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August 2014 - present
February 2006 - present
August 1999 - February 2006
Publications
Publications (191)
BACKGROUND
Although a great number of teleconsultation services have been developed during COVID-19 pandemic, studies assessing usability and healthcare provider satisfaction are still incipient.
OBJECTIVE
To describe the development, implementation and expansion of a synchronous teleconsultation service targeting patients with symptoms of COVID-1...
RESUMO A pandemia do novo coronavírus tem sobrecarregado os sistemas de saúde ao limite da capacidade de atendimento. Nosso objetivo foi avaliar a eficácia de um chatbot desenvolvido para triagem de pacientes, antes de teleconsulta, para identificar sintomas de COVID-19. Sintomas informados no diálogo foram comparados com os relatados aos médicos,...
Os ambientes virtuais de aprendizagem (AVAs) são sistemas computacionais que oferecem uma grande variedade de recursos e ferramentas para apoio ao ensino. Dentre eles, destaca-se o Moodle como o mais utilizado em todo o mundo. Apesar da grande difusão de uso dos AVAs e do Moodle, há ainda problemas na interface destes sistemas que prejudicam a inte...
The COVID-19 pandemic and the need for social distancing have created a demand for new and innovative solutions in healthcare systems worldwide. One of the strategies that have been implemented are chatbots, which can be helpful in providing reliable health information and preventing people from seeking assistance in healthcare centers and being un...
The availability and use of interactive systems have increased considerably. However, evaluating the accessibility and communicability of such systems for a range of users is essential to improve their quality. Human-Computer Interaction (HCI) evaluation methods assess different aspects of the system's interaction quality. The Semiotic Inspection M...
This study introduces ANA, a chatbot assistant about COVID-19 in Brazilian Portuguese, developed by a multidisciplinary team of Linguists, Computer Scientists and Medical Researchers. ANA aims to assist Brazilian Portuguese-speaking patients seeking information about the disease as well as screen suspect cases, initially in the Brazilian cities of...
O Modelo de Design de Privacidade (MDP) é um modelo descritivo que tem o propósito de ajudar designers a modelarem o compartilhamento de informações pessoais em Redes Sociais Online (RSOs), considerando diferentes aspectos que influenciam o nível de privacidade a ser oferecido ao usuário. Neste artigo, propomos a PryMeVis - uma ferramenta online qu...
Aplicações de economia colaborativa têm sido cada vez mais utilizadas, com novas propostas de mercado para a troca de bens e serviços entre usuários. Porém, qual a motivação dos usuários para ofertar e usufruir um determinado serviço quando uma aplicação é voltada a uma comunidade restrita e não há uma troca direta de moeda? Neste trabalho, tomamos...
Nos últimos anos, com o crescimento da Internet como meio de comunicação, um grande número de pessoas mudou a maneira de consumir notícias, substituindo os tradicionais jornais e revistas impressos por suas versões virtuais online e/ou web blogs. Uma das razões pelas quais as notícias online têm atraído usuários é a oportunidade de comentar e expre...
This special issue of JIS presents the extended versions of the best full papers of the Brazilian Symposium on Human Factors in Computing Systems (IHC 2018). For this issue, the seven papers selected as best papers from the 42 presented at the conference were invited to submit an extended version of their work. It is worth noting that the extended...
The current society produces and consumes large amounts of digital content, especially young people. Each person accumulates throughout their lives a set of digital items that will constitute their own digital legacy. Recently, a number of works that focus on post-mortem data and technology have been published. Our work adds to the existing body of...
As competências do Pensamento Computacional (PC) são essenciais nos dias de hoje. Existem diversas ferramentas e atividades que educadores podem usar para estimular o desenvolvimento destas habilidades. Este trabalho relata uma experiência de ensino do PC para 16 alunos do 6º ano do Ensino Fundamental. Segundo a percepção dos alunos, a experiência...
An interactive system with high accessibility and communicability provides many benefits to users' experience. These benefits are mainly related to visually impaired users so that they can achieve their goals in a given context of use. This study presents an analysis of the communication process of the Semiotic Engineering theory applied in the con...
MoLIC is a language for modeling human-computer interaction as a conversation that is grounded on Semiotic Engineering theory. It was proposed as an epistemic tool aimed at supporting designers in thinking about and making decisions regarding the designer-to-user communication being conveyed through the system-user communication. In this paper, our...
