
Ingrid Teixeira Monteiro- PhD in Informatics
- Professor (Adjunct) at Federal University of Ceará
Ingrid Teixeira Monteiro
- PhD in Informatics
- Professor (Adjunct) at Federal University of Ceará
About
65
Publications
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Introduction
Current institution
Additional affiliations
July 2014 - July 2015
February 2011 - April 2015
Publications
Publications (65)
Este trabalho propõe um processo para Elicitação de Requisitos (ER) para Inteligência Artificial (IA) Confiável, focado em sistemas de Aprendizado de Máquina (AM). O processo promove a participação dos diversos stakeholders envolvidos no desenvolvimento desses sistemas. Ele foi desenvolvido com base na técnica de Brainwriting e insights obtidos a p...
Accessibility evaluation is essential to determine how accessible a Web system is so that any user can access its content regardless of their limitations. In this context, this work presents a literature survey focused on the accessibility of Web systems, targeting users with visual impairments, emphasizing the importance of including accessibility...
An e-commerce system aims to support buying and selling over
the internet. Despite the strong appeal of self-service provided by
e-commerce, assisted sales (both in-person and remotely) and sales
influenced by social networks have proven to be strategic for many
retail companies. This paper presents an experience report from a
designers team develo...
Accessibility is a highly significant theme at the Brazilian Symposium on Human Factors in Computing Systems (IHC), representating 22.41% of the papers total published between 2016 and 2022. In this context, the present study examines the research works on accessibility published on IHC between 2016 and 2022, aiming to gauge the extent of Persons w...
In Brazil, all websites available on mobile devices need to be accessible. ABNT NBR 17060 has several requirements that are considered legal and mandatory for all websites accessed on mobile devices. In this regard, this research analyzed the 250 most relevant web-sites in the country according to Semrush internet traffic service, to understand and...
"Ubi societas, ibi jus"-where there is society, there is law. This maxim underscores the importance of law as an organizing and protecting element of human dignity, especially in the context of computing and digital product development. However, legal language is not always accessible, and developers are often not familiar with its complexities. Al...
The Democratic State of Law emerged with the objective of improving everyone's life, restricting the power of tyrants, who, among other arbitrary acts, unfairly taxed the people. While taxes remain crucial for the State's upkeep, modern rules prevent individuals from enduring excessive burdens. Although new technologies leveraging Artificial Intell...
This article presents the full account of a case study within VTEX, a Brazilian e-Commerce company. It reported the design challenge to conceive the functionality for importing records via a spreadsheet file. Several techniques of Human-Computer Interaction (HCI) and User Experience (UX) were applied within the Double Diamond design process, such a...
In 2015, Brazil enacted Law No. 13,146 (Statute of Persons with Disabilities), establishing a new range of rights for people with disabilities. Among the changes made was the inclusion of good practices in the concept of accessibility, including the digital realm. This paper presents the results of a Systematic Literature Review regarding the works...
A good digital product often arises from a proper characterization of requirements. This reduces business risks, minimizing costs associated with rework or user rejection of the product. Accessibility is commonly regarded as a non-functional requirement, sometimes linked to usability, in order to ensure quality in the system. At least in the Brazil...
Resumo:
A autoexpressão é um fenômeno da comunicação, íntimo a personalidade e as idiossincrasias do emissor. Com a maior integração das interfaces digitais no cotidiano, esse fenômeno passou a ser aplicado também no meio virtual. A Engenharia Semiótica é uma teoria que estuda a comunicação entre designers e usuários através dos produtos de softwa...
Neste poster, apresentamos uma análise baseada na Engenharia Semiótica de ilustrações da landing page do Discord, um aplicativo inicialmente projetado para o público gamer. Na pesquisa, descrevemos as ilustrações e recriamos a metamensagem do designer captada com estes signos estáticos. Discutimos o poder expressivo das ilustrações e também possíve...
Dispositivos IoT trocam de forma autônoma informações úteis entre diferentes dispositivos do mundo real. Áreas como saúde, varejo e agricultura usam essa tecnologia. A competição de avaliação de IHC em 2023 motiva a participação de estudantes, docentes e profissionais de IHC a utilizarem conhecimentos teóricos para avaliar a interação com dispositi...
A partir da década de 80, tornou-se possível representar imagens por meio computacional, o que abriu um leque de possibilidades para os artistas em termos de criação e compartilhamento de suas obras. Além da arte no meio digital, também existe a arte digital interativa, na qual os usuários interagem com a obra de arte. Como parte da cultura surda,...
