
Natasha Malveira Costa Valentim- PhD in Computer Science
- Professor (Full) at Federal University of Paraná
Natasha Malveira Costa Valentim
- PhD in Computer Science
- Professor (Full) at Federal University of Paraná
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126
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Introduction
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February 2018 - November 2019
Publications
Publications (126)
Learner eXperience (LX) is a concept derived from User eXperience (UX) and it can be defined as the perceptions, answers, and performances of learners interacting with Digital Communication and Information Technologies (DICTs). Evaluating the LX to obtain experiences that support and facilitate learning and knowledge mastery is important. Thus, we...
This article presents an extended Systematic Mapping Study (SMS) focused on usability and user experience (UX) valuation technologies for Touchable Holographic Solutions (THS). Given the growing integration of holograms in Augmented Reality (AR) and Mixed Reality (MR) settings, evaluating usability and UX becomes highly important. Our study expands...
It is important to evaluate the Learner eXperience (LX) in a collaborative learning context, as there is a need to support students in their Practical work (PWs) groups that are beyond their reach. Therefore, this paper presents an exploratory study to investigate LX and collaborative learning using computational resources. 31 learners and a teache...
This paper presents the results and lessons learned from the course Topics in Human-Computer Interaction (HCI) with a focus on experimental research. The course provides students with hands-on experience in planning, executing, and analyzing both primary studies (such as controlled experiments) and secondary studies (such as systematic mapping stud...
Learner eXperience (LX) can be defined as the perceptions and performance of learners interacting with learning environments, educational products , and resources. In this master's research, we proposed a model with different forms of assessment that allow the integration of most of the LX elements. The Learner Experience Evaluation Model (LEEM) ai...
Learner eXperience (LX) is defined as the perceptions, answers, and performances of learners interacting with learning environments, educational products, and resources. Thus, we proposed a model to assess and support the improvement of the learner's experience using Digital Information and Communication Technologies (DICTs) during learning, called...
Derived from User Experience (UX), Learner Experience (LX) focus on perceptions and responses during the use of computational resources in education. Literature reveals that few elements are considered in LX, impeding comprehensive understanding and effective learning experiences. To address this gap, we proposed the Design Guidelines to support LX...
For a higher education course to be successful, it is necessary to train a Higher Education Course Coordinator to meet the course's political, pedagogical and administrative requirements. A lack of knowledge in one of these skills can lead to several challenges. To this end, CoordSim was created, a Course Coordinator Simulator, which will train and...
Learner eXperience (LX) é definida como percepções, respostas e desempenhos dos aprendizes por meio da interação com Tecnologias Digitais de Informação e Comunicação (TDICs). Avaliar a LX é importante para obter experiências que apoiem e facilitem a aprendizagem e o domínio do conhecimento. Portanto, o Learner Experience Evaluation Model (LEEM) foi...
Este trabalho não possui um resumo.
Many studies present and evaluate daily-use systems ranging from information to conversational systems. Chatbots, either text-based or voice-based, have attracted the attention of researchers. In particular, User eXperience (UX) has been pointed out as one of the chatbot's leading aspects of evaluation involving pragmatic and hedonic aspects. Pragm...
Online sexual violence against children and teens is a problem thatdemands organized collective efforts to strengthen a protectionnetwork between different institutions. This paper describes the developmentand quality evaluation process of a website for a nationalObservatory to combat online sexual violence against children andteens, which gathers...
Currently, the need to prepare students for the challenges of the 21st-Century is being recognized, referred to as Education 4.0. This paradigm aims to redefine the education model by fostering the development of 21st-Century skills and competencies, such as problem-solving, creativity, collaboration, communication, and learning to learn. Therefore...
Em um contexto de crescente importância da qualidade de software, incentivar o ensino e a aprendizagem do modelo MPS.Br nas universidades se revela fundamental. Este trabalho aborda a experiência de um seminário conduzido por estudantes de graduação em Ciência da Computação, focado nos processos do MPS.Br. O seminário envolveu pesquisas na literatu...
