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Research Groupwww.nied.unicamp.br/interhad
M. Cecília C. BaranauskasInstitute of Computing, UNICAMPCampinas, SP, BRAZIL
NIED — UNICAMPNovember 24th, 2013
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21 IBOPE, 2009; 2 IBGE, 2000; 3 CGI - Comitê Gestor de Internet, do Ministério da Ciência e Tecnologia, 2010; 4 CIA, 2008
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Technology Design: Challenges in Brazil
~190 million people
• 25% of the adult population are considered literate 1
• 14% have a declared deficiency 2
• 46% have never used the computer and 52% have never navigated in the Internet 3
• Houses: 98% has TV Set, 84% has Mobile phone, 31% has Desktop computer 3
• 26% live below the poverty line 4
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UNICAMP
Our Research Group
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InterHAD Research
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InterHad Research Group (Human-Digital artifact Interaction).
Coordinated by Professor M. Cecília C. Baranauskas: More than 40 Masters dissertations and PhDs theses since 1995;
2013: 4 Msc students (Ewerton, Fabrício, Kim, Marleny)
10 PhD students (Alessandro, Alysson, Eliana, Elaine, Heiko, Julián, Lara, R. Romani, Samuel, Vanessa)
2 PostDoc (Ig, Roberto P.).
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InterHAD Research Group
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Direct collaborators (Alumni) • Center for Information Technology Renato Archer - CTI• IBM• NIED (Center of Informatics Applied to Education)• Federal Technological University of Paraná – UTFPR • Federal University of São Carlos – UFSCar • Federal University of Pampas – Unipampa• Federal University of Rio Grande do Norte – UFRN
www.nied.unicamp.br/interhad
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InterHAD Research
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Research topics…
Critical systems Educational Technologies Games, GWAP IDTV applications and devices Inclusive Social Applications Pragmatic Web TUIs – Tangible User Interfaces Universal Design Values and Culture in Design Web Usability and Accessibility Web Science
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InterHAD Research
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Research Projects
Social Networks and Professional Autonomy (TNR)
EcoWeb
XO at UNICAMP
e-Cidadania (Microsoft Research/FAPESP)
Todos Nós
SIAjIU: Adjustable Interactive Systems via User Interface
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UNICAMP
Experience and Contributions
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InterHAD’s research activities have produced:
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• Theoretical and Methodological: frameworks, artifacts, methods and approaches to design
• Products: hardware devices, IDTV applications,social networks, assistive technologies
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Theoretical and Methodological contributions
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• The Science of Design: a Socially Aware Computing
• Guidelines: – Web usability and accessibility for design and evaluation; – Analysis of values in social applications; – Developing inclusive social networks; – Thinking on affective and emotional issues
• Frameworks: – Tailorable applications;– Awareness in collaborative systems;– Value-oriented and culturally aware design;
• Tools: – WARAU;– ACBP-Sakai;– Faware;– WelFit
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XO at UNICAMP
STID Project (CPQd) – Information and Communication Solutions for Digital Inclusion
Theoretical and Methodological contributions
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Tools
12http://warau.nied.unicamp.br/
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End-user Products
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• Vila na Rede: an inclusive social network developed for and with representatives from the target audience
• Todos Nós em Rede: a social network grounded on the values of reputation, meritocracy and autonomy for promoting continuous distance learning in a professional environment
• Adjustable Interactive Rings for the IDTV: a hardware device for interacting with IDTV applications developed to address the diversity of Brazilian population
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End-user Products
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Tailoring
Meta-communication
Virtualpresenter
Transversalmultimedia,
comment, andcollaboration
http://www.vilanarede.org.br
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End-user Products
15http://tnr.nied.unicamp.br
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End-user Products
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• Adjustable Interactive Rings for IDTV (it received the Best PhD Research Award at Institute of Computing, 2011)
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UNICAMP
Ongoing works...
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(some) Ongoing works
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Tangible User Interfaces (PhD and Msc)JulianKim Marleny
Learning Design (PhD)Alessandro
Affective and Emotion (PhD)Elaine
Games With Interaction Design Objective (PhD)Roberto Romani
Situated and Participatory Design of iDTV Applications (PhD)Samuel
Values and Culture in Design (PostDoc)Roberto Pereira
Pragmatic Web (PhD)Heiko
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•The individual constructs models to understand the world.
•The learning occurs most effectively when people are active in making tangible objects.
ConstructionistLearning Theory
(Seymour Papert)
•The understanding, significance, and meaning are developed in coordination with other people.
•The language is the most essential system through which people construct reality.
Socio-Constructionist Theory of Knowledge
(Ian Hacking)
•People interacts with a digital system through the manipulation of physical objects.
Tangible User Interface
Interaction Model(Hiroshi Ishi)
(pioneers)
•The design of products and environments that are inherently accessible.
Universal DesignConcept of Designing
(Ronald L. Mace)
Situation awareness (SA)
Field of study(Mica Endsley)
How to design an accessible and
socio-constructionist system for the
context of schools that, by using
Tangible Interfaces, provides students
skills related to decision making in
complex and dynamic
environments?
By Julian
TUIs — Investigating Tangible User Interface/Interaction for Educational Purposes
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• Inspiration: Visit to APAE in Poços de Caldas city.
