M. Cecília C. Baranauskas
Institute of Computing, UNICAMP
Campinas, SP, BRAZIL
Research Group
www.nied.unicamp.br/interhad
NIED — UNICAMP
November 24th, 2013
Technology Design: Challenges in Brazil
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25% of the adult population are
considered literate 1
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14% have a declared deficiency 2
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46% have never used the computer
and 52% have never navigated in the
Internet 3
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Houses: 98% has TV Set, 84% has
Mobile phone, 31% has Desktop
computer 3
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26% live below the poverty line 4
~190 million people
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1 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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UNICAMP
Our Research Group
InterHAD Research
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:
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4 Msc students (Ewerton, Fabrício, Kim, Marleny)
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10 PhD students (Alessandro, Alysson, Eliana, Elaine, Heiko, Julián, Lara,
R. Romani, Samuel, Vanessa)
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2 PostDoc (Ig, Roberto P.).
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InterHAD Research Group
Direct collaborators (Alumni)
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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
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
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
InterHAD’s research activities have produced:
• 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
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Guidelines:
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Frameworks:
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Web usability and accessibility for design and evaluation;
Analysis of values in social applications;
Developing inclusive social networks;
Thinking on affective and emotional issues
Tailorable applications;
Awareness in collaborative systems;
Value-oriented and culturally aware design;
Tools:
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WARAU;
ACBP-Sakai;
Faware;
WelFit
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Theoretical and Methodological contributions
XO at UNICAMP
STID Project (CPQd) – Information and
Communication Solutions for Digital Inclusion
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Tools
http://warau.nied.unicamp.br/
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End-user Products
• 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
Virtual
presenter
Transversal
multimedia,
comment, and
collaboration
Metacommunication
Tailoring
http://www.vilanarede.org.br
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End-user Products
http://tnr.nied.unicamp.br
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End-user Products
• Adjustable Interactive Rings for IDTV (it received the Best PhD Research
Award at Institute of Computing, 2011)
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UNICAMP
Ongoing works...
(some) Ongoing
works
Tangible User Interfaces (PhD and Msc)
Julian
Kim
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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TUIs — Investigating Tangible User
Interface/Interaction for Educational Purposes
Constructionist
Learning Theory
(Seymour Papert)
Socio-Constructionist
Theory of Knowledge
(Ian Hacking)
Tangible User
Interface
Interaction Model
(Hiroshi Ishi)
• The individual constructs models to
understand the world.
• The learning occurs most effectively when
people are active in making tangible objects.
• The understanding, significance, and
meaning are developed in coordination with
other people.
• The language is the most essential system
through which people construct reality.
• People interacts with a digital system through
the manipulation of physical objects.
(pioneers)
Universal Design
Concept of Designing
(Ronald L. Mace)
• The design of products and environments that
are inherently accessible.
By Julian
Situation
awareness (SA)
Field of study
(Mica Endsley)
How to design an
accessible and
socioconstructionist
system for the
context of schools
that, by using
Tangible Interfaces,
provides students
skills related to
decision making in
complex and
dynamic
environments?
Exploring the Benefits from TUI in the treatment of
children with Autism Spectrum Disorders
By Kim
• 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).
Development of a Low Cost Environment for using
Tangible Interfaces in Basic Education Teaching
By Marleny
Goal
Develop a low cost environment of educational games for children based
on Tangible Interfaces that complements the teaching methodology
applied in the Basic Education.
Motivation
Provide 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.
Description of the Environment
Hardware
The Raspberry Pi is a
credit-card-sized
single-board computer
developed for
promoting the teaching
of basic computer
science in schools.
Scenario
The 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
Software
ReacTIVision 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.
Teaching Practice and
Learning Design Representation
By Alessandro
• 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
Affective quality in computational systems:
interaction design for and with children in educational contexts
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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.
By Elaine
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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)
From literature
review:
opportunity for
investigation
(1)
Affective
quality
(2)
Educational
Context
Hayashi and
Baranauskas, 2011
(3)
Design for,
with and by
children
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.
Theory+Practice
Psychology Elem. School
Education ParticipObserv.
Org. Semiotics Workshops
Hayashi and Baranauskas, 2013
Elaine Hayashi
Hayashi and Baranauskas, 2012
Hayashi and Baranauskas. 2013b
GWIDO – Games With Interaction Design
Objective
By Roberto Romani
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.
Social
Computing
Human
Computation
Culture of
Participatio
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GWIDO Environment
GWIDO Schema
By Roberto Romani
Situated and Participatory Design of
iDTV Applications
Context
By Samuel
Situated and Participatory Design of
iDTV Applications
Our Challenge
• 300 cities
• 10 million citizens
By Samuel
[email protected]
VCIA: Value-oriented and Culturally Informed Approach to
Design
VIF - Value
Identification Frame
SID – Stakeholder
Identification Diagram
By Roberto P.
CARF - Culturally Aware
Requirements Framework
Investigating values and culture in
design from the perspective of
Norms.
“whenever a new content is created,
VCT - Value
if it is publicly available, then the
Comparison Table
system must alert users about the
risks of exposingeValue
personal information
or any data that may affect their
privacy or the privacy of other people”.
Baranauskas’ Socially Aware Design meta-model
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Understand the Web as a medium that enables collaboration among people
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Investigate how people construct and negotiate meanings in order to establish
and cultivate practices
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By Heiko
Heiko Hornung ([email protected])
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Macro-HCI (Shneiderman),
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Human-centered perspective (Bannon),
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3rd paradigm (Harrison),
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HCI in the wild (Rogers)
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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)
Interaction Design in the Pragmatic Web
Reducing Semiotic Barriers of Web-mediated Collaboration
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Communication
(face-to-face vs. online)
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(e.g. socio-cultural background practice and IT
competency)
Representation
(made by others, need to be interpreted/understood)
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Mediation
(actions are transformed, i.e. facilitated or made more
difficult)
Diversity of people
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Flexibility of practice execution?
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Formality vs informality
Interaction Design in the Pragmatic Web
Reducing Semiotic Barriers of Web-mediated Collaboration
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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])
M. Cecília C. Baranauskas
Institute of Computing, UNICAMP
Campinas, SP, BRAZIL
Happyhour!!!! 
www.nied.unicamp.br/interhad
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