Um dos profissionais da educação é o Coordenador de Curso, responsável por gerenciar uma Instituição de Ensino Superior (IES), respondendo também pelas funções pedagógicas, políticas, institucionais e administrativas. Algumas IES não possuem uma regra, concurso ou base para definir um coordenador, sendo este na maioria das vezes indicado ou selecio...
As metodologias ágeis, como o Design Sprint (DS), assim como a metodologia ativa Sala de Aula Invertida podem representar um aumento no engajamento dos estudantes, melhorar o aprendizado e promover habilidades interpessoais e de trabalho em equipe. Porém, há poucas evidências da aplicação das duas metodologias juntas em um contexto educacional. Nes...
Na Educação 4.0, busca-se uma aprendizagem personalizada que incentive habilidades e competências do Século XXI nos estudantes, como raciocínio lógico e pensamento computacional. A programação em blocos pode apoiar neste processo. Entretanto, percebeu-se que professores, como os do Ensino Médio, têm dificuldades na escolha de ferramentas de program...
A ADA Blocks é uma tecnologia de recomendação de ferramentas de programação em blocos para professores do Ensino Médio. A principal funcionalidade da ADA Blocks é a orientação aos professores durante a escolha das ferramentas de programação em blocos com base em seu contexto de uso e características como: disciplinas, tecnologias emergentes, materi...
Contemporary society is characterized by diversity and intricacy, necessitating more meaningful learning experiences. To meet these evolving needs, the incorporation of computational systems into education must acknowledge the distinctive characteristics of learners. Therefore, we conducted a Systematic Mapping Study (SMS) to investigate technologi...
Learner eXperience (LX) is learners’ perceptions, responses, and performances through interaction with educational technologies, involving behaviors, attitudes, sensations, emotional responses, and others. Therefore, this paper reports learners’ experiences in Experimental Human-Computer Interaction (Experimental HCI) course in the remote learning...
Each software context has its specificities. One specfic type of context is the multi-touch, where two or more touches are recognized by the software at the same time. Still in this context, User eXperience (UX) and Usability are relevant criteria related to multi-touch systems quality, and evaluation technologies are used to assess this quality. B...
Este artigo apresenta um estudo para avaliar a qualidade da ferramenta colaborativa Porifera, que apoia processos de Revisão Sistemática da Literatura (RSL) e Mapeamento Sistemático da Literatura (MSL). O estudo revelou alta utilidade percebida e facilidade de uso da ferramenta, além de identificar pontos para melhorar a interface, como o feedback...
Education 4.0 is considered a learning paradigm that seeks toadapt and transform the ways of teaching and learning throughtechnological resources. In order to bring Education 4.0 closer toschools, the web platform TAEP4.0 was proposed, which has a setof steps and resources to support teaching and learning processesaimed at the challenges of the 21s...
Tecnologias, como abordagens, modelos e técnicas, têm sido propostas para apoiar a Experiência do Aprendiz (Learner eXperience - LX) no uso de sistemas computacionais. No entanto, percebeu-se que essas tecnologias têm sido desenvolvidas para contextos específicos de aprendizagem, o que impossibilita o seu uso em todos os contextos. Portanto, esta p...
Este relatório técnico apresenta um mapeamento sistemático que visa identificar, avaliar e analisar quais as tecnologias abordadas em IHC (Interação Humano-Computador) que promovem a usabilidade no processo de software. E através deste, documentar os estudos relacionados encontrados nas bibliotecas digitais IEEE Xplore e Scopus por meio de uma abor...
In Education 4.0, a personalized learning process is expected, and that students are the protagonist. In this new education format, it is necessary to prepare students with the skills and competencies of the 21st-Century, such as teamwork, creativity, and autonomy. One of the ways to develop skills and competencies in students can be through block...