In this short paper, we present a set of recommendations derived from a qualitative analysis of the PROMISE framework based on trust in sharing economy systems. Sharing economy has been very successful in the past years, reaching an increasing number of users around worldwide. However, problems with trust among users and sharing economy systems hav...
There are several experience reports on teaching computational thinking (CT) to children in a playful way. However, we did not find in the literature any studies presenting a well defined proposal of types of tools or methods that could be adopted to teach different concepts of computational thinking. Therefore, we investigate whether Cultural View...
Este trabalho apresenta a pesquisa envolvida no projeto e avaliação do Sêntimus: um Jogo Digital Musical para Crianças com Hipersensibilidade Sonora e Caracterı́sticas dos Transtornos do Neurodesenvolvimento. Para sua elaboração identificamos na literatura princı́pios relevantes para o tratamento de ambas as patologias. As avaliações foram realizad...
Serious games for health are those that are not aimed solely at entertainment, but rather at supporting health treatments. In this paper, we develop and assess the proposal of a Virtual Reality (VR) game aimed at supporting Sensory Processing Disorder (SPD) treatment. SPD is a condition which affects the integration and processing of the various st...
Recently, text-based chatbots had a rise in popularity, possibly due to new APIs for online social networks and messenger services, and development platforms that help dealing with all the necessary Natural Language Processing. But, as chatbots use natural language as interface, their users may struggle to discover which sentences the chatbots will...
Virtual Learning Environments have important functionalities to support face-to-face and distance learning courses, such as: emulation of online classroom resources with study materials, discussion forums, among others. To make it accessible for all students, especially those with visual impairment that requires screen readers, it is important that...
Apresentação do artigo Análise de Acessibilidade no Ambiente Virtual de Aprendizagem Moodle Um Estudo de Caso do Uso do MIS com Leitores de Tela.
Having basic knowledge in computing is getting more importance nowadays. With this in mind, many applications have been developed in order to teach programming concepts to children, such as AgentSheets and Scratch, systems that use a visual programming language to create games and interactive animations. However, there is little research into commu...
Semiotic Engineering is a consolidated HCI theory that perceives an interactive system's interface as a designer-to-user communication. In this context, the relevant quality property to be considered is communicability. Currently, there are two consolidated methods to evaluate the communicability of a system, Communicability Evaluation Method (CEM)...
The PROMISE (Project Oriented towards Modeling trust Interactions in the Sharing Economy) framework was proposed to represent the users trust in the sharing economy. PROMISE'S proposal was grounded on the literature. In this paper we present a two-step analysis of the framework. To do so, we applied the Semiotic Inspection Method (SIM) in order to...
The current society produces and consumes large amounts of digital content. Each person accumulates throughout her live a set of digital items that will constitute her own Digital Legacy. In addition, we observe different studies about future data management and post-mortem data. In this research, we have analyzed the perspective of 10 brazilian yo...
Advertisements using video content (video ads) are currently one of the leading forms of revenue on today's Internet. Within this setting, we present the first study that sheds some light on understanding why individual users view or decide to skip video ads. Unlike previous related efforts, which looked into aggregated sets of data and did not add...
The Computer Science Course presents one of the highest dropouts rates among higher education courses in Brazil. Besides that, it’s known that the Algorithms discipline is the base of the knowledge learnt throughout the course and the first contact of students with computer programming. Having that said, the Ballgorithm was idealized to be a tool t...
In recent years, software developers have started to appropriate GitHub repositories to curate resources, in order to systematically select, evaluate, and organize existing artifacts for preservation and future use. Curation behaviors in social media sites, such as users' experiences to curate tweets from Twitter and pins on Pinterest, are well doc...
Digital posthumous communication systems are those that allow users to create messages that will only be sent to the intended recipients after their deaths. In these systems users have to express their wishes through configuration settings which will only take effect in the future, when the user is no longer available. In this paper, we propose a m...
Some configuration settings have immediate impact on system state; others have impact over time. In collaborative systems, the timeline of impacts can be even more complex, because changes may impact not only the user who made them but also other users. In this paper, we analyze the challenges involved in specifying configuration in collaborative s...
Atualmente, a participação feminina na computação é baixa. Assim, faz-se necessário identificar as razões para esta falta de interesse do público feminino em computação. Este artigo analisa como uma intervenção, junto a alunos do ensino médio, que tem por objetivo ampliar a sua visão sobre computação, pode ajudá-los a entender melhor a área. Para e...
