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Journal ArticleDOI

HCI in practice: An empirical study with software process capability maturity model consultants in Brazil

TL;DR: An empirical study in the Brazilian industry concluded that consultants of the 2 SPCM models used in Brazil do not know and do not use HCI approaches as well as they know and use SE approaches.
Abstract: Human‐computer interaction (HCI) and software engineering (SE) are undoubtedly important domains for the development of interactive systems. The quality of an interactive system is usually...
Citations
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Proceedings ArticleDOI
22 Oct 2019
TL;DR: The results indicate that MoLIC is well consolidated, as it has been broadly used and studied by national and international authors and researchers are interested in applying it to system modeling or to investigate extensions and other aspects related to its use.
Abstract: MoLIC is a language for modeling human-computer interaction as a conversation that is grounded on Semiotic Engineering theory. It was proposed as an epistemic tool aimed at supporting designers in thinking about and making decisions regarding the designer-to-user communication being conveyed through the system-user communication. In this paper, our goal is to investigate how consolidated MoLIC is since it was first published in 2003. We have carried out a Systematic Literature Review and analyzed how MoLIC has been used by the HCI community, considering how it has been used over the years, the number of authors that reference or use it, forums in which works have been published, as well as the main contributions of the research about it. Our results indicate that MoLIC is well consolidated, as it has been broadly used and studied by national and international authors. The existing version is stable and researchers are interested in applying it to system modeling or to investigate extensions and other aspects related to its use.

18 citations

Proceedings ArticleDOI
27 Aug 2021
TL;DR: In this article, the authors explore and discuss geopolitical issues in Human Computer Interaction (HCI) as a field of knowledge and practice, mainly seen at two levels: (1) on discourses surrounding motivations and value of HCI as a sociotechnical field, and (2) on concepts of diffusion, maturity and diversity as articulated by global and local knowledge networks.
Abstract: This workshop will explore and discuss geopolitical issues in Human Computer Interaction (HCI) as a field of knowledge and practice. These issues are mainly seen at two levels: (1) on discourses surrounding motivations and value of HCI as a sociotechnical field, and (2) on discourses surrounding concepts of HCI diffusion, maturity and diversity as articulated by global and local knowledge networks. Since the beginning of HCI, discussions of democracy have been around. It may even be fair to say that the key notion of usability aims to support the citizens of a democratic society. Obviously, exactly how HCI should do this remains open for discussion. HCI has several roots deep in military needs from the world wars of the 20th century. It was also born out of the sociotechnical traditions with its emancipatory ambitions, aiming at creating conditions for supporting human agency that facilitates the realization of people’s needs and potential. There’s an inherent contradiction between these traditions. Thus, we’re interested in exploring the following question: how to reconcile such diverse discourses as military power and emancipatory ambitions in a geopolitical analysis of HCI research and associated discourses? Moreover, the diffusion of HCI as field of knowledge and practice is dominated by political and post-colonial discourses that pervade local and global knowledge networks shaping what is considered useful and relevant research and practice. In this workshop we understand these issues as geopolitical in nature and aim to trace the cultural and sociotechnical dynamics that construct the field of HCI.

3 citations

Book ChapterDOI
01 Jan 2020
TL;DR: This chapter describes how eye tracking technology is incorporated in an HCI course that forms part of a postgraduate informatics degree, and the focus is on an eye tracking assignment that involves student groups performing usability evaluation studies for real-world clients.
Abstract: As the use of information and communication technology (ICT) solutions become more embedded in our everyday lives, ICT graduates are required to design and develop solutions that are not only easy to use, but evoke overall positive user experiences. The incorporation of human-computer interaction (HCI) principles, such as user-centered design (UCD), usability, and user experience (UX) into the design of ICT solutions can positively influence the success of deployed solutions. However, developers of ICT solutions, especially those from developing countries, have been slow to apply these principles in their development practices. Some of the reasons for this slow pace include lack of experienced practitioners due to limited number of universities offering HCI courses, especially in African countries, lack of consensus on the measures of UCD effectiveness, and little appreciation of the benefits of incorporating these design principles into development processes. This challenge is compounded by ineffective teaching strategies, in situations where HCI courses are taught. The application of an experiential learning strategy can go a long way in addressing the gap between the concepts of HCI, UX, and UCD that is taught in the classroom and their application by ICT graduates in the work environment. In this chapter, the authors describe how they incorporate eye tracking technology in an HCI course that forms part of a postgraduate informatics degree. The focus is on an eye tracking assignment that involves student groups performing usability evaluation studies for real-world clients. They posit that eye tracking is a In the Eye of the Beholder: Teaching User-Centered Design to Information and Communication Technology Students With the Help of Eye Tracking

