Leonardo Cunha de Miranda

Universidade Federal do Rio Grande do Norte, Natal, Rio Grande do Norte, Brazil

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Publications (26)1.09 Total impact

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    ABSTRACT: In recent years new forms of interaction have been proposed by academia and industry for the contexts of use of interactive Digital Television (iDTV) and games. One of these proposals is called Adjustable Interactive Rings (AIRs), which is a technology resulting from a research project that was originally designed to be used with iDTV applications. Taking into account the design features of the physical artifact of interaction developed, it seems possible to conjecture its use in other contexts then the iDTV. In this paper, we present preliminary results of an experiment conducted with users in order to investigate the suitability of AIRs in the context of playing computer games.
    Proceedings of the Second international conference on Design, User Experience, and Usability: health, learning, playing, cultural, and cross-cultural user experience - Volume Part II; 07/2013
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    ABSTRACT: Evaluating interactive systems is becoming an increasingly complex challenge. As information and communication technology have left the context of offices and workplaces to pervade every aspect of people's personal and social lives, issues such as emotional and affective aspects, sociability, culture and human values are now in play and must be explicitly considered. This situation is very different from what designers and researchers have experienced before, and requires new methods, techniques and tools to support them in producing solutions aligned with the new demands of a digital age. In this paper we focus on values and culture in the evaluation of interactive systems, presenting the eValue — an artifact we created to support designers in a culturally informed and value-oriented evaluation. To situate our discussion in a practical context, we present a case study where the artifact was used to evaluate seven prototypes of social applications for the Brazilian Interactive Digital Television.
    International Journal for Infonomics (IJI). 01/2013; 1(1):792-801.
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    ABSTRACT: With the increasing popularity of mobile devices, especially smartphones and tablets, is necessary to pay attention to how applications for these devices are being developed. In Human-Computer Interaction (HCI) viewpoint, what is being done to reduce the accessibility barriers and usability problems? The prototyping of application interfaces for mobile devices is an alternative to try to minimize such problems. As contributions of this work we highlight the identification of state of the art methodologies and tools that support modeling, development and evaluation of user interfaces for mobile applications, as well as from a case study, present HCI challenges related to those methodologies and tools.
    Proceedings of the 11th Brazilian Symposium on Human Factors in Computing Systems; 11/2012
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    ABSTRACT: In Brain-Computer Interface (BCI) the user is able to interact with a computer only via biological signals of your brain without the need to use muscles. This is an research field on the rise but still immature relatively. However, it is important to think now about the different aspects of the Human-Computer Interaction (HCI) field related to BCIs, which should be part of interactive systems in the near future. As contributions of this work we highlight the prospecting of state of the art of BCIs and identification of HCI challenges on this subject matter.
    Proceedings of the 11th Brazilian Symposium on Human Factors in Computing Systems; 11/2012
  • Sarah Gomes Sakamoto, Lyrene Fernandes da Silva, Leonardo Cunha de Miranda
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    ABSTRACT: The growing demand for mobile devices such as tablets and smartphones, and dissemination of new interactive media through these devices, reveals a new scenario in information access and knowledge. These devices have special features, with challenges regarding accessibility that are present only on these platforms. Requirements Engineering can contribute in this context, identifying requirements that promote accessibility, overcoming currently existing barriers. This paper presents the results of a case study oriented by Requirements Engineering, showing some of these difficulties and how they can be overcome.
    Proceedings of the 11th Brazilian Symposium on Human Factors in Computing Systems; 11/2012
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    ABSTRACT: Identifying, understanding and explicitly involving values and cultural aspects of stakeholders have been regarded as a challenge in the design of interactive systems. There is still a lack of principled and light-weight artifacts, methods and tools for supporting designers in this task. In this paper we propose two artifacts for supporting designers in making explicit both stakeholders’ values and system’s requirements taking these values into account. A case study reports the use of the artifacts in the design of seven prototypes of applications for the Brazilian Interactive Digital Television. The artifacts showed to be promising for supporting designers in the complex scenario of designing value-oriented and culturally aware interactive systems.
    14th International Conference on Enterprise Information Systems (ICEIS 2012); 06/2012
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    ABSTRACT: As interactive systems have left the context of offices and workplaces to pervade every aspect of people's personal and social lives, evaluating these systems is becoming an increasingly complex challenge. Issues that range from emotional and affective aspects, sociability, and human values, to scalability, security, and performance, are now in play. This situation is very different from all designers and researchers have experienced before. In this paper we focus on the evaluation of interactive systems in the context of the third HCI paradigm, proposing an artifact to support designers in a culturally informed and value-oriented evaluation. To situate our discussion in a practical context, we present a case study where the artifact was used to evaluate seven prototypes of social applications for the Brazilian Interactive Digital Television.
    Information Society (i-Society), 2012 International Conference on; 06/2012
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    ABSTRACT: Cultural aspects, such as values, beliefs and behavioral patterns influence the way technology is understood and used, and the impact it may cause on the environment and on people. Social software is a growing reality worldwide, while the interaction design of this kind of systems is still a challenging task due to the lack of artifacts, methods, tools and even theories for supporting designers in dealing with subjective and contextualized issues, such as the cultural ones. In this paper, we present a culturally aware artifact named VF4SS that can support designers in a requirements clarification activity. We demonstrate how it can be used for dealing with cultural issues in an explicit way, suggesting a practical guide to support designers in this task. We draw on Organizational Semiotics and on building blocks of culture to ground our discussions and situate them in a practical context related to the development of social software for professionals of the Special Education field.