Sharing economy is a new kind of economy that allows users to share human or physical resources that they are able to supply with people who are interested in that resource. This new kind of economy has become very popular in the last few years with systems such as Airbnb, Uber, TaskRabbit among others. In this paper we present a quantitative analy...
In 2012, the Brazilian HCI community identified Five Grand Research Challenges in Brazil, for the timespan between 2012 and 2022. In this paper, we discuss 3 issues: (a)what our community has done so far to advance with Challenge 4 - Human Values; (b) what results had effective impacts; and (c) what challenges remain and/or have come up. To do so,...
Current computer systems facilitate interaction between users for various purposes, including the management of their Digital Legacy. The Digital Legacy of a user is formed by several items and virtual possessions that have some type of value (e.g., financial, affective or of another nature) to someone, for the individual himself/herslef or other s...
Extended Abstract published in the HCI Research Groups Forum at the Brazilian Symposium on Human Factors in Computing Systems (IHC) 2017
Chatbots have been around since the 1960's, but recently they have risen in popularity especially due to new compatibility with social networks and messenger applications. Chatbots are different from traditional user interfaces, for they unveil themselves to the user one sentence at a time. Because of that, users may struggle to interact with them...
O objetivo do estudo que deu origem a este artigo é propor um modelo de interface extensível (XIMEHR) para sistemas de registro eletrônico de saúde, baseados nos padrões da norma ISO 13606. A partir do conceito de Design Science, o estudo é uma resposta ao desafio à participação de usuários finais no desenvolvimento de sistemas de informação em saú...
Semiotic Engineering (2005) is an HCI theory that perceives an interactive system as a computer-mediated communication in which the designer of a system conveys to system users who the system is for, what it can be used for and how to interact with it. Based on this communicative perspective, the theory aims at providing explanation about the pheno...
The use of Online Social Networks (OSNs) has brought many challenges to its users. One of them is the compromise between the disclosure of personal information and privacy. In this work, we used the Semiotic Inspection Method (SIM) to analyze two OSNs for professionals: LinkedIn and ResearchGate. This way, we have identified strategies that are use...
Posthumous communication systems are those that allow users to create messages that will only be sent to the intended receivers after their deaths. In these systems users have to express their wishes through configuration settings which will only take effect in the future, when the user is no longer available. In this paper, we propose a methodolog...
Some configuration settings have immediate impact on system state; others have impact over time. In group systems, the timeline of impacts can be even more complex, because changes may impact not only the user who made them but also other users. When a system is designed, its designers plan what configuration settings to provide users with, as well...
Papers, books and others products of academic projects are available on the Internet, and with that, the use of digital libraries and academic search engines is essential for easy the access. However, how much more complex becomes the need of information, more complex becomes the transcription of this need in the search system language. In this wor...
This work in progress is meant to describe the privacy related to user's personal information in apps that allow sharing pictures among users. The Privacy Design Model (PDM) supported the privacy appreciation offered by Instagram and Snapchat. The methodology consisted of the Semiotic Inspection Method (SIM) application on the main apps features. F...
In a service coproduction, the relationship between stakeholders is reciprocal, and the roles of provider and recipient are not necessarily defined. This paper presents an investigation with students in order to understand their motivations and prospects of coproduction involved in their activities of studying in groups. From interviews, we raised...
Introdução: Inserido no desafio de possibilitar a interação de profissionais da saúde com prontuários eletrônicos baseados na Norma ISO 13606 permitindo a personalização de interface ao mesmo tempo que se preserva a estrutura e padronização dos Sistemas de Registros Eletrônicos de Saúde (S-RES), o presente recorte objetiva caracterizar propriedades...
O objetivo do estudo que deu origem a este artigo é propor um modelo de interface extensível (XIMEHR) para sistemas de registro eletrônico de saúde, baseados nos padrões da norma ISO 13606. A partir do conceito de Design Science, o estudo é uma resposta ao desafio à participação de usuários finais no desenvolvimento de sistemas de informação em saú...
O objetivo do estudo que deu origem a este artigo é propor um modelo de interface extensível (XIMEHR) para sistemas de registro eletrônico de saúde, baseados nos padrões da norma ISO 13606. A partir do conceito de Design Science, o estudo é uma resposta ao desafio à participação de usuários finais no desenvolvimento de sistemas de informação em saú...
Nowadays collaborative systems often present users with flexibility to customize different aspects according to their contexts or needs. Designers of these systems must define the possible customizations to be offered to users at design time. To do so, they have to decide what choices to make available to users, and consider which scenarios may be...