3 citations

Proceedings ArticleDOI
17 Sep 2019
TL;DR: This study explored the use of the Emotiv EPOC+ headset to collect electro-encephalography (EEG) patterns to 'examine' brain activities to determine the presence or absence of the emotion of anger, as well as 'performance metrics' on engagement, excitement, interest, focus, relaxation, and stress, in order to evaluate UX.
Abstract: Changes in the contemporary business environment are shifting the focus of designers and developers of Information Systems (IS) from a narrow focus on system usability to an overall user experience (UX). The subjective nature of UX meant that the majority of UX evaluation methods are subjective. However, advancements in new technologies now make it possible to evaluate UX objectively by collecting physiological data unobtrusively. In this study we explored the use of the Emotiv EPOC+ headset to collect electro-encephalography (EEG) patterns to 'examine' brain activities to determine the presence or absence of the emotion of anger, as well as 'performance metrics' on engagement, excitement, interest, focus, relaxation, and stress, in order to evaluate UX. The results showed that the Emotiv EPOC+ headset provides a low-cost means of evaluating UX objectively.

2 citations

References
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Book
01 Jan 1994
TL;DR: The book is an introduction to the idea of design patterns in software engineering, and a catalog of twenty-three common patterns, which most experienced OOP designers will find out they've known about patterns all along.
Abstract: The book is an introduction to the idea of design patterns in software engineering, and a catalog of twenty-three common patterns. The nice thing is, most experienced OOP designers will find out they've known about patterns all along. It's just that they've never considered them as such, or tried to centralize the idea behind a given pattern so that it will be easily reusable.

22,762 citations

Book
01 Jan 1993
TL;DR: This guide to the methods of usability engineering provides cost-effective methods that will help developers improve their user interfaces immediately and shows you how to avoid the four most frequently listed reasons for delay in software projects.
Abstract: From the Publisher: Written by the author of the best-selling HyperText & HyperMedia, this book provides an excellent guide to the methods of usability engineering. Special features: emphasizes cost-effective methods that will help developers improve their user interfaces immediately, shows you how to avoid the four most frequently listed reasons for delay in software projects, provides step-by-step information about which methods to use at various stages during the development life cycle, and offers information on the unique issues relating to informational usability. You do not need to have previous knowledge of usability to implement the methods provided, yet all of the latest research is covered.

11,929 citations

Book
01 Jan 1982
TL;DR: Software Engineering A Practitioner's Approach recognizes the dramatic growth in the field of software engineering and emphasizes new and important methods and tools used in the industry.
Abstract: From the Publisher: Well-suited for both the student and the working professional,Software Engineering A Practitioner's Approach recognizes the dramatic growth in the field of software engineering and emphasizes new and important methods and tools used in the industry.

8,224 citations

Book
01 Jan 1987
TL;DR: The Sixth Edition of Designing the User Interface provides a comprehensive, authoritative, and up-to-date introduction to the dynamic field of human-computer interaction and user experience (UX) design.
Abstract: For courses in Human-Computer Interaction. The Sixth Edition of Designing the User Interface provides a comprehensive, authoritative, and up-to-date introduction to the dynamic field of human-computer interaction (HCI) and user experience (UX) design. This classic book has defined and charted the astonishing evolution of user interfaces for three decades. Students and professionals learn practical principles and guidelines needed to develop high quality interface designs that users can understand, predict, and control. The book covers theoretical foundations and design processes such as expert reviews and usability testing. By presenting current research andinnovations in human-computer interaction, the authors strive toinspire students, guide designers, and provoke researchers to seek solutions that improve the experiences of novice and expert users, while achieving universal usability. The authors also provide balanced presentations on controversial topics such as augmented and virtual reality, voice and natural language interfaces, and information visualization. Updates include current HCI design methods, new design examples, and totally revamped coverage of social media, search and voice interaction. Major revisions were made toEVERY chapter, changing almost every figure (170 new color figures) and substantially updating the references.

6,896 citations

Journal ArticleDOI
TL;DR: An outline is given of the process steps involved in the spiral model, an evolving risk-driven approach that provides a framework for guiding the software process and its application to a software project is shown.
Abstract: A short description is given of software process models and the issues they address. An outline is given of the process steps involved in the spiral model, an evolving risk-driven approach that provides a framework for guiding the software process, and its application to a software project is shown. A summary is given of the primary advantages and implications involved in using the spiral model and the primary difficulties in using it at its current incomplete level of elaboration. >

5,055 citations