• Main question: How can TUI improve autism treatment?
• Systematic Review.
• Thinking of a way to develop TUI through touch devices
(magnets).
Exploring the Benefits from TUI in the treatment of children with Autism Spectrum Disorders
By Kim
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Development of a Low Cost Environment for using Tangible Interfaces in Basic Education Teaching
GoalDevelop a low cost environment of educational games for children based on Tangible Interfaces that complements the teaching methodology applied in the Basic Education.
MotivationProvide a fun and educational tool based on Tangible Interfaces that potentially enable the technology to be accessible to socio-economically disadvantaged populations, without making a huge investment.
By Marleny
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Description of the Environment
HardwareThe Raspberry Pi is a credit-card-sized single-board computer developed for promoting the teaching of basic computer science in schools.
SoftwareReacTIVision is an open source, cross-platform computer vision framework for the fast and robust tracking of fiducial markers attached onto physical objects.
Scratch is a free educational programming language, designed to be fun, educational, and easy to learn.
ScenarioThe child should use familiar objects. Each object must be associated with a fiducial marker. The only element input should be a camera. The child interacts with the system showing objects to the camera. The software developed and installed should be able to recognize the code related to the object shown. The system shall issue an appropriate response by means of image and audio.
By Marleny
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Teaching Practice and Learning Design Representation
• What is the relationship between Learning Design and Teaching Practice?
• Educational Design Research• LEDITA: Learning Design for Italian Language
• Results:– Design Model and Framework based on Schön’s epistemology
of practice– Teaching Design software tool
By Alessandro
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Affective quality in computational systems: interaction design for and with children in educational contexts
• 31.700.000 children in Brazil are in the elementary school1;
• 87% of these children are in public schools1;
• 4% of the public schools have at least 1 computer2.
(1)Affective quality
(3)Design for, with and by
children
(2)Educational
Context
From literature review: opportunity forinvestigation
• Happiness and immune system (Rosenkranz et al., 2003)
• Affect is the fuel that makes the motor of intelligence run (Piaget)
• Conjoint action of Affect, Motivation, Cognition and Behavior (Ortony et al., 2005)
Hayashi and Baranauskas, 2011
By Elaine
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Affective quality in computational systems: interaction design for and with children in educational contexts
Proposal of a conceptual framework for the design and
evaluation of educational applications to aid designers to
take affective aspects into account in the design process.
Elaine Hayashi
Theory+PracticePsychology
EducationOrg. Semiotics
Elem. SchoolParticipObserv.Workshops
Hayashi and Baranauskas, 2013
Hayashi and Baranauskas, 2012
Hayashi and Baranauskas. 2013b
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GWIDO – Games With Interaction Design Objective
GWIDO Environment
Culture of Participation
Human Computation
Social Computing
o How to choose appropriate interaction design elements that are correctly interpreted by users?
o We proposed a novel way to explore the potential of the web in favor of users and designers with a design for all approach.
o GWIDO is a socio-technical environment that explores Human Computation and Social Computing to promote a Culture of Participation among Designers and Users.
By Roberto Romani
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GWIDO Schema
By Roberto Romani
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By Samuel
Situated and Participatory Design of iDTV Applications
Context
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Situated and Participatory Design of iDTV Applications
By Samuel
Our Challenge
• 300 cities• 10 million
citizens
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VCIA: Value-oriented and Culturally Informed Approach to Design
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SID – Stakeholder Identification Diagram CARF - Culturally Aware
Requirements Framework
VIF - Value Identification Frame
eValue
VCT - Value Comparison Table
Baranauskas’ Socially Aware Design meta-model
By Roberto P.
Investigating values and culture in design from the perspective of Norms.
“whenever a new content is created, if it is publicly available, then the system must alert users about the risks of exposing personal information or any data that may affect their privacy or the privacy of other people”.
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By Heiko
● Understand the Web as a medium that enables collaboration among people● Investigate how people construct and negotiate meanings in order to establish
and cultivate practices
● Macro-HCI (Shneiderman),● Human-centered perspective (Bannon),● 3rd paradigm (Harrison),● HCI in the wild (Rogers)
● Research perspective based on Organizational Semiotics and Language/Action Perspective
● Build upon/extend the Semantic Web by including pragmatic aspects (e.g. meanings in context, people's intentions)
Reducing Semiotic Barriers of Web-mediated Collaboration
Heiko Hornung ([email protected])
● Diversity of people(e.g. socio-cultural background practice and IT competency)
● Flexibility of practice execution?● Formality vs informality
● Communication(face-to-face vs. online)
● Representation(made by others, need to be interpreted/understood)
● Mediation(actions are transformed, i.e. facilitated or made more difficult)
Interaction Design in the Pragmatic Web
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Interaction Design in the Pragmatic WebReducing Semiotic Barriers of Web-mediated Collaboration
● design and evaluation in-use and in-situ, with face-to-face participatory elements
● current case: research project “Social networks and professional autonomy”, a system for Brazilian special education teachers
Images courtesy of Roberto Pereira Heiko Hornung ([email protected])
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Happyhour!!!!
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M. Cecília C. BaranauskasInstitute of Computing, UNICAMPCampinas, SP, BRAZIL
www.nied.unicamp.br/interhad