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DOC Tables of Contents: 00010203040506070809101112131415

ACM 28th International Conference on Design of Communication

Fullname:28th International Conference on Design of Communication
Editors:Junia Anacleto; Renata Pontin Fortes; Carlos J. Costa
Location:São Carlos, São Paulo, Brazil
Dates:2010-Sep-26 to 2010-Sep-29
Standard No:ISBN: 1-4503-0403-6, 978-1-4503-0403-0; ACM DL: Table of Contents hcibib: DOC10
Links:Conference Home Page
  1. Games and design of communications
  2. Design of communication in organizational context
  3. Social media (I)
  4. Social media (II)
  5. New frontiers in the documentation
  6. Accessibility
  7. User interface and design of communication
  8. Learning and design of communication
  9. Invited talks
  10. Posters

Games and design of communications

Experiencing a process to create a multimedia game and validating results application in a socio-cultural environment BIBAFull-Text 1-8
  Junia Coutinho Anacleto; Diego Desani da Silva; Victor Hugo B. R. Santos; Johana M. Rosas Villena; Marcos Alexandre R. Silva; João Carlos Porto
This paper aims to show the experience on adopting a certain process model to guide the task of designing a project with a multidisciplinary team, involving two different institutions -- the LIA laboratory and a social community center called SESC, to develop a 'scientific' and 'fun' computer application, to serve the community center's main public that should be a cultural context-sensitive software considering the center's interests (fun and related to a certain theme they have interest in working on with their public) and the academic interests (scientific -- collecting statements from users related to their common sense for the OMCS-BR project), showing the software process model based on user centered design, collaborative and iterative, pointing out the achieved results during and at the end of this process of development, when the software was used at the center by that users. It will be presented here the adopted process model, interactive, iterative, User-centered with some 'drops' of participatory design.
Is agility out there?: agile practices in game development BIBAFull-Text 9-15
  Fabio Petrillo; Marcelo Pimenta
Game development is a very complex and multidisciplinary activity and surely the success of games as one of most profitable areas in entertainment domain could not be incidentally. The goal of this paper is to investigate if (and how) principles and practices from Agile Methods have been adopted in game development, mainly gathering evidences through Postmortem Analysis (PMA).
   Then we describe how we have conducted PMA in order to identify the good practices adopted in several game development projects. The results are discussed, comparing similarities and differences on how these practices are taken in account in (traditional) software development and game development.
Design of multilingual participatory gaming simulations with a communication support agent BIBAFull-Text 17-25
  Keisuke Tsunoda; Reiko Hishiyama
People communicating through machine translators cannot tell what the purpose of their communication is or what other people are thinking because of the poor quality of translation services. If they are able to share their understanding within a "common ground" like a communicative or behavioral protocol, they can overcome their difficulties in communication, and we can improve information systems to help them improve mutual understanding. We designed a multilingual participatory gaming simulation, and conducted multilingual gaming experiments with Japanese and Korean participants. We extracted the protocol for conversation with mistranslations from the game logs and designed an agent to support conversation. Then, Japanese and Chinese played it and we observed and analyzed the behaviors of agents and the interaction between players and agents. Consequently, we obtained two main sets of results: (1) an agent function that notified players of the time that had elapsed since the conversation had broken down effectively speeded up their negotiations and achieved more active communications. (2) Tagging by participants was difficult and ineffective in leading to specific protocols and conversations when mistranslations occurred.
Solar scramble: an educational children's game for collaborative multi-touch digital tabletops BIBAFull-Text 27-32
  Ashley R. Kelly; James R. Wallace; Katie Cerar; Neil Randall; Phillip McClelland; Amanda Mindy Seto
Our experience report describes the design and development of an educational game for interactive, multi-touch tabletop displays. The game has been designed for children aged 5-10 on the SMART Tabletop platform. This experience report describes the process, design and development of our application and the implications we have drawn from this work in the design of educational technologies for interactive multi-touch tabletops. To investigate the effectiveness of our design, and to identify potential issues in deploying our software, we conducted participant interviews. Based on our design and development process, as well as our participant feedback, we have identified several key issues regarding the development of educational software for K-5 aged (5-10 years old) children on digital tabletops. This research was conducted at the University of Waterloo jointly by the Collaborative Systems Laboratory and the Critical Media Lab.

