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Lavínia Matoso Freitas

Bio: Lavínia Matoso Freitas is an academic researcher from Federal University of Ceará. The author has contributed to research in topics: Usability & User experience design. The author has an hindex of 3, co-authored 4 publications receiving 10 citations.

Papers
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Proceedings ArticleDOI
21 Oct 2020
TL;DR: In this paper, the authors present the remote methodology based on the gamification that they have applied on two Computer Science courses to deal with the emergency remote teaching (ERT) during the COVID-19 pandemic.
Abstract: Distance education is understood as well-planed online learning mediated by computer technologies. Online learning involves more planning and design decisions and thus it is more rigorous than Emergency Remote Teaching (ERT). Given the COVID-19 pandemic several undergraduate and graduate classroom courses had to adapt their traditional classes to ERT. In this context, we have adapted our methodology based on face-to-face classes to incorporate the gamification as a strategy to deal with ERT. The goal of this paper is to present the remote methodology based on the gamification that we have applied on two Computer Science courses. To use the gamification, we have selected a free online gamification, called Classcraft, that enable us to use asynchronous tools. In our methodology, we first organized the course' contents into modules and then, for each module, we defined the activities to work the module's topics; the interactions between the professor and students; and the evaluation criteria. The results showed that the gamification as ERT strategy is effective to engage the students during the pandemic. However, they had difficulties to understand the purpose of using asynchronous tools such as forum.

9 citations

Proceedings ArticleDOI
23 Oct 2017
TL;DR: Investigation of the relationship between user appraisal and an Usability and User eXperience (UUX) evaluation of mobile applications using user reviews in App Stores finds some results.
Abstract: The choice of apps by users in App Stores is influenced by other users' ratings (reviews and star ratings). However, it is unclear what the relationship between user appraisal and an Usability and User eXperience (UUX) evaluation. In this paper, we will make the following investigations: i) what is the result of an UUX evaluation of mobile applications using user reviews in App Stores? ii) does the star rating represent the opinions of users about an app? and iii) is there a relationship between the ranking of apps and an evaluation of the UUX? Some results: i) the result of an UUX evaluation was different for the same app on different systems; ii) the star rating was in agreement with the opinions of the users, in two of the three apps tested; and iii) the results of an UUX evaluation are similar to the ranking of apps.

6 citations

Proceedings ArticleDOI
04 Oct 2016
TL;DR: This paper presents a textual evaluation experience in Usability and User eXperience of Spotify application and the methodology used for the textual evaluation was MALTU.
Abstract: This paper presents a textual evaluation experience in Usability and User eXperience of Spotify application. The methodology used for the textual evaluation was MALTU. In this study, we collected 100 users' postings from a popular website (Reclame Aqui) and 7 participants classified postings and discussed their impressions about this form of evaluation.

5 citations

Proceedings ArticleDOI
21 Oct 2019
TL;DR: A case study was performed evaluating the usability and user experience of a health app and the techniques were analyzed based on aspects that involved describing the results, resources needed and description of problems and users.
Abstract: One of the ways to evaluate a system is from Textual Evaluation. This type of evaluation consider the textual user’s opinions to infer aspects of the interaction with the system. Although this method covers many texts and consi- ders spontaneous narratives of the users, it takes a lot of time and effort. Some authors have reported on the need to compare evaluations techniques in order to investigate their effectiveness in revealing issue or to supplement the results of a systems assessment. This study presents a comparative analysis between the textual evaluation and user testing. A case study was performed evaluating the usability and user experience of a health app. As a result, the techniques were analyzed based on aspects that involved describing the results, resources needed and description of problems and users.

2 citations

Proceedings ArticleDOI
07 Nov 2022
TL;DR: A systematic mapping resulting in 40 studies that highlights techniques or approaches that use machine learning algorithms for the most diverse goals within the IoT application testing process, such as the use of neural networks for predicting the cost of time in the preparation and execution of tests; identification of security attacks; and automatic generation of test cases from textual language.
Abstract: Internet of Things (IoT) devices are increasingly present in people’s daily lives. Thus has increased research interest in investigating strategies that can ensure that these applications work as expected considering specific and vital characteristics of IoT, for example, security, performance and interoperability. In a testing point of view, there is a need to optimize and define an efficient strategy, from its planning to its execution. Considering all the steps that can be taken to test an IoT application, this process, if performed manually, can demand great effort and time. Machine learning (ML) algorithms have been applied in several areas of computing in order to optimize and automate processes that involve large volumes of data. In this paper, we present a systematic mapping resulting in 40 studies that highlights techniques or approaches that use machine learning algorithms for the most diverse goals within the IoT application testing process, such as the use of neural networks for predicting the cost of time in the preparation and execution of tests; identification of security attacks; and automatic generation of test cases from textual language. We also identified that the vast majority of testing techniques are focused on a specific IoT characteristic (e.g., security, performance), specially security, and apply the machine learning algorithm in two ways: directly in the algorithm, called predictive maintenance, or during the execution of planned tests, both of them bring difficulties related to extracting and defining data to train ML algorithms.

