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  1. 1

    Elementos estruturantes para o projeto de interfaces multimodais

    Publication
    by Raposo, Natacsha Ordones
    Origin: Oasisbr
    Submitted by Divis??o de Documenta????o/BC Biblioteca Central (ddbc@ufam.edu.br) on 2016-12-06T18:01:08Z No. of bitstreams: 1 Disserta????o - Natacsha O. Raposo.pdf: 2871405 bytes, checksum: e0ac637b67dfddc16b9bbe2f7f30d95d (MD5)
    2016 master thesis Brazil open access
  2. 2

    Contribui????o ao estudo dos crit??rios de usabilidade de portais web: um estudo de caso

    Publication
    by Lima, Gean Fl??vio de Ara??jo
    Origin: Oasisbr
    Made available in DSpace on 2015-04-22T22:10:42Z (GMT). No. of bitstreams: 1 gean.pdf: 4292257 bytes, checksum: 79d35d705a46274fc176df8647ceac74 (MD5) Previous issue date: 2013-05-03
    2015 master thesis Brazil open access
  3. 3

    Avaliação de usabilidade em jogo eletrônico: estudo de caso

    Publication
    by Venturelli, Marcos dos Santos
    Origin: Oasisbr
    Esta pesquisa tem como objetivo documentar o processo de redução de riscos e incertezas de um jogo eletrônico em desenvolvimento por meio da aplicação de métodos de avaliação de Usabilidade. Foi realizado um estudo de caso da utilização de métodos e técnicas de avaliação de Usabilidade durante a produção do jogo eletrônico Dungeonland , conduzido entre 2010 a 2013 ao longo de diversas iterações do produto, da pré-produção ao lançamento. Foram utilizados os métodos de observação direta baseada em problemas, avaliação cooperativa, questionário e entrevista semi-estruturada. Os dados coletados demonstram a evolução do design do jogo, as diferentes metodologias empregadas em cada estágio de desenvolvimento, e o impacto da avaliação no projeto. Apesar de problemas e limitações no emprego dos testes de Usabilidade no produto em questão, o impacto da avaliação foi visto como muito grande e muito positivo pelos desenvolvedores - através de dados qualitativos como protocolos verbais e de gameplay de usuários, e de dados quantitativos sobre suas experiências com o produto que possam ser comparados estatisticamente, os desenvolvedores de jogos têm à sua disposição poderosas ferramentas para estabelecer processos de Design claros, centrados no usuário, e que ofereçam um ambiente onde problemas são rapidamente identificados e soluções são validadas com usuários reais.
    2021 master thesis Brazil open access
  4. 4

    Heuristic evaluation of the usability of a mechanical ventilator Interface through a simulator

    Publication
    by Silva, Ruben
    Other Authors: Lima, Ana Carolina; Andrade, Evismar; Martins, Ana Isabel; Rocha, Nelson P.
    Determining the usability of mechanical ventilator interfaces is vital in ensuring correct usage under critical procedures that can place patients’ health in danger. Heuristic evaluation has been used to evaluate usability in many different areas, including medical devices. The objective of this study is to evaluate the usability of a mechanical ventilator using the heuristic evaluation method. The evaluation of a mechanical ventilator simulator (Drager's Evita V500) was performed using the Heuristic Evaluation System Checklist (HESC). Three evaluators took part in the experiment in assessing the usability through HESC. The results show that of the 292 checklist sub-heuristics included in the HESC Checklist, 127 were compliant (had no flaws), 75 were not compliant (had flaws) and 95 were not applicable. The results point out that the mechanical ventilator interfaces should be improved to avoid human error due to usability issues. The results also show that heuristic evaluation generates a large quantity of objective information, which provides an exhaustive identification of aspects that should be improved.
    2023 article Portugal open access
  5. 5