A programação em blocos surgiu como uma alternativa ao ensino de programação textual devido a sua complexidade. Nesse sentido, percebeu-se a necessidade de apoiar o professor na escolha desse tipo de ferramenta. Para este propósito uma assistente virtual chamada ADA Blocks foi criada. Portanto, este artigo apresenta um estudo de viabilidade que obj...
Education 4.0 is characterized as a learning paradigm to prepare students for life in the 21st-Century. Thus, a website was created, called TAEP4.0, that aims to support teachers of Basic Education in creating projects based on Education 4.0. This paper presents the evaluation of TAEP4.0. In this case study, the teachers used the TAEP4.0 to carry o...
A Learner eXperience (LX) pode ser definida como percepções e desempenhos dos estudantes interagindo com ambientes de aprendizagem, produtos educacionais e recursos. É importante avaliar a LX, a fim de analisar aspectos da experiência dos estudantes no uso de tecnologias educacionais que impactam em sua aprendizagem. Portanto, este artigo apresenta...
Os Sistemas Conversacionais (SCs) permitem que as pessoas interajam naturalmente com dispositivos inteligentes usando a voz, visando um envolvimento que simula uma conversa normal com outra pessoa. Neste contexto, a U2XECS foi proposta como um questionário para avaliar a Usabilidade e a Experiência do Usuário (User eXperience - UX) em SCs. No entan...
In Education 4.0, the professor is challenged to teach more than curriculum content, prompting the development of 21st-Century competencies and skills. Thus, this paper presents the Emergency Remote Teaching (ERT) methodology used in the Experimental Human-Computer Interaction (HCI) classes during the COVID-19 pandemic, based on Education 4.0. This...
A Experiência do Aprendiz (Learner eXperience - LX) representa as interações dos estudantes nos ambientes educacionais físicos ou virtuais. Neste contexto, este artigo relata as experiências dos estudantes nas aulas de Interação Humano-Computador (IHC) Experimental no formato de Ensino Remoto Emergencial (ERE). Participaram deste estudo exploratóri...
Graduate courses can provide specialized knowledge for Ph.D. and Master's students and contribute to develop their hard and soft skills. At the same time, Systematic Literature Review (SLR) has been increasingly adopted in the computing area as a valuable technique to synthesize the state of the art of a given research topic. However, there is stil...
This dissertation presented an educational process to assist Basic Education teachers in preparing classes with technological resources, focusing on the skills and competencies necessary for Education 4.0 called TAEP4.0 (Teacher Assistance Educational Process). The ADDIE model was used to guide the development and evaluation of TAEP4.0 through stud...
Due to the complexity of teaching programming to novice students, block programming has come up with a more attractive, intuitive, and visual approach. This paper presents a benchmark that aimed to identify and compare characteristics of block programming tools used in high school through a manual search. In this benchmark the characteristics analy...
O uso de ferramentas que apoiam a realização de pesquisa experimental permite que estudantes desenvolvam e exercitem conteúdos de maneira mais prática. Esse artigo apresenta um relato de experiência sobre o uso de ferramentas como apoio às diferentes etapas de estudos propostos em uma disciplina remota de Interação Humano-Computador (IHC) Experimen...
Industry 4.0 brought an impact on the traditional structure of many companies. Therefore, several sectors were affected, including education. In this context, the need for an educational formation more aligned with the contemporary world was perceived to prepare young people for the challenges of the 21st Century. This parameter redefines the educa...
Education 4.0 is a student-centered learning paradigm that seeks to prepare them for the contemporary world. Therefore, this paper presents the use of the stages of the ADDIE model (Analyze, Design, Develop, Implement, and Evaluate) for the conception and evolution of the Teacher Assistance Educational Process (TAEP4.0). TAEP4.0 aims to support tea...
Due to a COVID-19 pandemic, several higher education institutions have adopted Emergency Remote Teaching (ERT). This paper presents an experience report of a Requirements Engineering discipline carried out at ERT in a public university. In this discipline, a methodology was adopted containing synchronous activities, such as expository classes, and...