Design of communication in organizational context

Organizational wiki as a knowledge management tool BIBAFull-Text 33-39
  Fernando Sousa; Manuela Aparicio; Carlos J. Costa
Knowledge management has an increasing importance in organizations. Not only as a way to capture knowledge, but also to allow the incorporation of knowledge in products and services provided. Wikis are finding their way into organizational departments serving as collaborative tools for knowledge creation. In this paper, we study how an organizational wiki can be used as a knowledge management (KM) tool from the point of view of two KM models.
   A survey was conducted in a corporate IT department. It was used to identify the processes of the SECI model and the contexts of the four competencies of a learning organization in which wikis can be used.
Resolve dissatisfactory communications: a measurement-method for satisfied communication in business organizations BIBAFull-Text 41-47
  Eldar Sultanow; Edzard Weber; Robert Lembcke
Communication in widely distributed organizations is in many cases unsatisfactory. This contribution presents a method, which enables scalability for satisfied communication in business organizations. This method has been applied in practice and further evaluated by two IT-companies, which operate globally in the field of Web Engineering, E-Commerce and Usability. In the course of the evaluation for a one-month period, personnel were introduced to a checklist, which is specially designed for capturing communication dissatisfaction. The findings within these two companies are alarming in several respects. Many communication channels, which personnel choose by default, are inadequate and thus unacceptable for them and for the respective communication partners.
Accessible organizational elements in wikis with model-driven development BIBAFull-Text 49-56
  Thiago Jabur Bittar; Luanna Lopes Lobato; Renata P. M. Fortes; David Fernandes Neto
Wiki is a web collaborative tool for promoting rapid publication of information, by allowing users to edit, add or revise content through a web browser. Despite various benefits offered by the use of wikis, there is no guarantee of a good structure of its content. This occurs, especially, because of the flexibility and easiness on creating and referencing pages and also for the reason that difficulty to graphically visualize the information architecture. In this paper it is proposed a Model-Driven Development (MDD) approach that supports creating graphical models of namespaces to generate structured wikis code. In addition, this approach also aims to include accessibility features on models from official W3C guidelines such as WCAG and ATAG, allowing access by a wider range of users.
Cultural probes in the design of communication BIBAFull-Text 57-64
  Zoe McDougall; Sidney Fels
In this paper, we discuss cultural probes and how they can be used to benefit the design of communication community. A cultural probe is an experimental research method that provides "inspirational data" [9] for design. Through a cultural probe study that we undertook we were able to gain new insights into approaches toward a research project regarding collaboration between artists and scientists. Cultural probes offer the possibility for sustainable communication between designers and those being designed for. It does so by allowing a mental shift in the designer to be able to think from the target demographic's perspective so that designs can reflect that population's desires and concerns.

Social media (I)