Este artigo apresenta um estudo da comunicabilidade em algumas das funções do aplicativo YouTube Music. Para isso, foi realizada inicialmente a modelagem de interação com a Modeling Language for Interaction as Conversation (MoLIC), apontando algumas falhas na metacomunicação designer-usuário. Depois, foram aplicados o Método de Inspeção Semiótica (...
Falhas apontadas em sistemas de Aprendizado de Máquina (AM) têm afetado a confiança dos usuários, tornando-se essencial abordar o tema. Este estudo investiga o uso da técnica Brainwriting na elicitação de requisitos para Inteligência Artificial (IA) confiável, com foco em AM, por meio da colaboração multidisciplinar dos papéis envolvidos. O estudo...
O Estado Democrático de Direito é uma forma de limitar poderes absolutistas, tornando a relação entre Estado e Individuo mais justa. Este trabalho visa pontuar questões que digam respeito ao uso de Inteligências Artificiais quando situadas dentro da lógica de Estado, especificamente pensando em processos administrativos que usam do princípio do dev...
User experience research techniques and tools play a central role in the design of digital solutions. This paper reports the use of proxy users as a source of information about the end users in the discovery, definition and development stages as part of the Double Diamond design process, which offers a structure that diverges and converges between...
Heuristic Evaluation is an inspection method widely used to evaluate the usability of interactive systems. Some studies investigated collaboration to reduce the boredom and frustration evaluators tend to have in this evaluation process. One such proposal is G4NHE (Game for aNy Heuristic Evaluation), a generic gamification technique that can be inst...
Covid-19 pandemic affected virtually every sector of life, due to the need to avoid agglomerations and maintaining social isolation. In education, teaching-learning processes have changed drastically and now are in a state of fast transformation. Schools all around the world were closed and teachers and students had to migrate to online environment...
A MoLIC é uma linguagem de modelagem que pode auxiliar a comunicação sobre a interação de sistemas computacionais. Neste artigo, relata-se a aplicação da MoLIC no design de uma ferramenta administrativa de um sistema para o comércio digital. Para isso, foi realizado um treinamento da linguagem e algumas seções de modelagem colaborativa envolvendo d...
This paper presents a model for standardizing terminologies (taxonomy) for categories of public services offered in digital applications. Based on a benchmarking of web portals and mobile applications from Brazilian federal units, there was a need for a hierarchy of information and a standardization of the terminologies used in order to allow the c...
Software Engineering (SE), Human-Computer Interaction (HCI) and User Experience (UX) are correlated areas in computer science whose techniques are commonly applied, in a complementary way, to industrial projects' development and evolution. Several modelling approaches have been proposed by these areas, which can be used in a model-based approach to...
O presente trabalho apresenta um modelo de padronização de terminologias (taxonomia) para categorias de serviços públicos ofertados em aplicações digitais. Com base em levantamento de portais web e aplicações mobile de unidades federativas brasileiras, constatou-se a necessidade de uma hierarquização das informações e uma padronização das terminolo...
Game for Heuristic Evaluation (G4H) is a gamification technique designed to increase the evaluators' motivation and engagement during the Heuristic Evaluation (HE) consolidation. The preliminary study conducted to validate G4H has shown promising results for improving evaluators' motivation and satisfaction, however, G4H needed further evaluation c...
No final do século XX, com a popularização da internet, obras de arte digital interativa ganharam um novo espaço de disseminação, intervenção e criação. Nesse contexto, a internet permite e exige a participação da audiência como uma parte importante de muitas dessas obras, construídas como sistemas ou artefatos computacionais interativos. Neste pôs...
Many initiatives have promoted collaborative heuristic evaluation to avoid discrepancies between evaluator’s ratings. This paper presents G4NHE (Game for aNy heuristic evaluation), a card game proposed to increase the engagement of different evaluators in an evaluation process based on heuristic evaluation. G4NHE is a generalization of previous wor...
Several initiatives have applied the Collaborative Heuristic Evaluation to minimize the discrepancy between the severity ratings made by different evaluators. G4H (Game for Heuristic Evaluation) is one of these proposals and its a gamification developed to engage and motivate the evaluators in the Heuristic Evaluation process. This gamification was...
iStar is a goal-based requirements modelling language, being used in both industrial and academic projects of different domains. Often the language is extended to incorporate new constructs related to a particular application domain or to adjust it to practical situations during requirements modelling. Currently, the language is undergoing standard...
Paper tests are the most traditional and widely used summative assessment tool in both basic and higher education. One of the criticisms of this instrument is the emotional impact on students, who feel pressured and nervous at the time of resolving a test. This paper presents a study of the uses and consequences of "cheat sheets" in HCI tests. The...