The digitization of the industry, known as Industry 4.0, is changing the modes of production and service. These changes arouse the need to prepare employees to work on the production lines. In this perspective arise the concept of Education 4.0 to preparing young with the competencies and skills required in the 21st-Century, such as creativity, pro...
Conversational Systems (CS) are increasingly present in people's daily lives. CS must provide a good experience and meet the needs of its users. Therefore, the Usability and User Experience (UX) evaluation is an appropriate step before making CSs available to society. To guide developers to identify problems, improvement suggestions, and user perce...
In Education 4.0, it is expected a personalized learning process andthat students are the protagonist. In this new education format, itis necessary to prepare students with the skills and competenciesof the 21st Century, such as teamwork, creativity, and autonomy.In this context, this paper aims to present the outcomes of a surveyabout the high sch...
Education 4.0 is defined as a student-centered learning model that prepares young for the challenges of the 21st Century, how to deal with emerging technological resources and processes. This case study aimed to encourage 21st Century skills and competencies seen as relevant to Education 4.0, such as teamwork, communication, autonomy, creativity, a...
Accessibility, Usability and User eXperience (UX) are relevant software
quality criteria. However, Visually Impaired People (VIP) still
face barriers in their interaction with applications on mobile devices
due to the lack of quality in the criteria mentioned above. Therefore,
this paper aims to investigate Accessibility, Usability and UX problems...
e different and distinguish itself among the technologies is intrinsic to the current agile software development. However, we still found usability and user experience (UX) defects generated by the development process, making the quality and user satisfaction unsatisfactory. Therefore, this paper presents a technique that supports the usability and...
The use of Information and Communication Technologies (ICTs) can be an important ally in improving the quality of life of Visually Impaired People (VIP) because they provide greater independence in the performance of their daily tasks. During the development process of ICTs for VIP, the concepts of Accessibility, Usability, and User eXperience (UX)...
Conversational Systems (CSs) are increasingly being used and receiving investments. However, these systems can present problems that discourage users from using them. This paper aims to verify the opinions of Brazilian users and ex-users of CSs about the use of these systems and their possible difficulties. We conducted an online survey with severa...
Conversational Systems (CSs) are software that uses the user's voice to perform some action. Before these systems were available to users, they must be evaluated. In this sense, Usability and User eXperience (UX) evaluations contribute to the verification of software quality, since they evaluate several aspects such as efficiency, effectiveness, im...
Conversational Systems (CSs) are software that uses the user's voice to perform some action. Before these systems were available to users, they must be evaluated. In this sense, Usability and User eXperience (UX) evaluations contribute to the verification of software quality, since they evaluate several aspects such as efficiency, effectiveness, im...
This case study aimed to cultivate 21st Century competencies and skills related to Education 4.0, such as problem-solving, collaboration, and autonomy. To this end, unplugged computing activities were performed with 25 students from four rural schools located in Tapajós-Arapiúns (Brazilian Amazon). As part of the methodology, a maze based on Google...
The development of systems with different features becomes increasingly challenging, given the actual context, implying on the search for new approaches for requirements elicitation. One of these approaches is design thinking (DT), a process of encouraging innovation used by designers, which presents itself as fundamental in the success of new prod...
Natural user interface (NUI) is considered a recent topic in human–computer interaction (HCI) and provides innovative forms of interaction, which are performed through natural movements of the human body like gestures, voice, and gaze. In the software development process, usability and user eXperience (UX) evaluations are a relevant step, since the...
Interaction with mobile devices allows users to have advantages such as flexibility, mobility, and wireless communication. However, challenges have emerged in this interaction context, due to the smaller size of its screens, the new usage contexts, and the limited performance capacity. Usability, User Experience (UX) and Accessibility are quality p...
