December 2024
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6 Reads
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December 2024
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6 Reads
December 2024
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8 Reads
December 2024
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62 Reads
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4 Citations
This paper addresses sociocultural aspects as a Grand Challenge for Research in Human-Computer Interaction in Brazil for 2025-2035. The challenge considers the sociocultural diversity involved in the design, implementation, evaluation, and use of interactive computational artifacts. The current scenario reveals a gap between technological solutions and the real needs of various sociocultural groups. The challenge herein described includes the creation or adaptation of tools that respect sociocultural plurality, impacting both the creation of interactive computational artifacts and the education of conscious and critical professionals. This challenge arises from the need for technologies that do not discriminate against, exclude, or harm social groups, and that are developed in a responsible, conscious, ethical, and sustainable manner. Failing to meet this challenge could lead to the formation of technological "bubbles" that promote oppressive views, diminish human capabilities, and prioritize technocapitalist interests over human concerns. In response, we suggest short-, medium-, and long-term actions, emphasizing awareness, research, and continuous monitoring. Therefore, the challenge of considering sociocultural aspects in Human-Computer Interaction aims to transform the relationship between interactive computational artifacts and society, promoting inclusion and positive impact through technological solutions that respect and represent human diversity. Este artigo aborda sobre os aspectos socioculturais como um Grande Desafio de Pesquisa em Interação Humano-Computador no Brasil para 2025-2035. O Desafio tem em consideração a diversidade sociocultural no design, implementação, avaliação e uso de artefatos computacionais interativos. O cenário atual revela uma lacuna entre as soluções tecnológicas e as reais necessidades dos diversos grupos socioculturais. A proposta deste Desafio inclui a criação ou adaptação de instrumentos que compreendam a pluralidade sociocultural, impactando tanto a criação de artefatos computacionais interativos quanto a formação de profissionais mais conscientes e críticos. Este Desafio decorre da necessidade de tecnologias que não discriminem, excluam ou prejudiquem grupos sociais e que sejam desenvolvidas de forma responsável, consciente, ética e sustentável. Não superar este Desafio pode levar à formação de ``bolhas'' tecnológicas que promovem visões opressivas, à diminuição das capacidades humanas e ao privilégio dos interesses do tecnocapitalismo sobre os aspectos humanos. A partir disso, sugerem-se ações de curto, médio e longo prazo, enfatizando a conscientização, o desenvolvimento de pesquisas e o monitoramento contínuo. Portanto, o desafio de considerar aspectos socioculturais na Interação Humano-Computador busca transformar a relação entre os artefatos computacionais interativos e a sociedade, promovendo inclusão e impacto positivo mediante soluções tecnológicas que respeitam e representam a diversidade humana.
June 2024
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6 Reads
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Additional therapy support for the treatment of Substance Use Disorders (SUDs) can be provided through digital games. However, we still face challenges in including people in SUDs rehabilitation in the digital game design process. This work seeks to minimize these challenges by investigating how to build a web system that guides end users in recovery from SUDs in digital game design activities with therapeutic potential. We used the Design Science Research method. To evaluate the system, we conducted a usability test with health professionals. The results suggest that healthcare professionals would use the system as an alternative therapy with their patients in SUDs rehabilitation because they saw therapeutic potential in the proposed solution.
May 2024
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6 Reads
February 2024
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524 Reads
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2 Citations
Interaction Design and Architecture(s)
Technology plays a relevant role in mental health. Specifically, integrating pervasive technologies with artificial intelligence (AI) holds promising potential to collect users' data, monitor individuals daily, and support treatment. However, the lack of trust in the collected data is a common limitation of prior work on mental health and technology. This paper proposes involving the user in a Human-in-the-loop approach as a solution to deal with the lack of accuracy of data collected through pervasive technology. In our study, end users judged and evaluated the data collected at two different times: before training the computational model, which would be later used for classification; and afterward to evaluate newly collected data that would be predicted and classified by the model. The solution proposed was implemented and tested in a project related to depression in college students. The results indicate positive reactions to the predicted classifications.
January 2024
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41 Reads
January 2024
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18 Reads
November 2023
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16 Reads
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Para além de inserir crianças em processos de design, é necessário repensar a forma como ensinamos e concebemos a tecnologia para e com as crianças, especialmente as mais novas. Este artigo apresenta um referencial teórico para apoiar o codesign de tecnologias computacionais por crianças de 4 e 5 anos. A proposta do arcabouço teórico considerou contribuições epistemológicas de codesign, meta-design e experiências práticas com crianças de 4 a 5 anos desenvolvendo tecnologia. Nossa solução enfatiza a necessidade de conhecimento prévio para apoiar o processo de design, bem como o papel do design no processo de aprendizagem, sem deixar de lado a diversão, a utilidade e o dia a dia da criança. Por fim, discutimos a aplicação do arcabouço teórico no projeto de um controle remoto para um carrinho de brinquedo.