Social media for sustainable engineering communication BIBAFull-Text 65-72
  Brad Mehlenbacher; Sarah McKone; Christine Grant; Tuere Bowles; Steve Peretti; Pamela Martin
This paper provides an overview of current research on social media applications, including user demographics and how social media websites define themselves. The paper also describes user activities using social media and suggests known strengths and weaknesses of social media, and concludes by outlining several recommendations for developing strong online communities.
DREAMER: a design rationale environment for argumentation, modeling and engineering requirements BIBAFull-Text 73-80
  Célia Martinie; Philippe Palanque; Marco Winckler; Stéphane Conversy
Requirements engineering for interactive systems remains a cumbersome task still under-supported by notations, development processes and tools. Indeed, in the field of HCI, the most common practice is to perform user testing to assess the compatibility between the designed system and its intended user. Other approaches such as scenario-based design promote a design process based on the analysis of the actual use of a technology in order to design new technologies better supporting users' tasks and activities. Some of them also support a critical element in the development of interactive systems: creativity. However, these approaches do not provide any support for a) the definition of a set of requirements that have to be fulfilled by the system under design and b) as a consequence for assessing which of these requirements are actually embedded in the system and which ones have been discarded (traceability and coverage aspects). This paper proposes a tool-supported notation for addressing these problems of traceability and coverage of both requirements and design options during the development process of interactive systems. These elements are additionally integrated within a more global approach aiming at providing notations and tools for supporting a rationalized design of interactive systems following a model-based approach. Our approach combines and extends previous work on rational design and requirements engineering. The current contribution, DREAMER, makes possible to relate design options with both functional and non functional requirements. The approach is illustrated by real size case study from large civil aircraft cockpit applications.
Advertising network formation based on stochastic diffusion search and market equilibria BIBAFull-Text 81-87
  Nikos Salamanos; Stavros Lopatatzidis; Michalis Vazirgiannis; Antonis Thomas
The concept of social networks in conjunction with concepts from economics has attracted considerable attention in recent years. In this paper we propose the Stochastic Diffusion Market Search (SDMS), a novel contextual advertising method for mutual advertisement hosting among participating entities, where each owns a web site. In the scenario considered each participating agent/web-site buys or sells advertising links. In the proposed method the advertising market and network that formed into the system emerge from agents preferences and their social behavior into the network. SDMS consists of a variation of Stochastic Diffusion Search, a swarm intelligence metaheuristic, and an algorithm for market equilibria. We present an evaluation of the model and the experimental results show that the network potentially converges to a stable stage and the distribution of market prices adheres to power law properties.
Kolline: a task-oriented system for collaborative information seeking BIBAFull-Text 89-94
  Fernando Figueira Filho; Gary M. Olson; Paulo Lício de Geus
This paper presents results of an exploratory study which observed Linux novice users performing complex technical tasks using Google's search engine. In this study we observed that information triage is a difficult process for unexperienced users unless well structured information is provided which results in better satisfaction and search effectiveness. Providing a well structured information allows users to browse through different pieces of documentation without depending exclusively on the keyword search. Based on these observations, this research prototyped Kolline, a system that aims to facilitate information seeking for unexperienced users by allowing more experienced users to collaborate together. Users in Kolline create a task-oriented navigation structure based on web annotations. In this paper we discuss the potential benefits of this technique on helping unexperienced users to solve complex search tasks and present improvements for future work.
Best practices for designing third party applications for contextually-aware tools BIBAFull-Text 95-102
  Dave Jones; Liza Potts
This experience report examines the user interface designs of Twitter and selected third party Twitter applications: Tweetdeck and Brizzly. Since participants are using different tools to communicate across the same system, Twitter users have different communication expectations. Evaluating Twitter and these tools based on usability heuristics found in activity theory and Morville's notion of findability, we argue for the normalization of these tools based on a set of mental models and affordances for Twitter. From this basis, we will report on how third-party clients more effectively exploit Twitter's affordances by making the streams, and thus the user's experiences, modular, emergent, and contextual. By comparing the UIs of Tweetdeck and Brizzly, along with that of Twitter's own web-based UI, we will assess how these clients allow participants to adapt Twitter streams to their own communication needs. The flexibility given to users via such clients serves as a tremendous signpost to the nature of and need for modular, context-aware experiences in communication channels as information content evolves. Not only do the social networks themselves need to be articulated and modular, but so do the UIs through which users engage with these networks. We argue that these features are critical for social media participants. Based on our analysis of Tweetdeck and Brizzly, we develop a set of best practices that should guide the research and design of participant experiences in social media and the third-party applications that many of them often use.

