systems. However, there are many challenges along the way for end user software development. This paper presents a communication model to support end user discussions about proposed changes in communally-used systems. The model allows system designers and system users to express their views in an extended user interface language, which we have implemented in a tool named TiWIM (This is What I Mean). We report user perceptions about TiWIM collected in preliminary user studies and outline the future steps in this research path.
Usability study and proposal to the RENAUT (Registro Nacional de Usuarios de Telefonía Móvil de México) BIBAFull-Text 62-67
  Cuauhtémoc Rivera Loaiza; Mario A. Moreno Rocha
The Mexican Registrar for Users of Mobile Phones, (Registro Nacional de Usuarios de Telefonia Móvil, or RENAUT) is a federal Mexican government programme created in order to built an official inventory with all the mobile phone lines in the country. As part of this project, a support web site has been created to facilitate the registration process to all citizens. However, the website has got a number of usability problems which could complicate enormously the registration process. This article presents a few proposals created using a User Centered Design approach in order to overcome this.
Programming languages as user interfaces BIBAFull-Text 68-76
  Leonel Vinicio Morales Díaz
If programming languages were user interfaces it could be possible to evaluate their friendliness, easy of learning, error tolerance, user satisfaction and some other factors that make up what we call usability. Nevertheless experienced programmers know that some languages produce a better user experience than others, and there is also the fact that the same language could generate dissimilar interactivity results according to the development environment and the tools provided for actually building programs. In this paper the idea of programming languages as user interfaces is examined and a two dimensions model for evaluation is proposed. After showing that several methods exist to perform such evaluation a rationale for choosing one is explained. A brief report on the utilization of the proposed model at an initial stage is presented and some conclusions are drawn using three programming environments as subjects: Alice from Carnegie Mellon, Scratch from MIT and Small Basic from Microsoft.

Learning and social

User-centred design for a mobile learning application BIBAFull-Text 77-84
  Simon Wood; Pablo Romero
User-centred design methods highlight the importance of refining the design through iterative prototyping. These methods have been used successfully when designing systems employing innovative concepts or technologies. In this paper we describe the design process of Move Grapher, a GPS-enabled, mobile learning application to support the teaching and learning of kinematic graphs in schools and colleges to children aged 15-17. Move Grapher implements a hybrid mode of interaction; besides implementing a graphical user interface, it enables learners to employ an embodied type of interaction as a way of supporting them in generating learning insights. Iterative prototyping was an important component of the design process, however, the innovative nature of the technologies employed and the embodied element of the interface had a decisive influence in determining the nature of the deployed prototypes.
Challenges and opportunities to support learning with mobile devices BIBAFull-Text 85-87
  Arturo Serrano-Santoyo; Javier Organista-Sandoval
The convergence of mobile and computing technologies have revolutionized the current technology and human interaction environments through the use of portable devices that offer the possibility to access information and communication services in a ubiquitous and mobile fashion. This paper describes four characteristics of mobile devices which play an important role in supporting learning activities: personal proximity, mobility, connectivity and spontaneity. We present a brief analysis of the main components of the educational process supported by mobile devices pointing out some challenges and opportunities of using mobile devices to support learning in educational contexts. We are particularly interested in the interactivity and usability aspects involved in the engagement of students in educational tasks using smartphones in conjunction with mobile collaborative servers.