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MexIHC Tables of Contents: 101214

Proceedings of the 5th Mexican Conference on Human-Computer Interaction

Fullname:Proceedings of the 5th Mexican Conference on Human-Computer Interaction
Editors:Luis A. Castro; Monica Tentori; Luis-Felipe Rodriguez; Rosa I. Arriaga
Location:Oaxaca, Mexico
Dates:2014-Nov-03 to 2014-Nov-05
Standard No:ISBN: 978-1-4503-3285-9; ACM DL: Table of Contents; hcibib: MexIHC14
Links:Conference Website
  1. Design, Usability and UX
  2. Healthcare
  3. Serious games, Rehabilitation, and Exergames
  4. New interaction paradigms
  5. Groupware

Design, Usability and UX

Developing a Usability Study for Mexican Government Sites: the Case Study of the Portal del Empleo BIBAFull-Text 1-6
  Mario A. Moreno Rocha; Carlos A. Martínez Sandoval; J. Salvador Aguilar Bautista; Heriberto López Ramírez
It is common to hear of commercial projects in which usability and UX are elemental and basic part in the development of new high-tech products or for those wishing to break into new markets. However, in the development of Mexican government web sites or services this is not the case. In those, the needs of the end user, their particular characteristics and technological skills are simply not taken into consideration.
   A notable exception would be the re-design of the Portal del Empleo, a nation-wide initiative aiming to provide a fair and easy tool to search for a job on-line. In this project, our laboratory developed evaluations and the final redesign of user-centered interfaces in which we had the opportunity to propose and employ various techniques and methodologies in different settings throughout the country.
   Finally, working with a government agency in Mexico is a different experience than those with high tech companies; in this paper we would like to share this as well.
Modeling a web interface for creating task flow diagrams through interaction with a collaborative system BIBAFull-Text 7-10
  Harim Castellanos Altamirano; Carlos Alberto Fernández-y-Fernández; José Figueroa Martínez
Collaborative systems are a type of software that allows interaction between two or more people to work with a common goal, having as a result an improved software product with the knowledge of several people. In order to achieve this, every group member needs to interact, negotiate and dialogue to generate new knowledge. The Human-Computer Interaction approach for collaborative systems considers a software implementation with a group and system granularity, thus, the collaborative and cooperative characteristics have to be defined to develop any collaborative system but establishing the difference among them. This paper explains our proposal for designing and evaluating a graphic interface to create task flow diagrams through the interaction with a collaborative web system, following the guidelines of software modeling for collaborative systems.


Red Cross Triage App Design for Augmented Reality Glasses BIBAFull-Text 11-14
  María del Rocío Fuentes Fernández; Carlos Iván Tinajar Bernabe; Roberto Razo Rodríguez
The authors of this article go through the process of designing of Triage System using a Google Glass Application prototype, based on the procedure used by adjunct emergency hospital personnel to classify the injured in an emergency (Fernández, 2006). This application can help personnel in charge of an emergency to locate which hospital has rooms available for every type of patient delivered by ambulance, which is a very important factor for effective emergency medical care (Martínez, 2001). The main objective of this paper is to establish necessary and sufficient requirements to develop an efficient user -- friendly procedure by the use of augmented reality glasses and controlled by voice commands. The prototype design comes from a categorization of information obtained by observing and interviewing active adjunct emergency hospital personnel from the Red Cross performing an actual application of Triage in an emergency scenario. Once the functional prototype was designed, a usability test was performed on 6 volunteer paramedics. The results of this test revealed that even though the general experience would benefit the categorization and distribution of victims injured in a real emergency, a detailed analysis is required to establish the words needed as voice commands to navigate through the interface and to establish visual feedback principles for various commands of the system.