Social media (II)

Exploring a sustainable and public information ecology BIBAFull-Text 103-108
  Brian J. McNely
This article explores the design and execution of an intentionally public information ecology by focusing on three of the primary communication activities (blogging, videos, and microblogging) taking place immediately before, during, and after a small international conference of digital media professionals. Drawing on an activity theory framework for analyzing data collected via an exploratory version of contextual inquiry, the author describes two interrelated categories of stabilizing moves for fomenting a public information ecology: those driven by the organization to maintain and publicize a coherent organizational identity narrative, and those driven by conference participants that sometimes diverge from that organizational narrative. Analyzing these two broad categories of stabilizing moves yields insights into how online writing practices may help foster effective and sustainable information ecologies.
Digital humanities and digital repositories: sustainable technology for sustainable communications BIBAFull-Text 109-114
  Paolo Battino Viterbo; Donald Gourley
In this paper we present the experience of the Digital Humanities Observatory in designing and implementing a repository of digital resources for the humanities. We describe how, in a situation of great funding uncertainty, we focused on sustainability to provide both a national infrastructure and the possibility to easily migrate the hosted resources to different, decentralized platforms. Using flexible, open-source and highly interoperable software, we supported a variety of different options to manage the digital resources stored in the repository. This allowed the repository to meet the wide range of heterogeneous requirements gathered from our partners. The result is a flexible architecture that is designed to be more sustainable and ready to gracefully degrade in case of end of funding.
A method for measuring helpfulness in online peer review BIBAFull-Text 115-121
  William Hart-Davidson; Michael McLeod; Christopher Klerkx; Michael Wojcik
This paper describes an original method for evaluating peer review in online systems by calculating the helpfulness of an individual reviewer's response. We focus on the development of specific and machine scoreable indicators for quality in online peer review.
Toward an ontology of rhetorical figures BIBAFull-Text 123-130
  Ashley R. Kelly; Nike A. Abbott; Randy Allen Harris; Chrysanne DiMarco; David R. Cheriton
Our paper describes the Rhetorical Figure Ontology Project, a multidisciplinary research project that is presently working towards the development of a comprehensive database of rhetorical figures, an associated wiki, and, ultimately, an ontology of rhetorical figures. The database and wiki project provide the dataset and space for the conceptual development, respectively, to create an ontology. We define an ontology as a formalized taxonomy or system of classification of concepts and associated descriptions of said concepts. Here we provide an overview of the present state of the project and a discussion of the development of ontological descriptions of rhetorical figures. This work is a joint venture between Dr. Randy Allen Harris (English) and Dr. Chrysanne DiMarco (Computer Science, and English) at the University of Waterloo, Canada.

New frontiers in the documentation

Modularizing in glossaries: an experience report BIBAFull-Text 131-134
  Katherine Haramundanis
Authors working in an industry environment see the advance of technology daily. This constant change in technology is evident in the adoption of new tools and the change of the authoring process. Part of the new experience is the adoption of modular creation of glossaries used in extended documentation sets. This task, the modularization of glossaries, is the subject of this paper, based on my experience in creating glossaries for a documentation set of about 50 documents.
Globally distributed content creation: developing consumable content for international markets BIBAFull-Text 135-142
  Robert Pierce; Kirk St. Amant; Kevin Minerley
This paper examines the globalization of content from the perspective of consumability. The authors describe how technical communicators can use a globally distributed approach to manage the translation of technical content. In so doing, the authors examine how technical communicators might use iterative development practices to improve the development of technical communication products (e.g., software manuals, online help, context-sensitive help, or dynamic help available on the Web) for international audiences of consumers.
The importance of documentation, design and reuse in risk management for SPL BIBAFull-Text 143-150
  Luanna Lopes Lobato; Pádraig O'Leary; Eduardo Santana de Almeida; Sílvio Romero de Lemos Meira
Software Product Lines (SPL) is a methodology focusing on systematic software reuse, multiple benefits have been reported as a result of this type of software development. However, establishing a SPL is not a simple task. It is a challenging activity raising many challenges for engineering and management. This research aims to manage the risks during SPL development to provide traceability among them. For this, it is important that the risks are documented and there is a common design related to them. As solution, we identified the strengths and weakness in SPL development and the importance in designing of communication for risk documentation.
Improving multimodal interaction design with the MMWA authoring environment BIBAFull-Text 151-158
  Americo Talarico Neto; Renata Pontin de Mattos Fortes
Multimodal Interfaces are designed to increase the human-machine communication bandwidth and to enhance user's satisfaction and task completion efficiency by providing a more natural way of interacting with computers. In contrast, developing multimodal interfaces is still a difficult task due to the lack of tools that consider not only code generation, but usability of such interfaces. In this paper, we present the MultiModal Web Approach's authoring environment, whose main goal is enhancing the dissemination of knowledge used in a project for future developments that are benefited by proven solutions to recurring problems in the multimodal context.