    Democratizing user interfaces

    Publication
    by Alves,Sérgio Flávio Barros Antunes
    Uma interface gráfica pode ser definida como o “meio através do qual um utilizador interage com um sistema operativo ou com um programa”1. Estas interfaces são cada vez mais relevantes. Os serviços digitais têm-se tornado cruciais, muito devido a proliferação de smartphones, computadores e outros dispositivos que facilitam o acesso a Internet. As interfaces destes serviços constituem, assim, intermediários fundamentais para o acesso a informação, comunicação, entretenimento e ate a serviços públicos, como saúde ou finanças. Alguns destes serviços (por exemplo, plataformas de comunicação) são utilizados por centenas de milhões de pessoas, resultando numa base de utilizadores extremamente diversa. Esta heterogeneidade inclui diferenças nas capacidades físicas e cognitivas, níveis de literacia digital e preferências pessoais. Para alem disso, o contexto de uso pode variar em cada interação, originando o fenómeno descrito como deficiências e incapacidades induzidas situacionalmente (situationally-induced impairments and disabilities, em inglês). Por exemplo, um utilizador pode temporariamente obter visão turva apos um procedimento ocular ou enfrentar menor precisão ao interagir com um ecrã tátil enquanto caminha. E, portanto, fundamental garantir que todos os utilizadores conseguem não só aceder, mas também usufruir de uma experiência de utilização adequada as suas necessidades e preferências. Muitas das interfaces existentes foram desenhadas segundo uma logica one-size-fitsall (tamanho único para todos, em português), procurando assegurar que são utilizáveis pela maioria. Isto deve-se ao facto de serem concebidas para utilizadores e cenários de uso típicos, ainda que exista hoje maior preocupação e obrigação em garantir acessibilidade, e por vezes alguns utilizadores sejam envolvidos no processo de design. Contudo, a maioria dos componentes destas interfaces permanece estática e inadaptável, dificultando o uso em situações ou por utilizadores não contemplados no desenho inicial. Alem disso, abordagens como universal design ou design for all, que ambicionam garantir que qualquer interface possa ser utilizada por qualquer pessoa, são frequentemente consideradas utópicas.
    2026 doctoral thesis Portugal open access
  6. 6

    Preface

    Publication
    by Rodrigues, Nuno
    Other Authors: Mendes, Daniel
    Origin: IC-online
    Presents the introductory welcome message from the conference proceedings. May include the conference officers' congratulations to all involved with the conference event and publication of the proceedings record.
    2021 editorial Portugal open access
  7. 7

    How to use Design for Emotions to increase the effectiveness of checkout

    Publication
    by Lima, Ricardo
    A área da Interacção Humano-Computador, tem apontado o seu foco principal no estudo de fatores cognitivos do ser humano, mas nos últimos anos verifica-se um forte crescimento, interesse e uma especial atenção para os fatores emocionais. Desta forma, é necessária uma maior atenção relativamente à experiência do utilizador. As emoções presentes no ser humano, representam um papel fundamental em áreas como: a atenção; a motivação; a memória e até mesmo sobre o seu comportamento. Assim sendo, é necessário compreender de que forma o design emocional pode afectar a experiência do utilizador durante a interação com uma interface. Este projeto, tem como principal objectivo analisar de que forma o design emocional pode afetar o utilizador durante uma compra online e neste caso em especifico durante, o procedimento de checkout de uma viagem de avião. Pretende-se desta forma, utilizando várias técnicas para avaliação de diferentes website de reservas on-line, compreende as emoções desencadeadas pelo utilzador, obtendo resultados que permitam a elaboração de um protótipo onde o design emocional seja aplicado de forma consciente para o utilizador sentir-se confiante, confortável e essencialmente obter uma boa experiência de utilização.
    2019 master thesis Portugal open access
  8. 8