In the last few years, Online Social Networks (OSN) have experienced growth in the number of users, becoming an increasingly embedded part of people’s daily lives. Privacy expectations of OSNs are higher as more members start realizing potential privacy problems they face by interacting with these systems. Inspection methods can be an effective alt...
Requirements communication is essential in software development projects since customer needs must be communicated to the development team clearly and effectively. Although the use case (UC) specifications are used to communicate requirements in detail, developers do not always follow them. This study presents an empirical study carried out to unde...
Os profissionais de hoje precisam ser capacitados para superar as atividades repetitivas. Assim, cabe à escola promover situações que possibilitem aos estudantes desenvolver as competências e habilidades que são requeridas no século XXI. Esta prática redefine a Educação, conhecida como Educação 4.0. Neste contexto, esse artigo apresenta um estudo d...
The development of Assistive Technologies (AT) has been growing and promoting the autonomy of their users, aiming at quality of life, accessibility, and inclusion. In this way, one of the main quality factors is the Usability, that aims at the user having a good efficiency, effectiveness, and satisfaction when using the technology. In order to impr...
In the last 15 years, since the Agile Manifesto emerged, many researchers and professionals have attempted to associate agile methodologies with Usability and User Experience (UX). This association happens to create a model that allows for delivering valuable software. However, most of the approaches identified in the literature that combine these...
In the last few years, Online Social Networks (OSNs) have experienced a growth in their number of users, becoming an increasingly embedded part of people's daily lives. Privacy expectations in OSNs are getting smaller as more members begin to face potential privacy problems when interacting with these systems. Inspections methods can be an effectiv...
Natural User Interface provides the possibility of interaction with software through direct actions of human body, such as gesture and voice. In the case of voice, it is possible for the user to interact with the system quickly and directly, making the interaction simple and thus providing accessibility. Several studies were conducted with voice as...
With the popularity of Assistive Technologies to support people with specific needs, it is important to improve the quality these technologies are often abandoned prematurely by users due to problems such as the difficulty of adaptation. Therefore, this work aims to test a keyboard prototype developed by Computer Engineering students focused on the...
O desenvolvimento de aplicações móveis tornou-se uma atividade que exige cuidados, devido às características e limitações dos dispositivos móveis, o que acaba influenciando na Experiência do Usuário (User eXperience - UX) e na Usabilidade. Estes aspectos de qualidade estão relacionados com a satisfação do usuário, bem como seus sentimentos e emoçõe...
Entregar um software de valor para os usuários é um desafio constante para os times que usam metodologias ágeis como um framework em seu processo de desenvolvimento de software. Muitos pesquisadores e profissionais tentam associar as metodologias ágeis com a usabilidade e a Experiência do Usuário (UX), a fim de criar um modelo que promova este tipo...
Abstract Introduction Techniques that help in understanding and designing user needs are increasingly being used in Software Engineering to improve the acceptance of applications. Among these techniques we can cite personas, scenarios and interaction models. Personas are fictitious representations of target users. Scenarios provide various types of...
Software organizations need to increase their productivity to stay competitive. Although there is a lot of research on productivity in software development, software organizations still do not know what are the most significant productivity factors in which they should invest. This paper presents a Tertiary Literature Review (TLR) that aims to iden...
The growing use of Online Social Networks (OSN) has encouraged the adoption of good practices in the design and evaluation of these applications to ensure their social acceptability and quality of use. On this way, privacy can be considered one of the determining factors of quality of use, because privacy discrepant interfaces can negatively influe...
Usability is known as one of the key aspects for use quality of an application. The commonly adopted technologies for usability assessment can be divided into two broad categories: Inspection, in which inspectors examine aspects of the application to detect violations of usability principles; and Test, in which users interact with the application i...
Nowadays, we need to teach new approaches to elicit requirements that support a systems development with differentiated resources. One new approach that could be employed to elicit requirements is Design Thinking (DT), characterized by interactivity, user focus, and innovation. Some papers have presented the teaching of DT in computer courses, focu...