October 2023
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8 Reads
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1 Citation
Os jogos digitais terapêuticos visam apoiar os tratamentos de reabilitação e ajudar os pacientes a compreenderem, se motivarem e persistirem nas práticas terapêuticas. A construção desses jogos, porém, ainda é realizada com o apoio de profissionais da área de Computação. Este trabalho apresenta a plataforma RUFUS para autoria de jogos digitais, na qual profissionais de diferentes áreas podem criar suas próprias instâncias de jogo a partir de templates com mecânicas pré-definidas. A plataforma foi desenvolvida seguindo preceitos da área de EUP (End-User Programming) e dispõe de duas interfaces distintas: uma interface Web, para autoria de jogos por parte do profissional (atualmente composta por cinco mecânicas de jogos diferentes) e um aplicativo móvel, em que o jogo é entregue ao público-alvo dos profissionais. A plataforma também oferece a visualização de relatórios de interação. Técnicas de design participativo foram usadas durante o design e a avaliação das mecânicas disponíveis, e envolveu diferentes partes interessadas no projeto. Diversas avaliações empíricas e analíticas foram realizadas nas interfaces da RUFUS, todas apresentando resultados positivos. Novos estudos com usuários-alvo, no entanto, ainda são necessários para aperfeiçoar a plataforma.
... This gap requires a proactive approach, where anticipating problems is a priority, rather than just reacting to damages after they are already evident. Challenges related to the investigation of human values and other plural sociocultural aspects of whole-human and the environment are explored in depth in Grand Challenge 4 -Sociocultural Impacts [125]. ...
December 2024
... The article [54] presents a system, that uses AI and human-in-the-loop approaches to support the mental health of college students with depression. This system collects data from sensors, social networks, self-reports, and diaries and uses machine learning models to identify symptoms of depression and possible depressive profiles. ...
February 2024
Interaction Design and Architecture(s)
... A programação textual pode ser um impeditivo para usuários não especialistas, de forma que, trabalhos da área de End-User Programming (EUP) são muito necessários, ainda mais ao considerar a atual complementação da BNCC [BRASIL 2022]. Trabalhos como o de Rodrigues et al. (2023), o qual apresenta uma plataforma para autoria de jogos digitais chamada RUFUS, viabilizam a criação de jogos digitais por usuários sem conhecimentos em programação e em mecânicas de jogos. A plataforma permite que profissionais de diferentes áreas criem jogos a partir de templates com mecânicas prédefinidas [Rodrigues et al. 2023]. ...
October 2023
... Accordingly, research has explored a wide range of topics, including CT conceptualizations, theoretical frameworks, instructional approaches, and assessments (see Tang et al., 2020, andNouri, 2019, for reviews). However, the role of teachers -particularly in early childhood education (ECE) settings -remains underexplored (Jung & Won, 2018;Martins et al., 2023). Teachers are responsible for designing and implementing CT activities, providing students with opportunities to engage in CT concepts, and integrating them across subject domains (National Research Council, 2010). ...
June 2023
International Journal of Child-Computer Interaction
... Participatory Design is recommended to address this issue as a practical approach that involves collaborating with users throughout various phases of the design process, from ideation to validation. An example of Participatory Design techniques applied in the gaming context can be seen in the research of da Hora Rodrigues et al. [2023], in which the authors carried out semioparticipatory activities with health professionals, resulting in requirements for therapeutic games. The authors also developed a platform called RUFUS, which has an authoring web interface and enables the authorship of therapeutic digital games by health professionals. ...
January 2023
Interacting with Computers
... Therefore, this work aims to design and evaluate a template for creating serious digital game focused on exercising CT skills. A differentiating aspect is the adoption of the game authoring platform [da Hora , da Hora Rodrigues et al. 2022, Rodrigues et al. 2021], which will enable Education professionals to use them to create their own games in a personalized way, according to the learning objectives of each child, thus being a generalizable resource. The next section details the design and evaluation process of the game Web template designed in this work. ...
October 2022
... Yet, a notable gap remains in understanding how individuals leverage the "customizability" of LLMs to meet their unique needs by shaping model responses and the motivations driving their practices. Furthermore, prior work involving customizing LLM-powered chatbots primarily zeroed in on language outputs, offering limited insight into how customization of other chatbot attributes, such as voices and avatars, can augment user experiences and emotional well-being [22,27]. ...
October 2022
... This work employed the stages of SemTh, which supported progress on two fronts of the project: 1) the design of a specific game for the context and audience addressed here, 2) the identification of generalizable elements for a game mechanic that will be implemented in the RUFUS authoring platform, allowing other games to be created in the same mechanic for different contexts and by other professionals after. This latter front advances projects in the area of End-User Development Paternò and Wulf [2017] of the authors' research group da Hora Rodrigues et al. [ , 2022; Rodrigues et al. [2022Rodrigues et al. [ , 2021. ...
October 2022
... The use of persona allows designers to empathize with users, understand their perspectives and incorporate diverse user insights into the design process [23]. By involving end-users in the creation of persona, designers can ensure that the design solutions are tailored to meet the specific needs of the target audience [24]. ...
October 2022
Journal on Interactive Systems
... Piccolo et al. reviewed the computer science literature to analyze some potential roles of technology, more specifically the Internet of Things (IoT), with a human-centered design perspective to be applied in Education for Sustainable Development (ESD) [37]. ...
March 2022
Lecture Notes in Computer Science