Design, development and performance evaluation of reconfigured mobile Android phone for people who are blind or visually impaired BIBAFull-Text 159-166
  Akbar S. Shaik; G. Hossain; M. Yeasin
This paper presents the design, development and performance evaluation of a Reconfigured Mobile Android Phone (R-MAP) designed and implemented to facilitate day-to-day activities for people who are blind or visually impaired. Some of these activities include but are not limited to: reading envelopes, letters, medicine bottles, food containers in refrigerators; as well as, following a route plan, shopping and browsing, walking straight and avoiding collisions, crossing traffic intersections, finding references in an open space, etc. The key objectives were to develop solutions that are light weight, low cost, un-tethered and have an intuitive and easy to use interface that can be reconfigured to perform a large number of tasks. The Android architecture was used to integrate the cell phone camera, image capturing and analysis routines, on-device implementation of robust and efficient optical character recognition (OCR) engine and text to speech (TTS) engine to develop the proposed application in real-time. Empirical analysis under various environments (such as indoor, outdoor, complex background, different surfaces, and different orientations) and usability studies were performed to illustrate the efficacy of the R-MAP. Improved feedback and new functions were added based on usability study results.
WCAG conformance approach based on model-driven development and WebML BIBAFull-Text 167-174
  Willian Massami Watanabe; David Fernandes Neto; Thiago Jabur Bittar; Renata P. M. Fortes
Accessibility is an important quality attribute for Web applications. The W3C has defined a set of guidelines that must be followed to deploy accessible web applications, however there is no process that support WCAG requirements during the software development lifecycle. This work proposes the inclusion of the WCAG 2.0 accessibility concerns in a Model-Driven Development, more specifically in the WebML process.
Improving WCAG for elderly web accessibility BIBAFull-Text 175-182
  Silvana Maria Affonso de Lara; Willian Massami Watanabe; Eduardo Pezutti Beletato dos Santos; Renata P. M. Fortes
The increase of aging people and the possibilities that are extended to the Internet users have led studies into improvement of web accessibility solutions for older people [30]. Most older adults present some decline in their cognitive, visual, hearing and motor skills [13]. Nowadays, however, the Web faces new technological challenges that extend the initial idea of cross-platform and inter-operational nature of the HTML and HTTP. The challenges are posed as accessibility barriers and consider the skills, capabilities, culture, languages, disabilities, among other characteristics related to the user as a human being, in contrast to the hardware and software requirements previously addressed. The human characteristics of the challenge can be seeing as the ultimate barrier of the initial Web requirements of cross-platform and inter-operational environment, and goes towards social inclusion of people whatever differences they might present in the Web. In this paper we propose the establishment of a new set of success criteria that address older users accessibility into the normative document of WCAG 2.0. The proposed recommendations were identified from a composition of usability studies with real older users and were tested for different scenarios.
Using cultural knowledge to assist communication between people with different cultural background BIBAFull-Text 183-190
  Bruno A. Sugiyama; Junia C. Anacleto; Sidney Fels; Helena M. Caseli
We present a computational application to facilitate text chat-based communication between people with different cultural and language background. We focus on end-to-end communication between people with rudimentary and intermediary knowledge of the second language using computer support rather than using a simple connection with automated computer translation. Through a user-centered design process, involving three increasingly hifidelity prototypes, we created a system that allows users who speak different languages to send text messages between them that begins with an automated translation of their message that does a partial translation but normally has words that are not translated well. These poorly translated words are then searched for in a common sense knowledge base for the sender's culture that contains meanings gleaned from a large open source initiative to collect common sense knowledge. Using these additional concepts and words coupled to a translator, the user can select from a list of translations those that are better suited to the intention of the message. We illustrate the usefulness of our approach empirically to show that users find the augmented translated messages are culturally sensitive and provide better communication experiences than without it. Our study used messaging between Portuguese (Brazilian) and English speakers.