Integrated Project is a type of course offered in the Digital Design program of the Federal University of Ceará, Quixadá Campus. It has the challenge of integrating into a single project some concepts from the areas of Computer Science, Design, Communication and Arts. For the interdisciplinarity to be productive, it was specified PD3 (Digital Disru...
Many initiatives have promoted Collaborative Heuristic Evaluation in order to avoid discrepancies between evaluator’s ratings. This paper presents a gamification called G4H (Game for Heuristic Evaluation), a card game proposed to increase the engagement of different evaluators in an evaluation process based on Heuristic Evaluation. This paper prese...
With the widespread popularization of Facebook, which is considered the most used social network nowadays, a concern has become constant among its users: How is users’ data privacy being assured, since one of the purposes of Facebook is actually the exposure of user data? Facebook provides privacy settings that help its users to preserve their info...
Nonprofessional end user programs have increased remarkably in volume and diversity. However, for such programs to be usable and reliable, their creators should be familiar with software engineering practices that are typically not part of their range of competence and source of enjoyment. While the expansion of computational thinking acquisition (...
The number of people who strive to build their own systems grows every day, and for this type of activity we use the expression End-User Development (EUD). Communicability defines whether a system can make the user understands what the designer wanted to communicate when building a system. In this work, we evaluated the communicability in systems b...
An important factor underlying the entire EUD enterprise is how to incorporate basic computer programming in school curricula. Rapidly increasing initiatives towards this goal have typically explored two kinds of abilities associated with learning how to program: logical problem solving and digital (multimedia) storytelling. In this paper we report...
The difficulty in reading and interpreting textual information interferes in the quality of the interaction of pre-linguistic deaf in the web. This article aims at determining whether the use of new communication strategies improves interaction of the deaf. The stage of data collection and observation involved the participation of eight volunteers....
This paper presents an exploratory study about how savvy end users configure return points in mediated interactions with Web applications through WNH (Web Navigation Helper), a user agent that supports rephrasing, explanation, commentary and elaboration of interaction in scripted Web activities. The study is part of a long-term research on self-exp...
Reading difficulties and interpreting textual information interferes with the quality of communicative interactions between pre-linguistic deaf and web environment. This article aims to present a study of eight pre-linguíticos deaf users interacting with a web form in order to verify if the use of new communication strategies helps to improves the...
This paper reports the results of an empirical study about the semiotic engineering of signs of complexity for live documentation of games and simulations built with a visual programming learning environment. The study highlights the essence of the semiotic engineering process and shows how its outcome has been received by a group of users who can...
Semiotic perspectives on HCI take human-computer interaction as a special case of computer-mediated human communication. Through the interface, systems designers communicate to users their design vision as well as how the system can or should be used for a variety of purposes. To date, there hasn't been enough empirical research in HCI exploring th...
3D environments have been used in many applications. Besides the use of keyboard and mouse, best suited for desktop environments, other devices emerged for specific use in immersive environments. The lack of standardization in the use and in the control mapping of these devices makes the design task more challenging. We performed an exploratory stu...
This paper presents an in-depth study on how a small group of deaf users reacted while learning abstract vocational concepts in the domain of librarianship, using mediated interaction supported by WNH, a Web Navigation Helper. WNH's purpose is to allow helpers to create mediation dialogs to enable or facilitate helpees' online interaction with Web...
In general, pre-linguistic deaf bilingual users have difficulty understanding the textual information available in web pages. Therefore, this paper focuses on the use of dialogs mediating the interaction of pre-linguistic deaf in a bilingual organizational context, identify possible breakdowns in communication between both user interface and web pa...
According to the computers as media perspective, all kinds of software, whether created by expert programmers or end users, carry an implicit or explicit representation of their creators. This paper discusses the representation of the user's self in a study with the Web Navigation Helper (WNH), a user agent designed to support Web navigation throug...
This paper presents the Web Navigation Helper (WNH), an interface agent for users with special needs originally developed
for Brazilian users. WNH mediates scripted interaction with web sites, by providing alternative dialogs with appropriate style,
structure, etc. The paper reports the results of qualitative empirical studies done at the early des...
This position paper presents WNH, a Web Navigation Helper for users with special needs, and reports an empirical study where we found that sociability models may be invisibly encoded in accessibility tools like WNH. Our position is that the scientific foundations of CS may make it difficult for computer scientists to realize and deal with the cultu...
This paper presents research on web navigation helpers aimed at users with different kinds of special needs. We discuss scientific and technical findings from empirical experiments we have done, and comment on ethical dimensions of Grand Challenge IV, posed by the Brazilian Computer Society for 2006-2016. Resumo. Este trabalho apresenta uma pesquis...