Cited by
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Journal ArticleDOI
TL;DR: In this paper, the authors reviewed the use of gamification-based teaching during the COVID-19 pandemic lockdown through a search in Scopus, PsycINFO, ERIC, and Semantic Scholar databases and found that gamification can be implemented together with traditional lectures and can be a valuable instrument during post-COVID times.
Abstract: The ongoing pandemic caused by coronavirus disease 2019 (COVID-19) has enforced a shutdown of educative institutions of all levels, including high school and university students, and has forced educators and institutions to adapt teaching strategies in a hasty way. This work reviews the use of gamification-based teaching during the pandemic lockdown through a search in Scopus, PsycINFO, ERIC, and Semantic Scholar databases. A total of 11 papers from Chemistry, Business, Computer Science, Biology, and Medical areas have been identified and included in the present work. All of them analyzed the use of gamification strategies during the COVID-19 pandemic and assessed student’s learning and motivation outcomes. In general, students reported that gamification was innovative, engaging, and an efficient strategy to deliver curricula material; moreover, it was perceived as a fun activity. Some students reported that gamified videoconferences aided to connect with their classmates during isolation time providing effective social support. However, some students reported a bad physical or psychological condition, as consequence of the confinement, and did not get involved in the activity. Some weaknesses of the reviewed studies are the small sample size and its homogeneity, which makes it difficult to generalize their results to other scenarios and academic areas. Furthermore, although there is a feeling of learning during the activity, this result is mainly based on subjective perceptions, and any of the studies demonstrated that superior learning was achieved in comparison with traditional teaching strategies. Nevertheless, gamification can be implemented together with traditional lectures and can be a valuable instrument during post-COVID times.

55 citations

Book ChapterDOI
09 Jul 2017
TL;DR: This work aims to investigate the automatic classification of the polarity of opinion in postings related to the use of an academic system with social characteristics and performs two investigations: one uses an automatic classifier and the other applies Data Mining algorithms.
Abstract: Evaluation of Human–Computer Interaction (HCI) in a textual way is a recent type of evaluation, demanding studies of techniques to improve it. This work aims to investigate the automatic classification of the polarity of opinion in postings related to the use of the system. We analyzed 1,345 postings of an academic system with social characteristics and performed two investigations: one uses an automatic classifier and the other applies Data Mining algorithms. As results, we present the most relevant words of each polarity, their characteristics and a discussion about the investigations carried out.

4 citations

Proceedings ArticleDOI
26 Oct 2020
TL;DR: In this paper, the suitability of Heuristic Evaluation and the MALTU Model to evaluate the usability and user eXperience of ubiquitous systems is compared. And the authors provide recommendations to apply both methods for the usability evaluation of ubiquitous system.
Abstract: Ubiquitous systems are made up of sensors and smart devices that communicate with each other to achieve certain goals. They have specific characteristics, such as transparency, attention, calmness, mobility, and context-awareness. Given that the Human-Computer Interaction (HCI) evaluation methods have been proposed for traditional systems, these characteristics present challenges that may require their adaptation. In this paper, we conducted an exploratory study aimed to compare the suitability of Heuristic Evaluation and the MALTU Model to evaluate the Usability and User eXperience (UX) of ubiquitous systems. For this, we apply both methods for evaluating a healthcare system and perform a comparative analysis. From our findings, MALTU is indicated for UX evaluation, being a low-cost approach when compared to Heuristic Evaluation, which is indicated for usability evaluation. Both methods were able to identify the problems that emerge from ubiquity and can provide better results when applied in aggregate. Furthermore, we provide recommendations to apply both methods for the Usability and UX evaluation of ubiquitous systems.

3 citations

Book ChapterDOI
15 Jul 2018
TL;DR: In this study, 650 postings from an academic system are analyzed and these posts have gone through a process of textual evaluation whose results will be presented in this paper.
Abstract: This paper presents an experience of textual evaluation in Usability and User eXperience in an academic system. The methodology used for the textual evaluation was MALTU. In this study, we analyzed 650 postings from an academic system and these posts have gone through a process of textual evaluation whose results will be presented in this paper.

3 citations

Proceedings ArticleDOI
27 Sep 2021
TL;DR: In this article, the authors report the experiences obtained from the application of gamified study guides in Software Engineering (SE) between November 2020 and April 2021, and conclude that using gamification and flipped classroom has positive impacts on learning and acceptance, although the COVID-19 pandemic and the ERT negatively affect students' motivation.
Abstract: Context. In the COVID-19 pandemic, higher education was one of the most affected in adapting the teaching-learning process to comply with social distance measures. In this context, this research reports how we combined two active methodologies in Software Engineering Emergency Remote Teaching. Objective. Therefore, this study aims to report the experiences obtained from the application of gamified study guides in Software Engineering (SE) between November 2020 and April 2021. Method. We combined flipped classroom, an active methodology already known by them, with Gamification to improve students’ acceptance and engagement. We created six gamified study guides for the SE flipped classes. 51 students participated in the classes, 12 students from the Computer Technician course and 39 students from the Computer Science Bachelor course. Each study guide had a group of checkpoints to organize the content in levels. Results. At the end of the application, we observed 83.6% of the participating students maintained their engagement. According to self-declaration, 85% felt motivated by the approach adopted, with 75.9% considering that the class format presented enhanced their learning. We also observed a positive impact on learning gain in an average of 18.3% in their grades. Final Considerations. We concluded that using Gamification and Flipped Classroom has positive impacts on learning and acceptance, although the COVID-19 pandemic and the ERT negatively affect students’ motivation.

3 citations