User interface and design of communication

An approach based on multiple text input modes for interactive digital TV applications BIBAFull-Text 191-198
  Didier Augusto Vega-Oliveros; Maria da Graça Campos Pimentel; Diogo de Carvalho Pedrosa; Renata Pontin de Mattos Fortes
The development of interactive digital TV applications is hindered by the user-interaction options allowed when traditional remote controls are used. In this work, we describe the model of a software component that allows text entry in interactive TV applications based on an interface with multiple input modes -- the component offers a virtual keyboard mode, a cell keypad mode, and a speech mode. We discuss our considerations with respect to the design, development and evaluation of a prototype corresponding to our model, built according to the user-centered design methodology. After conducting a research on existing text input methods in television systems, we interviewed four experts in the interactive TV domain. We also applied 153 questionnaires to TV users, with the aim of gathering a user profile of users who make use of text entry mechanisms. During the development of the prototype, we conducted usability tests using the think aloud protocol, and usability inspections using the heuristic evaluation and cognitive walkthrough techniques. The evaluations allowed the detection of both, a number of problems and of several improvement opportunities; at the same time that they highlighted the importance of using complementary text input modes in order to satisfy the needs of different users. Overall, the evaluation results suggest that the proposed approach provides a satisfactory level of usability by overcoming the limitations of text input in the context of user-interaction with interactive TV applications.
Musical interaction patterns: communicating computer music knowledge in a multidisciplinary project BIBAFull-Text 199-206
  Luciano Flores; Evandro Miletto; Marcelo Pimenta; Eduardo Miranda; Damián Keller
The growing popularity of mobile devices gave birth to a still emergent research field, called Mobile Music, and concerning the development of musical applications for use in these devices. Our particular research investigates interaction design within this field, taking into account relations hips with ubiquitous computing contexts, and applying knowledge from several disciplines, mainly Computer Music and Human-Computer Interaction. In this paper we propose using the concept of patterns in such multidisciplinary design context. Design patterns are, essentially, common solutions for specific design problems, which have been systematically collected and documented. Since they help designers, allowing them to reuse proven solutions within a certain domain, we argue that they can aid multidisciplinary design, facilitating communication and allowing knowledge transfer among team members of diverse fields. We illustrate our point by describing a set of musical interaction patterns that came out of our investigation so far, showing how they encapsulate Computer Music knowledge and how this was helpful in our own design process.
Model driven RichUbi: a model driven process for building rich interfaces of context-sensitive ubiquitous applications BIBAFull-Text 207-214
  Carlos E. Cirilo; Antonio F. do Prado; Wanderley L. de Souza; Luciana A. M. Zaina
The demand for software in Ubiquitous Computing, in which access to applications occurs anywhere, anytime and from different devices, has raised new challenges for Software Engineering. One of these challenges is related to the adaptation of the contents of an application to the numerous devices that can access it in distinct contexts. Another challenge is related to the building of rich interfaces with multimedia content, asynchronous communication and other features that characterize Rich Internet Applications (RIAs). Searching for solutions focused on these challenges, a model-driven process for building rich interfaces of context-sensitive ubiquitous applications has been developed. The process, which is based on the conceptions of Domain-Specific Modeling (DSM), emphasizes the modeling reuse from a rich interface components metamodel. This metamodel provides a generic infrastructure for developing rich interfaces of applications, focusing on model-level reuse and on code generation for different Ubiquitous Computing platforms. In addition, the metamodel allows that the interface models are built by using the terms of rich interface domain, which facilitates the communication between users and developers.
A flexible model for improving the reuse of user interface design patterns BIBAFull-Text 215-221
  Jordan Janeiro; Simone D. J. Barbosa; Thomas Springer; Alexander Schill
Despite being a set of proven, well-documented, contextualized recommendations for solving frequently occurring user interface design problems, user interface design patterns are still not widely used. We believe this is due to the lack of tools to help designers find patterns and identify how they can be combined to solve user interface design problems. This paper proposes a flexible model to represent UIDPs and their relationships. The flexibility of our model, based on RDF Statements, is to provide a structure to the representation of the UIDPs in order to allow the development of tools to automate their use.