    International Journal of Digital Society (IJDS). 03/2012; 3(1):590-599.
  • J.N. Marciano, L.C. de Miranda, E.E.C. de Miranda
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    ABSTRACT: In Latin America live a lot of foreigners from all parts of the world and many of them form communities. It is increasingly frequent that their descendents search for new opportunities in the countries from where they descend, even though they have grown up at the Latin American culture. This paper deals with the theme of ways of computational support for Japanese language learning to the Latin America dwellers that go to Japan. As results of this work, we highlight the state of the art of computational tools developed to support the Japanese language learning and, additionally, we present challenges of future computational development to the Latin America computing community related to the subject-matter.
    Informatica (CLEI), 2012 XXXVIII Conferencia Latinoamericana En; 01/2012
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    ABSTRACT: A literature review has indicated that the remote control, the main physical artifact of interaction with the television system, in its current form is not adequate to the interaction between users and applications of Interactive Digital Television (iDTV), especially in a scenario of diverse user profiles as found in Brazil. This paper describes participatory practices carried out with the intention of defining a new physical artifact of interaction for iDTV. Based on the results of these participatory practices and previous research results, we provide a definition of an artifact that can be adapted to diverse contexts of use.
    Design, User Experience, and Usability. Theory, Methods, Tools and Practice - First International Conference, DUXU 2011, Held as Part of HCI International 2011, Orlando, FL, USA, July 9-14, 2011, Proceedings, Part II; 01/2011
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    ABSTRACT: Based on previous results of our research in the field of physical artifacts for interaction with Interactive Digital Television (iDTV) we developed a new digital device we named Adjustable Interactive Rings (AIRs). This work presents a quantitative analysis of an experiment conducted with twelve end-users in order to investigate the interaction of users with the hardware prototype of AIRs for iDTV. The experiment results presented in this paper indicate a positive acceptance of our solution and a good learning curve with respect to the interaction language of this physical artifact of interaction.
    Human Centered Design - Second International Conference, HCD 2011, Held as Part of HCI International 2011, Orlando, FL, USA, July 9-14, 2011. Proceedings; 01/2011
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    ABSTRACT: Este artigo apresenta as tecnologias associadas a um kit de robótica de baixo custo com fins educacionais desenvolvido com o intuito de promover um maior acesso a esse tipo de recurso didático nas escolas brasileiras. Para alcançarmos esse objetivo, primeiramente realizamos estudos comparativos entre os diferentes kits comercializados no mercado, focados nos custos e nos recursos de hardware e software desses produtos. Baseado nesse levantamento, que nos proporcionou um maior entendimento das necessidades de projeto e do seu aproveitamento em sala de aula, chegamos a especificação e a implementação de hardware e de software do kit de robótica educacional denominado RoboFácil.
    Revista Brasileira de Informática na Educação; Vol. 18, No 3 (2010): Setembro - Dezembro; 46-58. 01/2011;
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    ABSTRACT: Taking part in a social software is a growing reality worldwide, while the interaction design of social software is still a challenging task due to the lack of third HCI paradigm artifacts, methods, tools and even theories for supporting designers. In this paper we present an artifact for the requirements clarification activity, and suggest some activities in order to guide designers to take cultural issues into account. We situate our discussions in a practical context related to the development of social software for professionals of the Special Education field.
    International Conference on Information Society (i-Society 2011); 01/2011
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    ABSTRACT: Information and Communication Technology has the potential of benefiting citizens, allowing access to knowledge, communication and collaboration, and thus promoting the process of constitution of a fairer society. The design of systems that make sense to the users’ community and that respect their diversity demands socio-technical views and an in-depth analysis of the involved parties. The authors have adopted Organizational Semiotics and Participatory Design as theoretical and methodological frames of reference to face this challenge in the design of an Inclusive Social Network System for the Brazilian context. This paper presents the use of some artifacts adapted from Problem Articulation Method to clarify concepts and prospect solutions. Results of this clarification fed the Semantic Analysis Method from which this paper presents and discusses an Ontology Chart for the domain and the first signs of the inclusive social network system.
    IJISSC. 01/2011; 2:16-35.
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    ABSTRACT: Taking part in a social software is a growing reality worldwide, while the interaction design of social software is still a challenging task due to the lack of third HCI paradigm artifacts, methods, tools and even theories for supporting designers. In this paper we present an artifact for the requirements clarification activity, and suggest some activities in order to guide designers to take cultural issues into account. We situate our discussions in a practical context related to the development of social software for professionals of the Special Education field.
    Information Society (i-Society), 2011 International Conference on; 01/2011
  • L.C. De Miranda, H.H. Hornung, M.C.C. Baranauskas
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    ABSTRACT: Literature has shown that the remote control, the main artifact for interaction with the television system, is not adequate to mediate the interaction with Interactive Digital Television (iDTV). This work presents and discusses a new proposal of artifact for interaction with iDTV applications. The paper presents in details the product design and the interaction language for the new digital artifact which presupposes its use by everyone, in the widest possible extension. Additionally, we show the prototype of these new hardware devices and an evaluation with prospective end users of the solution described in this paper.
    IEEE Transactions on Consumer Electronics 09/2010; · 1.09 Impact Factor
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    ABSTRACT: The constitution of a culture mediated by the new media of interactive digital television (iDTV) will depend directly on the artifact for physical interaction available to the user. This work presents the results of an experiment whose objective was to observe users' interactions with television using the remote control, in a scenario of diversity of access to technology. Based on in loco observation of barriers related to the use of remote control in the television setting, we identified project requirements that should be considered in the design of new physical artifacts of interaction with iDTV.
    2009 Latin American Web Congress, Joint LA-WEB/CLIHC Conference, Merida, Yucatan, Mexico, 9-11 November 2009; 01/2009