Serious games, Rehabilitation, and Exergames

Towards Model-Game-Based Rehabilitation Information System BIBAFull-Text 15-21
  Juan González-Calleros; Josefina Guerrero-García; Helmik Escamilla; Jaime Muñoz-Arteaga
Everyday people suffer accidents at home while doing activities of daily life, resulting in physical and cognitive injuries that need physiotherapy rehabilitation. Some problems of physiotherapy reported by physiotherapists are lack of commitment of the patient, lack of motivation, and lack of immediate feedback conveying patients their progress. Thus, it is very frequents that patients abandon their therapy. This paper presents our research towards the development of a model-game-based rehabilitation information system. Our proposal being model-based allows easy integration of games which is a step forward compared to existing work from the literature, where is majorly art-based and lack of design knowledge, if exists, to reproduce their solutions. With the advancement of technology, mainly Internet and plug-ins, our system is available for patients, who only need a device and Internet to run the application. Specialists can monitor their progress, allowing patients to make their rehabilitation at the time that they can.
Design Factors of Virtual Environments for Upper Limb Motor Rehabilitation of Stroke Patients BIBAFull-Text 22-25
  Cristina Ramírez-Fernández; Alberto L. Morán; Eloísa García-Canseco; Felipe Orihuela-Espina
Stroke survivors are often left with motor disabilities. Virtual environments for motor therapy are an emerging strategy to motivate, entertain or engage the rehabilitation patient to the therapy after stroke. The design of these specialized virtual environments requires to meet the needs of patients and therapists, which is not a simple task. To support the design of these applications a number of recommendations for the developers have been proposed in literature. Here, a taxonomy is proposed to classify the identified principles, criteria, implications, usability factors or guidelines on which the recommendations are based. The taxonomy identifies key factors in the design of virtual environments for upper limb motor therapy. The taxonomy is organized into three categories corresponding to different stages of the therapy: configuration of the exercise, assistance during the execution of the exercise and management of therapy results. We believe that agglutinating and organizing design factors into a taxonomy may reduce development times, facilitate communication between developers and clinical counterparts and increase chances of therapeutic validity.
In-car Ambient Displays for Safety Driving Gamification BIBAFull-Text 26-29
  Marcela D. Rodríguez; Rubén R. Roa; Jorge E. Ibarra; Cecilia M. Curlango
Unsafe driving has a negative effect on society and its citizens since it leads to traffic accidents. Most states penalize unsafe driving; however, this potential for penalization does not change how people drive and alternate ways must be found that persuade citizens to follow the law. With the aim of persuading people to change how they drive, we propose to gamify driving activity through ambient devices that provide drivers with awareness about their driving behavior, while avoiding risky distractions. In this paper, we present how these devices were designed to offer seamless driver interaction with a game that challenges players to avoid unsafe driving behaviors.
Evaluating the Communicability of a Video Game Prototype: A Simple and Low-Cost Method BIBAFull-Text 30-33
  Juan G. Ruiz; Edgar M. Cano; Francisco L. Orozco; Luis D. Huerta
This paper reports the results obtained from a round of communicability tests performed on a videogame prototype. The goal of the videogame is to help High School students improve their understanding of the Numerical Evaluation of Algebraic Expressions, which is part of Algebra. The aim is to verify how effectively the graphical and textual components communicate the creators' intention. A qualitative approach was adopted to perform the tests at an early stage of the process. Printout prototypes and a think aloud protocol were used. Four non-potential users were involved in the test, which took place in a classroom. The results were analyzed on the same day. They reveal that the interface with the highest concentration of textual and graphical components present the most important communicability problems.

New interaction paradigms

Anxiety detection using wearable monitoring BIBAFull-Text 34-41
  Darién Miranda; Marco Calderón; Jesus Favela
Social Anxiety Disorder (SAD) might be confused with shyness. However, experiencing anxiety can have profound short and long-term implications. During an anxiety span, the subject suffers from blushing, sweating or trembling. Social activities are harder to accomplish and the subject might tend to avoid them. Although there are tested methods to treat SAD such as Exposure Therapy (ET) and Pharmacotherapy, patients do not treat themselves or suspend treatment due economic, time or space barriers. Wearable computing technologies can be used to constantly monitor user context offering the possibility to detect anxiety spans. In this work we used Google Glass and the Zephyr HxM Bluetooth band to monitor Spontaneous Blink Rate (SBR) and Heart Rate (HR) respectively. We conducted an experiment that involved 8 subjects in two groups: Mild SAD and No SAD. The experiment consisted on an induced anxiety situation where each participant gave a 10 minutes speech in front of 2 professors. We found higher average heart rates after induced anxiety spans on the mild SAD group. However, we found no evidence of increased SBR as an anxiety indicator. These results indicate that wearable devices can be used to detect anxiety.
How Emotions Affect the Learning Process in Interactive Scenarios: Towards Evaluation and Leverage of User's Affective Conditions in a BCI-based Interactive Module BIBAFull-Text 42-45
  Roberto Hernández; César Cárdenas
In this paper we report work in progress towards the construction of an interactive and adaptive learning module using a commercial BCI. The objective of the project is to evaluate and leverage the user's affective conditions (i. e. emotions) to make the system more adaptive and to assess their impact in the learning process.


A Classification of Design Patterns to Support Mobile Groupware Systems BIBAFull-Text 46-52
  Huizilopoztli Luna García; Ricardo Mendoza González; Miguel Vargas Martin; Jaime Muñoz Arteaga; Francisco J. Álvarez Rodríguez; Laura C. Rodríguez Martínez
Groupware represents a great tool for people group-work since they have multiple possibilities oriented to improve interaction, collaboration, and communication between group members. Virtues of groupware are currently reinforced through several alternatives such as mobile devices; however, it introduces a series of new challenges in user interface design for emerging mobile groupware applications. In order to contribute to reduce this gap, we propose a design pattern classification to help model those specific interactions to foster essential groupware functions of communication, coordination and collaboration through a well-designed interface.
Integration of physical and digital media to allow older adults collectively share narratives during reading groups BIBAFull-Text 53-56
  Oscar Peña; Deysi Ortega; Edgar Barreras; Mara Balestrini; Mónica Tentori
Many older adults (OA) enjoy sharing narratives during social gatherings. However, in Mexico, little efforts have been directed to promote the creation of narratives and facilitate individuals to share them. The existing spaces, such as the 'tertulias' (informal but periodic social gatherings), are both limited in space and time. Moreover, their members regret the lack of devices for recording and broadcasting discussions they hold during these social gatherings. In this paper, we present the design of Tertulibro, an interactive device that looks like a book and integrates physical and digital media to help individuals assisting to Tertulias share their discussions and narratives in a natural way. Tertulibro followed a user-centered design methodology and rapid contextual design techniques including participatory design sessions, interviews, observation, and scenario design. We close presenting our conclusions and future work.