Learning and design of communication

An approach to design the student interaction based on the recommendation of e-learning objects BIBAFull-Text 223-228
  Luciana A. M. Zaina; Jose F., Jr. Rodrigues; Graça Bressan
In the last years, the adoption of recommender systems for improving user interaction has increased in e-learning applications. In the educational area, the recommendation of relevant and interesting content can attract the student's attention, motivating her/him during the learning-teaching process. It is very important, thus, to know learner preferences to suggest suitable contents to the students. The goal of this work is to present an approach to design the student interaction based on the recommendation of e-learning content, determining a more suitable relationship between learning objects and learning profiles. In our proposal, the learning profile is split into categories to attend different student preferences during the teaching-learning process: perception, presentation-format and participation. Our recommendation uses these categories to filter out the most suitable learning objects organized according to the IEEE LOM standard. We present a prototype architecture named e-LORS, over which we perform demonstrative experiments.
Combining ontologies and scenarios for context-aware e-learning environments BIBAFull-Text 229-236
  Isabela Gasparini; Marcelo S. Pimenta; José Palazzo M. de Oliveira; Amel Bouzeghoub
Nowadays e-learning systems (ELSs) are used by a wide variety of students with different characteristics. Thus, adapting it to specific users, taking advantage of knowledge acquired and registered about them (the user's model, which in ELS domain is usually called student model) is an essential feature in order to improve usability and flexibility of ELSs. In fact, the use of personalization techniques aims at improving ELS usability since a personalized system automatically customizes the user interface, content, access rights, navigation, etc., considering the student model and each user may think that the system was designed specifically for him/her. This paper presents the context-aware and culture-oriented aspects of an adaptability approach designed for ELS. The main features of our approach are described and illustrated, showing how to use it to model context and culture for personalization of ELS, representing explicitly the rich context as an extension of traditional student modeling and making use of ontologies to model it.
Reviewing the research on distance education and e-learning BIBAFull-Text 237-242
  Brad Mehlenbacher; Krista Holstein; Brett Gordon; Khalil Khammar
This paper will provide insight into the current emphasis of research on distance education and e-learning. The review is organized by three intersecting activities. First, we informally collected and reviewed approximately 300 peer-reviewed journals for articles published on distance education and instruction and technology broadly defined [30]. Second, we read and reviewed the numerous meta-analyses of distance education, multimedia, e-learning, and collaborative computing published over the last fifteen years [1-2, 4-6, 17, 25-27, 31, 33, 35]. Third, we performed our own meta-analysis of the abstracts of articles published in 10 peer-reviewed journals on distance learning and e-learning. Our goal in all these activities was to generate a list of significant topics or themes contained in publications about distance education and e-learning, in part to demonstrate the lack of consistent terminology.
Designing the user experience in iTV-based interactive learning objects BIBAFull-Text 243-250
  Diogo S. Martins; Lílian S. Oliveira; Maria da Graça C. Pimentel
This paper reports the design of the user experience in EducaTV, an architecture for the association of value-added interactive content to educational TV programs. To properly tackle the unique user interface (UI) challenges posed by educational TV applications, EducaTV was designed through User-Centered Design (UCD) principles with extensive evaluation along the process. We report the main issues of access and findings obtained throughout the design process. Our findings revealed that iDTV applications must provide strategies to signalize interactive content without being obtrusive. Additionally, the context of the users must be taken into account, for instance by providing functionalities to enable collaborative interaction in learning groups, as well as mobilization affordances to encompass the different levels of technological literacy. Moreover, a recurrent issue that affected user experience was the proper synchronization of the live program with the interactive content.

