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 • 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 ~190 million people * 1 IBOPE, 2009; 2 IBGE, 2000; 3 CGI - Comitê Gestor de Internet, do Ministério da Ciência e Tecnologia, 2010; 4 CIA, 2008 2 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: 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.). 4 InterHAD Research Group 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 5 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 6 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 7 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 9 Theoretical and Methodological contributions • The Science of Design: a Socially Aware Computing • Guidelines: – – – – • Frameworks: – – – • 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: – – – – WARAU; ACBP-Sakai; Faware; WelFit 10 Theoretical and Methodological contributions XO at UNICAMP STID Project (CPQd) – Information and Communication Solutions for Digital Inclusion 11 Tools http://warau.nied.unicamp.br/ 12 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 13 End-user Products Virtual presenter Transversal multimedia, comment, and collaboration Metacommunication Tailoring http://www.vilanarede.org.br 14 End-user Products http://tnr.nied.unicamp.br 15 End-user Products • Adjustable Interactive Rings for IDTV (it received the Best PhD Research Award at Institute of Computing, 2011) 16 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 18 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 • • • 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 • • • 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 n 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 31 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 ● By Heiko Heiko Hornung ([email protected]) ● 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) Interaction Design in the Pragmatic Web Reducing Semiotic Barriers of Web-mediated Collaboration ● Communication (face-to-face vs. online) ● ● (e.g. socio-cultural background practice and IT competency) Representation (made by others, need to be interpreted/understood) ● Mediation (actions are transformed, i.e. facilitated or made more difficult) Diversity of people ● Flexibility of practice execution? ● Formality vs informality Interaction Design in the Pragmatic Web Reducing 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]) M. Cecília C. Baranauskas Institute of Computing, UNICAMP Campinas, SP, BRAZIL Happyhour!!!! www.nied.unicamp.br/interhad 34