    Hands-free Interaction Framework for Virtual Reality Applications

    Publication
    by Monteiro, Pedro Miguel Ermida
    Virtual Reality (VR) has significantly transformed digital experiences and Immersive VR (iVR) systems in particular have evolved to improve users’ sense of presence and support realistic experiences, enabling users to experience a Virtual Environment (VE) through devices like an head-mounted display (HMD). While traditional iVR interactions rely heavily on tracked handheld controllers, there is a shift in the industry towards the use of Natural User Interfaces (NUI) that allow users to directly interact with virtual objects by using their hands as they would in reality. However, hand gestures can be cumbersome and limit the immersive experience, particularly in selection tasks and system control tasks with Graphical User Interfaces (GUI) that are based on a point-and-click metaphor and in scenarios where hands are otherwise occupied. As such, this thesis explores the use of hands-free interaction methods as a capable alternative to hand-based interactions, focusing on GUI selection tasks within iVR environments. To address this thesis, three research questions were set: (1) what hands-free methods can be used to perform selections with GUI elements, (2) do those methods provide similar usability to the traditional controllers, and (3) within hands-free interactions which methods provide better usability results. To answer these questions a modular interaction framework and a testbed application were developed facilitating the evaluation of interaction methods in iVR, and allowing future integration of new methods and evaluation tests. The first question was addressed by conducting an extensive systematic review of the literature which demonstrated that the main hands-free methods are voice commands, eye gaze, and head gaze. Novel approaches (e.g., brain-computer interfaces, electromyography) were less used given their apparatus requirements. As selections can be interpreted as a point-confirm process, any method that allows users to intently choose a direction can be used to perform the pointing phase, and any method that detects a user action can generally be used for confirmation. The remaining questions were answered through empirical studies, which assessed the usability of the methods in relevant metrics, namely iVR Experience (response to the use of iVR), System Usability (specific to the interaction method), User Satisfaction (while using the interaction methods), and Effectiveness and Efficiency (of the methods completing the interaction tasks). The methods were evaluated when the selections were both the primary and background tasks. The findings indicate that hands-free methods can perform point-and-click interactions efficiently and effectively, without detracting from the immersive experience. The thesis contributes to the field by providing a set of interaction guidelines for developers, interaction designers, and researchers, aimed at enhancing the usability of hands-free interaction and supporting the broader adoption of hands-free methods.
    2025 doctoral thesis Portugal open access
  9. 9

    Trust in Computing: trust as a facilitator on the uptake (or appropriation) of technology

    Publication
    by Sousa, Sónia Cláudia da Costa
    This doctoral study builds upon three main areas of expertise: (1) Human-Computer Interaction (HCI), (2) design theory and methodology, and (3) user research. The main idea behind this investigation is to address the increased discourse to find ways to promote trustworthiness in a system (i.e., decentralized and distributed systems) to unlock its full potential and ensure its uptake (or appropriation) without fear. This investigation mainly contributes to understanding how users’ trust in technology is addressed in HCI. It also recognizes that trust in computing’s complex nature makes it challenging to incorporate users’ trust characteristics and, therefore, focuses on finding ways for non-experts to implement and operationalize trust requirements from an HCI perspective, helping to facilitate the process of identifying and eliciting potential users’ trust negative e↵ects of trust-breaking behaviors. Results reported following reflective design practices and context-aware design methods to assist non-experts in measuring, designing, and evaluating users’ trust experiences. This research proposal has four main highlights. Firstly, it provides a preliminary understanding of the users’ trust in technology topics and further insights into current thoughts, practices, and research gaps. Then, it assesses the e↵ectiveness of a psychometric scale as lenses to map potential technological trust breakdowns and concerns. Thirdly, it follows a user-centered design strategy to design and develop a Web-based testing system (TrustedUX) to facilitate non-experts to assess what aspects of system interactions users consider risky, competent, and benevolent. Finally, it follows an HCD process to propose a Human-Centered Trustworthy Framework (HCTframe) to guide non-experts in incorporating trust from an HCI perspective.
    2023 doctoral thesis Portugal open access
  10. 10

    Understanding the Interaction of Design Students with Portable Computers in the Classroom

    Publication
    by Lavin, Luís
    Other Authors: Filgueiras, Ernesto; Figueiredo, Carlos; Desouzart, Gustavo
    Origin: IC-online
    Laptop computers are an indispensable tool for the learning of Product Design. However the universities classrooms are not adapted to the new technological evolutions and working processes. The main objectives of this study were to analyze the human-computer interaction in Product Design classrooms, by observing the users, the work activity and the environment, to understand the current demands for the use of laptop computers, and to observe current patterns of student interaction, and their needs. Data were gathered and analyzed from a set of classrooms in a Portuguese university using the following methodologies: free observation; systematic indirect observation through video recording and analysis; and student survey. The results show that 56.5% of the study participants use information systems in the classroom, of these, 90% use laptop computers, and use this devices individually. In general, about 52% of the records indicate that in the classroom the information systems were used by less than 50% of the class students. This study results can promote: (a) the development of a set of data and information that can assist designers and other professionals in the product creation process; (b) the awareness of the universities to the need to modernize the spaces, furniture, and equipment, and to adapt them to the new processes of work and to the new student-computer interactional behaviors.
    2015 article Portugal open access