Social networks allow users to share information among themselves. In this article we investigate the influence of Facebook's interface on how its users share information. To do so, firstly we present a comparison of how users share their information online and offline. We also analyze Facebook and identify which strategies are used in the system t...
This paper addresses privacy related to individual's personal information disclosure in the context of Social Network Sites (SNSs). We present the Privacy Design Model (PDM) - built upon Altman's theory of privacy and Semiotic Engineering theory - as a descriptive model that takes into account dimensions corresponding to aspects upon which designer...
Since its launch, the CAPES Portal of E-Journals underwent modifications in its interface, layout and search capabilities in a constant effort to facilitate navigation and improve the services offered to users. This study integrated knowledge from the areas of information science and computer science to analyze the information search process in the...
Social networks have emerged as a new medium for sharing and exchanging information. As such, it brings new possibilities and challenges to people’s interaction. In this work, we have investigated through a qualitative study one of these challenges: how people perceive and deal with privacy in online networks, as opposed to the physical world. Our...
As information systems become more integrated into everyday use, people generate and store significant data through their lifetimes. Only recently have researchers and companies started to pay attention to digital legacy issues. Google has been one of the first companies to support users in planning the future of their digital assets through Google...
This workshop is about computer mediation in human communication and action. The proponents all look at mediation from different angles, but share the view that meaning is what mediation is about. We aim to dig beneath the surface and touch on the conception, construction, negotiation and evolution of meaning in and of technology, for producers and...
This paper presents StoreAnt, a virtual repository tool containing information about collaborative systems evaluation methods. It supports researchers and practitioners in finding and comparing information about methods, and identifying methods that comply to specific criteria (e.g. how the data is collected). The system is functional but has not y...
While Online Social Networks (OSNs) allow closer interaction among their users, they trigger users’ privacy concerns related to self-disclosure. The reason for is that individual’s information and online activities are easily traced, collected and stored in OSNs when compared to face-to-face settings. In this context, this work aims at understandin...
A number of virtual networks, called Scientific Collaboration Networks (SCNs) have been increasingly adopted as means to connect researchers around the world. In this article we have analyzed how the SCNs ResearchGate and Academia.edu support collaboration between researchers, through an analysis of their interface and contrast with the general pur...
The CAPES Portal of E-Journals is highly relevant for higher education and for Brazilian science as it provides access to important sources of scientific information. Since it was launched, it has undergone several changes in its interface, layout and search resources and system in a constant effort to facilitate use and improve the services offere...
As collaborative systems have become more integrated into everyday life, designers have tried to bridge the social-technical gap by building more flexible systems that allow users to configure their interactions with other users (e.g. who sees their photos). Although researchers have studied configuration in groupware, we have not found any researc...
A growing number of people are changing the way they consume news, replacing
the traditional physical newspapers and magazines by their virtual online
versions or/and weblogs. The interactivity and immediacy present in online news
are changing the way news are being produced and exposed by media corporations.
News websites have to create effective...
A growing number of people are changing the way they consume news, replacing the traditional physical newspapers and magazines by their virtual online versions or/and weblogs. The interactivity and immedi-acy present in online news are changing the way news are being produced and exposed by media corporations. News websites have to create effective...
One of the challenges faced by Facebook users is that privacy settings change not only the visibility of the information, but also impact actions other users can take on a piece of information. These actions on their turn can also create changes to the visibility of that piece of information, sometimes granting access to people originally unintende...
Social networks have emerged as a new medium for sharing and exchanging information. As such, it brings new
possibilities and challenges to people´s interaction. In this work, we have investigated through a qualitative study one of these challenges: how people perceive and deal with privacy in online networks, as opposed to the physical
world. Our...
In this work we investigate the user practices in Instagram, a social photo sharing service. Some interesting conclusions emerge from our analysis. For instance, users tend to concentrate their posts during the weekend and at the end of the day. Furthermore, people tend to endorse photos with many likes and comments, inducing the rich get richer ph...
The Communicability Evaluation Method (CEM) is based on Semiotic Engineering HCI theory and involves observing users in a controlled environment and capturing with software the user-system interaction. The analysis involves 3 steps: (1) tagging: watching the user-system interaction video, identifying the communicative breakdowns, associating one of...
One of the issues the Brazilian HCI community has paid great attention to is HCI education in the country. One of the efforts has been to understand, through the use of surveys, how HCI has been taught in Brazil. So far, two reports on HCI education profile in Brazil have been presented: one from 2009 that described HCI courses being taught, and an...