Invited talks

Gender HCI: what about the software? BIBAFull-Text 251
  Margaret M. Burnett
Although there has been recent investigation into how to understand and ameliorate the low representation of females in computing, there has been little research into how software itself fits into the picture. Our focus is on how supposedly gender-neutral software interacts with gender differences. Specifically, we have concentrated on software aimed at supporting users doing problem solving. For example, what if females' problem-solving effectiveness, using software such as Excel, would accelerate if the software were changed to take gender differences into account? This talk reports the investigations my students and I have conducted into whether and how software and its features affect females' and males' performance differently, and describes the beginnings of work on promising interventions that help both males and females.
Designing the interaction with service systems BIBAFull-Text 253
  Claudio Pinhanez
More and more people use computers to interact not with machines but with complex service systems. This talk examines the similarities and differences of interaction with machines and service systems, assuming, as the defining characteristic of a service system is the significant presence of humans as part of the service system during the time of use. One of the main consequences is that service systems are often perceived as having human characteristics and usually expected to exhibit human-like behaviors. This talks presents and discusses those issues, under the light of Service Science and HCI theory. We also present the concept of the human facet of a service system, which is the set of elements and their configurations that create and control the perception of and the interaction of a user with the human characteristics of a service system. The talk then examines how the design of the human facet of service system can be simplified by theoretical insights from Psychological Models such Personality Theory, Social Psychology, and Emotional Communication Theory; and Dramatic models such as Character Theory, Stanislavski's System, Method Acting, and Illusion of Life.
SIGDOC: reviewing the history from a company perspective BIBAFull-Text 255
  Robert Pierce
SIGDOC is the Association for Computing Machinery's Special Interest Group (SIG) on the Design of Communication (DOC). Until 2003, SIGDOC focused on documentation for hardware and software. With the shift in focus from systems to computer documentation to the design of communication, SIGDOC has better positioned itself to emphasize the potentials, practices, and problems of multiple kinds of communication technologies, such as Web applications, user interfaces, and online and print documentation. SIGDOC focuses on the design of communication as it is taught, practiced, researched, and conceptualized in various fields, including technical communication, software engineering, information architecture, and usability, etc. The traditional SIGDOC members were likely to be teachers, researchers, and/or practitioners of computer documentation. Today, members of SIGDOC include information design professionals, educators, researchers, software engineers, Web designers, system developers, usability specialists, computer scientists, user interface designers, and information technology specialists. What is the next sustainable change on the Design of Communication?


An interactive dialogue modelling editor for designing multimodal applications BIBAFull-Text 257-258
  Sebastian Feuerstack
This poster presents initial results of an approach for (1) designing and implementing a dialogue modelling editor to enable the design of multimodal applications, that (2) supports the design for various multimodal setups and that (3) is specifically targeted to be used by interaction designers.
Designing interactive presentation systems for classrooms BIBAFull-Text 259-260
  Rahul Budhiraja; Shekhar Verma; Arunanshu Pandey
In the field of education, Augmented Reality and other Interactive media have been successfully used at demonstrating concepts or course sub-topics. These demonstrations have to be held as separate sessions of classroom teaching or as supplementary sessions for the same. In this poster we propose the design of a presentation system which takes into account usability of interactive media and their applications in building a highly interactive and structured classroom presentation system. All interactive elements would be part of the presentation system itself and the teacher could use the complete set of sessions or a subset depending upon the needs of his/her presentation.
Improving users communication to promote the organicity of online social networks BIBAFull-Text 261
  Fernando Cesar Balbino; Junia Coutinho Anacleto
This ongoing research work defines the organicity of social networks as the possibility of sharing information that can change or "touch" people. Each participant is a cell, each relationship between people a vein, each oral expression the oxygen that feeds a cell and keeps it alive. To guarantee such organic well being, it is necessary to make the access to the shared knowledge in the social networks more natural and easy as possible by means of extended searches which go beyond traditional keywords search. The designed communication discussed here is a first step towards the contextualized and semantic mining of the knowledge spread on online social networks so that their organicity can be promoted to bring the right information in the exact moment.